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56449
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Portfolio Site by @Vihaan15 | Stardance
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Vihaan15
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1
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2.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T05:40:20Z", "hours": 2.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful", "repo": "https://github.com/Vihaan6119/Portfolio-Site", "demo": "https://vihaan6119.github.io/Portfolio-Site/"}]...
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[{"post_id": 67112, "ts": "202 [{"post_id": 67112, "ts": "2026-09-13T05:26:44Z", "hours": 1.8, "text": "Finished working on the portfolio site"}]...
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Title: Portfolio Site by @Vihaan15 | Stardance
De Title: Portfolio Site by @Vihaan15 | Stardance
Devlogs:
Finished working on the portfolio site
Ships:
This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful...
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1793004855.3418946
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1793091255.3418946
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60978
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3D.City by @praneel23o | Stardance
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praneel23o
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1
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24.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T04:16:38Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices", "repo": "https://github.com/pannilal/3D.city/", "demo": "https://pannilal.github.io/3D.city/index_gpu.html"}]...
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[{"post_id": 65917, "ts": "202 [{"post_id": 65917, "ts": "2026-09-11T11:38:47Z", "hours": 23.6644, "text": "3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning."}]...
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Title: 3D.City by @praneel23o | Stardance
Devlogs Title: 3D.City by @praneel23o | Stardance
Devlogs:
3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning.
Ships:
3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices...
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1793055284.7054224
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1793141684.7054224
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54394
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Dynamic New Tab Page by @Harpaavan108 | Stardance
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Harpaavan108
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1
|
20.48
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T04:07:00Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Dynamic New Tab Page In this project, I am making a dynamic new tab page, which will change based on the time of the day. Currently, I have made a new tab page with a title text and 4 shortcuts that I frequently use. I have also added an animated gradient background. Depending on the time of day, the background and text color will change color. View the project here: https://harpaavan-s.github.io/new-tab/ Tech Stack Built with: HTML, CSS, JS HTML was used to build the basic structure of the page, such as writing the title text and shortcuts. CSS was used to style the page, such as positioning the text and shortcuts, as well as animating the gradient background to loop. I also created the classes for the different times of the day. JS was used to detect the time of day and add the appropriate class to the body of the document. Features In the morning from 6 - 10 AM, the gradient will be a sunset color and the text will be light red. In the afternoon from 11 AM - 4 PM, the gradient will be a sky blue color and the text will be dark blue. In the evening from 5 - 9 PM, the gradient will be a dark purple color and the text will be light purple. During the night from 10 PM - 5 AM, the gradient will be navy and the text will be light gray. I will be adding more features to this later in the future, however this what I have for the initial ship. Acknowledgements There is no AI usage in this project. Enjoy!!!", "repo": "https://github.com/Harpaavan-S/new-tab", "demo": "https://harpaavan-s.github.io/new-tab/"}]...
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[{"post_id": 82875, "ts": "202 [{"post_id": 82875, "ts": "2026-10-26T03:52:37Z", "hours": 5.4833, "text": "Devlog #7 This session I mainly worked on modeling the house, which also took a bunch of time, but it looks super cool in the end. Not much new. I am officially done the house, so I hope I can move onto the rest of the castle. Hopefully I can finish this before StarDance ends!!! Current Progress I really made my house thing look a lot more realistic, I first started with some small towers around it, then I worked on the top and the front, and I moved onto the courtyard thing. There were a lot of small details to add, but I think I have gotten the hang of all the tools in Blender. Its slow but its moving forward. Next Steps Next I will work on another bigger courtyard thing on the other side of the castle. This will also have a bunch of detail, but I hope to finish it quick, like in 2 hours MAX. I really need to start working faster, so yeah. Below you can see a picture of the finished house beside the tower."}, {"post_id": 82524, "ts": "2026-10-25T03:41:50Z", "hours": 4.6514, "text": "Devlog #6 This session was mainly just working on the big tower part of the 3D castle. It took me a lot of time to do the tiny details, but the tower is finally done, and I will start to work on the next things. It is a very time consuming process trying to follow along with the tutorial, and I hope I can finish this before stardance ends, because I want to integrate it into my website as well. Current Progress I finally got the tower done. Because the model is isometric, like everything has to be aligned with the grooves, and I learned how to like duplicate something in a circle to just quickly rotate it, so that was convenient. I had A LOT of trouble with global and local orientations and how to scale and move things along their global, local, and normal axises. But I think I’ve got the hang of it. Its a slow and tedious process, but I think I will get it done. Next Steps The next steps are to work on the decoration for the the surrounding towers and the like houses things, and just make those look as pretty as the tower. I will first completely finish with the model before moving onto shading and coloring it. Below is an image of the tower in Blender"}, {"post_id": 80811, "ts": "2026-10-18T21:02:35Z", "hours": 3.1964, "text": "Devlog #5 It has been a while since I posted my last devlog, but I have come back with a fresh vision of what I want to make. So I wanted to incorporate Three.js into my project, but I do not now a lot of Three.js. However, I discovered that I could make the models in Blender and import them from there into Three.js, which is a lot easier. So I have started with modeling in Blender, and I also figured out how to use Lapse. Current Progress I wanted to go with a fantasy theme for my new tab page, but I also wanted it to be isometric, because I really like how isometric models look, so I found a timelapse video of someone making one, and I am trying to follow that, but it IS HARD, like I am watching the video and half speed just to go along with the video. But I really like the model, so I will push through and try to make. It is based off of the Hogwarts castle, so I am trying to make that. Next Steps The next couple of devlogs will just be me making the castle model. I will first start with the outline, and then move onto shading. I am super excited about how this will turn out, but I hope I can finish it before the deadline. Below is an image of the starting outline"}, {"post_id": 69974, "ts": "2026-09-18T04:51:38Z", "hours": 1.1506, "text": "Devlog #4 So I tried to ship my project, but I kept getting rejected on the basis that it is AI generated, when I have used 0 AI. I have no idea where they are finding AI use, but I decided to disconnect it from the mission because I was not going to waste my time just for 60 stardust. So a lot of time was just spent tinkering around with code seeing if they would accept it, but no luck, so I’m just going to continue on, add some new features, and hope that that gets accepted. Current Progress There was not much progress during this block, it was mainly just adjusting code or typing small lines. I got feedback saying that the CSS looked AI generated, so I should change that. But as I started to, I just felt so sad to see the progress I made go away, so I decided to just keep working on this and continue from there. I added one more link as a shortcut and that is for gmail. Next Steps Now its time to really take this project to the max. One thing that I really want to tinker around with is Three.js, and adding interactive 3D models into my webpage. It doesn’t even have to be interactive, it just has to have a 3D effect. I am thinking a space scene. So that is the next goal. I am still thinking of some ideas. But I am done with the mission, and I didn’t use any AI, so I am just going to continue with this."}, {"post_id": 67076, "ts": "2026-09-13T03:53:18Z", "hours": 2.7406, "text": "Devlog #3 I am ready to ship my first version of this project. I have added an animated gradient background to the webpage. I have also added the dynamic features. So the gradient color and the text color will change color based on the time of day. I had to use just a bit of JS for this, but it was easy to figure out as JS has the ability to pull the time by itself. Current Progress I first worked on making the looping gradient. I wanted it to be at -31 degrees, but the looping was not working. I tried a lot of things, like increasing the size of the background, the keyframes of the animation, the width of the keyframes, and reversing the gradient colors. But nothing worked, so I decided to keep it just going horizontally as I had done that before and was able to quickly make. I then moved to JS, in which I made a const for the hour. I discovered that JS can automatically pull the time of day from your device, so that was super convenient. I am actually learning JS in school, so I was able to add classes to the body depending on the time of day using if and else if statements. So it wasn’t too hard, and I got a really nice result out of it. Next Steps I am planning to ship next just so I can complete this mission. I already took way too many hours (only for 60 stardust). But I will for sure keep adding to this project. I want to connect it to my school schedule so that I can track my classes. I also want to include some productivity widgets, so I can remember things and get some stuff done in my life. But I will ship for now and continue working on it later. Below you can see pictures of all the gradient backgrounds. Challenge: try to guess what time of day they are each for."}, {"post_id": 66746, "ts": "2026-09-12T17:15:12Z", "hours": 1.8125, "text": "Devlog #2 During this block, I spent some time styling the website in CSS. I wanted it to start looking a bit more like a new tab page before I started in JS. I positioned my text in the middle, and made my shortcuts look nicer. Basically, it was a major styling block. Current Progress For now, I decided to keep only a title and some shortcuts just to keep the design simple. I want to then move onto JS to implement a dynamic feature into my website which will change with the time. So the goal is a minimalist style for now. The styling overall was not too hard. I had already arranged by classes nicely in HTML, so I had to move them around. I finally learned the secrets of the display: flex; rule, and how to use it to center things properly in CSS. So I got that working and then styled my icons. I applied some neat hover effects to them. At first I was planning to have a label text to label the shortcuts, but I already knew what they all were, so I decided to keep the text out, and if I wanted to I could add it again later. Next Steps The next thing that I want to do is make the background a moving gradient, but not too fast or bright, because that will be distracting. The main thing I want to add is a dynamic aspect. So I want to make it so that the background color will change with the time of day. Pretty basic, but that’s all I want to do before the inital ship. Below you can see a image of the page after styling."}, {"post_id": 65998, "ts": "2026-09-11T14:45:16Z", "hours": 1.1072, "text": "Devlog #1 I am officially starting my next project! In this project, I am planning to make a dynamic page that will show up when I open a new tab, replacing the regular GOOGLE one. For the first iteration, I am planning on making a simple page that has a large greeting text on it, but it’s background color will change depending on the time of day. I will probably change some stuff after that, but that’s the plan right now for my first ship so I can complete the mission. Current Progress So I started with the bare minimum. Because the site for now will not have much content on it, the HTML was pretty simple. I added a h1 tag with my title in it, and I decided that I will add buttons as shortcuts for some links that I use everyday. So I just added some icons that are linked to the sites. I also started with some super basic CSS, like just reseting margins, and starting to change the background color. It looks kinda bad right now, but I will make it look better. Next Steps My next steps are just to style it so it actually looks like a new tab page. I am not planning to add a search bar in there, because I don’t use the middle search bar, I only use the one on top, so I don’t want to take up unneccessary space. I want to finish styling in CSS before moving onto JS to set the dynamic changes. Below is a image of the very rough draft with the icons, labels, and title. (It looks bad right now, but it will look better in the next devlog.)"}]...
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Title: Dynamic New Tab Page by @Harpaavan108 | Sta Title: Dynamic New Tab Page by @Harpaavan108 | Stardance
Devlogs:
Devlog #1 I am officially starting my next project! In this project, I am planning to make a dynamic page that will show up when I open a new tab, replacing the regular GOOGLE one. For the first iteration, I am planning on making a simple page that has a large greeting text on it, but it’s background color will change depending on the time of day. I will probably change some stuff after that, but that’s the plan right now for my first ship so I can complete the mission. Current Progress So I started with the bare minimum. Because the site for now will not have much content on it, the HTML was pretty simple. I added a h1 tag with my title in it, and I decided that I will add buttons as shortcuts for some links that I use everyday. So I just added some icons that are linked to the sites. I also started with some super basic CSS, like just reseting margins, and starting to change the background color. It looks kinda bad right now, but I will make it look better. Next Steps My next steps are just to style it so it actually looks like a new tab page. I am not planning to add a search bar in there, because I don’t use the middle search bar, I only use the one on top, so I don’t want to take up unneccessary space. I want to finish styling in CSS before moving onto JS to set the dynamic changes. Below is a image of the very rough draft with the icons, labels, and title. (It looks bad right now, but it will look better in the next devlog.)
Devlog #2 During this block, I spent some time styling the website in CSS. I wanted it to start looking a bit more like a new tab page before I started in JS. I positioned my text in the middle, and made my shortcuts look nicer. Basically, it was a major styling block. Current Progress For now, I decided to keep only a title and some shortcuts just to keep the design simple. I want to then move onto JS to implement a dynamic feature into my website which will change with the time. So the goal is a minimalist style for now. The styling overall was not too hard. I had already arranged by classes nicely in HTML, so I had to move them around. I finally learned the secrets of the display: flex; rule, and how to use it to center things properly in CSS. So I got that working and then styled my icons. I applied some neat hover effects to them. At first I was planning to have a label text to label the shortcuts, but I already knew what they all were, so I decided to keep the text out, and if I wanted to I could add it again later. Next Steps The next thing that I want to do is make the background a moving gradient, but not too fast or bright, because that will be distracting. The main thing I want to add is a dynamic aspect. So I want to make it so that the background color will change with the time of day. Pretty basic, but that’s all I want to do before the inital ship. Below you can see a image of the page after styling.
Devlog #3 I am ready to ship my first version of this project. I have added an animated gradient background to the webpage. I have also added the dynamic features. So the gradient color and the text color will change color based on the time of day. I had to use just a bit of JS for this, but it was easy to figure out as JS has the ability to pull the time by itself. Current Progress I first worked on making the looping gradient. I wanted it to be at -31 degrees, but the looping was not working. I tried a lot of things, like increasing the size of the background, the keyframes of the animation, the width of the keyframes, and reversing the gradient colors. But nothing worked, so I decided to keep it just going horizontally as I had done that before and was able to quickly make. I then moved to JS, in which I made a const for the hour. I discovered that JS can automatically pull the time of day from your device, so that was super convenient. I am actually learning JS in school, so I was able to add classes to the body depending on the time of day using if and else if statements. So it wasn’t too hard, and I got a really nice result out of it. Next Steps I am planning to ship next just so I can complete this mission. I already took way too many hours (only for 60 stardust). But I will for sure keep adding to this project. I want to connect it to my school schedule so that I can track my classes. I also want to include some productivity widgets, so I can remember things and get some stuff done in my life. But I will ship for now and continue working on it later. Below you can see pictures of all the gradient backgrounds. Challenge: try to guess what time of day they are each for.
Devlog #4 So I tried to ship my project, but I kept getting rejected on the basis that it is AI generated, when I have used 0 AI. I have no idea where they are finding AI use, but I decided to disconnect it from the mission because I was not going to waste my time just for 60 stardust. So a lot of time was just spent tinkering around with code seeing if they would accept it, but no luck, so I’m just going to continue on, add some new features, and hope that that gets accepted. Current Progress There was not much progress during this block, it was mainly just adjusting code or typing small lines. I got feedback saying that the CSS looked AI generated, so I should change that. But as I started to, I just felt so sad to see the progress I made go away, so I decided to just keep working on this and continue from there. I added one more link as a shortcut and that is for gmail. Next Steps Now its time to really take this project to the max. One thing that I really want to tinker around with is Three.js, and adding interactive 3D models into my webpage. It doesn’t even have to be interactive, it just has to have a 3D effect. I am thinking a space scene. So that is the next goal. I am still thinking of some ideas. But I am done with the mission, and I didn’t use any AI, so I am just going to continue with this.
Devlog #5 It has been a while since I posted my last devlog, but I have come back with a fresh vision of what I want to make. So I wanted to incorporate Three.js into my project, but I do not now a lot of Three.js. However, I discovered that I could make the models in Blender and import them from there into Three.js, which is a lot easier. So I have started with modeling in Blender, and I also figured out how to use Lapse. Current Progress I wanted to go with a fantasy theme for my new tab page, but I also wanted it to be isometric, because I really like how isometric models look, so I found a timelapse video of someone making one, and I am trying to follow that, but it IS HARD, like I am watching the video and half speed just to go along with the video. But I really like the model, so I will push through and try to make. It is based off of the Hogwarts castle, so I am trying to make that. Next Steps The next couple of devlogs will just be me making the castle model. I will first start with the outline, and then move onto shading. I am super excited about how this will turn out, but I hope I can finish it before the deadline. Below is an image of the starting outline
Devlog #6 This session was mainly just working on the big tower part of the 3D castle. It took me a lot of time to do the tiny details, but the tower is finally done, and I will start to work on the next things. It is a very time consuming process trying to follow along with the tutorial, and I hope I can finish this before stardance ends, because I want to integrate it into my website as well. Current Progress I finally got the tower done. Because the model is isometric, like everything has to be aligned with the grooves, and I learned how to like duplicate something in a circle to just quickly rotate it, so that was convenient. I had A LOT of trouble with global and local orientations and how to scale and move things along their global, local, and normal axises. But I think I’ve got the hang of it. Its a slow and tedious process, but I think I will get it done. Next Steps The next steps are to work on the decoration for the the surrounding towers and the like houses things, and just make those look as pretty as the tower. I will first completely finish with the model before moving onto shading and coloring it. Below is an image of the tower in Blender
Devlog #7 This session I mainly worked on modeling the house, which also took a bunch of time, but it looks super cool in the end. Not much new. I am officially done the house, so I hope I can move onto the rest of the castle. Hopefully I can finish this before StarDance ends!!! Current Progress I really made my house thing look a lot more realistic, I first started with some small towers around it, then I worked on the top and the front, and I moved onto the courtyard thing. There were a lot of small details to add, but I think I have gotten the hang of all the tools in Blender. Its slow but its moving forward. Next Steps Next I will work on another bigger courtyard thing on the other side of the castle. This will also have a bunch of detail, but I hope to finish it quick, like in 2 hours MAX. I really need to start working faster, so yeah. Below you can see a picture of the finished house beside the tower.
Ships:
Dynamic New Tab Page In this project, I am making a dynamic new tab page, which will change based on the time of the day. Currently, I have made a new tab page with a title text and 4 shortcuts that I frequently use. I have also added an animated gradient background. Depending on the time of day, the background and text color will change color. View the project here: https://harpaavan-s.github.io/new-tab/ Tech Stack Built with: HTML, CSS, JS HTML was used to build the basic structure of the page, such as writing the title text and shortcuts. CSS was used to style the page, such as positioning the text and shortcuts, as well as animating the gradient background to loop. I also created the classes for the different times of the day. JS was used to detect the time of day and add the appropriate class to the body of the document. Features In the morning from 6 - 10 AM, the gradient will be a sunset color and the text will be light red. In the afternoon from 11 AM - 4 PM, the gradient will be a sky blue color and the text will be dark blue. In the evening from 5 - 9 PM, the gradient will be a dark purple color and the text will be light purple. During the night from 10 PM - 5 AM, the gradient will be navy and the text will be light gray. I will be adding more features to this later in the future, however this what I have for the initial ship. Acknowledgements There is no AI usage in this project. Enjoy!!!...
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1793008184.4610698
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1793094584.4610698
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54348
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App made with flutter with python backend by @agam App made with flutter with python backend by @agamjot_sarao9797 | Stardance...
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agamjot_sarao9797
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1
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48.32
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T03:48:16Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an app with flutter and python API, This app gets a URL from the user and then scrapes the info from the website then the user gets the id to the block of info from a tab called Data Hub and then the user would enter the ID in the tabs where the app makes the excel sheet or presentation on that info. The mos challenging part of this project was the part where the app made a presentation because i did not know how to make a presentation with python or Python-pptx. The part I did use AI on as the .bat launcher because i do not know how to code bash", "repo": "https://github.com/CODER-MAN12/AI-webscraper-app", "demo": "https://github.com/CODER-MAN12/AI-webscraper-app/releases/tag/App"}]...
|
[{"post_id": 72940, "ts": "202 [{"post_id": 72940, "ts": "2026-09-24T02:34:16Z", "hours": 0.3172, "text": "Devlog#15: I have decided that I will keep working on the project to make it look better since I might keep working on it so i can put it on google play or PC app store because of this i have also started a 3 hour graphic design tutorial since my app looks hideous."}, {"post_id": 67052, "ts": "2026-09-13T03:01:00Z", "hours": 0.9414, "text": "I am done just about the ship my project"}, {"post_id": 65681, "ts": "2026-09-11T00:07:31Z", "hours": 1.7689, "text": "Devlog#13: I HAVE COMPLETED THE APP THE EXCEL SHEET MAKER ITS FUNCTIONAL SO IS THE PRESENTATION MAKER I JUST NEED TO MAKE A LAUNCHER !!!!"}, {"post_id": 65095, "ts": "2026-09-10T00:03:20Z", "hours": 8.2875, "text": "Devlog#12: I have been working on the last two files that make a excel file and a power point and I am done 70 percent on it but it is challenging"}, {"post_id": 62445, "ts": "2026-09-05T19:56:11Z", "hours": 5.8167, "text": "Devlog#11: I have finished the history feature for the app where it can access the previous scraped info by id and then it will enter the id in the power-point or spreadsheet maker so the AI knows what info to make it for."}, {"post_id": 60701, "ts": "2026-09-03T07:53:03Z", "hours": 2.6294, "text": "Devlog#10: The menu is fully functional and it can scrape info and save it in a python API server which then stores it into a JSON file"}, {"post_id": 60542, "ts": "2026-09-02T23:01:07Z", "hours": 6.6461, "text": "Devlog#9: I have made the python back-end scraper function which is ready to give info to the flutter UI but i have started to learn how to use HTTP in flutter"}, {"post_id": 59270, "ts": "2026-08-31T23:35:55Z", "hours": 2.0578, "text": "Devlog#8: I have learned how to web scrape with python and have started to work on the web scraping function"}, {"post_id": 58664, "ts": "2026-08-31T05:03:07Z", "hours": 2.2214, "text": "Devlog#7: I have added more error handling which checks if it can reach the HTTP link and i have added more pages to the app. The output terminal is also functioning but only outputs the HTTP body"}, {"post_id": 57946, "ts": "2026-08-30T08:58:29Z", "hours": 5.8464, "text": "Devlog#6: I have added a HTTP checker to the menu and have worked on the rest of the pages a bit. I have also switched from a android emulator to my phone since windows uses so much ram."}, {"post_id": 56939, "ts": "2026-08-28T23:27:18Z", "hours": 1.0114, "text": "Devlog#5: I have finished the UI of the menu and I have started the other pages for my app"}, {"post_id": 56482, "ts": "2026-08-28T08:12:24Z", "hours": 3.4047, "text": "Devlog#4: I have to add more to the menu"}, {"post_id": 56253, "ts": "2026-08-27T22:43:13Z", "hours": 3.0972, "text": "Devlog#3: I am finished learning the basics of Flutter and now i have started to work on a menu"}, {"post_id": 55271, "ts": "2026-08-26T23:32:31Z", "hours": 4.0222, "text": "Devlog#2: For my app i have started to learn Flutter"}, {"post_id": 54774, "ts": "2026-08-25T21:37:39Z", "hours": 0.3936, "text": "I am working on a Desktop app which where you can give the app a URL and it will scrape the website for info you specified and can make it into a PowerPoint, JSON, or a excel file. This is the first part of the back end python coding which uses FastApi and Pydantic to get requests from user"}]...
|
Title: App made with flutter with python backend b Title: App made with flutter with python backend by @agamjot_sarao9797 | Stardance
Devlogs:
I am working on a Desktop app which where you can give the app a URL and it will scrape the website for info you specified and can make it into a PowerPoint, JSON, or a excel file. This is the first part of the back end python coding which uses FastApi and Pydantic to get requests from user
Devlog#2: For my app i have started to learn Flutter
Devlog#3: I am finished learning the basics of Flutter and now i have started to work on a menu
Devlog#4: I have to add more to the menu
Devlog#5: I have finished the UI of the menu and I have started the other pages for my app
Devlog#6: I have added a HTTP checker to the menu and have worked on the rest of the pages a bit. I have also switched from a android emulator to my phone since windows uses so much ram.
Devlog#7: I have added more error handling which checks if it can reach the HTTP link and i have added more pages to the app. The output terminal is also functioning but only outputs the HTTP body
Devlog#8: I have learned how to web scrape with python and have started to work on the web scraping function
Devlog#9: I have made the python back-end scraper function which is ready to give info to the flutter UI but i have started to learn how to use HTTP in flutter
Devlog#10: The menu is fully functional and it can scrape info and save it in a python API server which then stores it into a JSON file
Devlog#11: I have finished the history feature for the app where it can access the previous scraped info by id and then it will enter the id in the power-point or spreadsheet maker so the AI knows what info to make it for.
Devlog#12: I have been working on the last two files that make a excel file and a power point and I am done 70 percent on it but it is challenging
Devlog#13: I HAVE COMPLETED THE APP THE EXCEL SHEET MAKER ITS FUNCTIONAL SO IS THE PRESENTATION MAKER I JUST NEED TO MAKE A LAUNCHER !!!!
I am done just about the ship my project
Devlog#15: I have decided that I will keep working on the project to make it look better since I might keep working on it so i can put it on google play or PC app store because of this i have also started a 3 hour graphic design tutorial since my app looks hideous.
Ships:
I made an app with flutter and python API, This app gets a URL from the user and then scrapes the info from the website then the user gets the id to the block of info from a tab called Data Hub and then the user would enter the ID in the tabs where the app makes the excel sheet or presentation on that info. The mos challenging part of this project was the part where the app made a presentation because i did not know how to make a presentation with python or Python-pptx. The part I did use AI on as the .bat launcher because i do not know how to code bash...
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1793008178.2645605
|
1793094578.2645605
|
|
498
|
Stageless by @MrChicken | Stardance
|
MrChicken
|
2
|
30.0
|
287
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T03:02:14Z", "hours": 22.0, "multiplier": 10.94, "payout": 243, "blessing": "neutral", "text": "Worked on adding the tower rush and tweaking the looks of ui to be more polished", "repo": "https://github.com/Goldfish-Boi/Stageless", "demo": "https://www.roblox.com/games/108617994947204/Stageless"}, {"ship_num": 2, "ts": "2026-06-30T02:04:28Z", "hours": 8.0, "multiplier": 5.45, "payout": 44, "blessing": "neutral", "text": "Your only goal is ascend I’ve updated my roblox game Stageless, it is a high difficulty roblox obby inspired by Eternal’s Towers of Hell! The changes I’ve made are supposed to make the game run smoother and be easier for newer users to understand. The biggest challenge I’ve been having is trying to apply more optimized code around the much older and less optimized system. Eventually I might decide to recode the game to be fully optimized, but that is not a task for now. Game is incredibly hard and also 16+ due to Roblox’s restrictions, enjoy!", "repo": "https://github.com/Goldfish-Boi/Stageless", "demo": "https://www.roblox.com/games/108617994947204/Stageless"}]...
|
[{"post_id": 67050, "ts": "202 [{"post_id": 67050, "ts": "2026-09-13T02:59:53Z", "hours": 3.9425, "text": "Updated lobby decor and tweaked the ui of certain rarity effects"}, {"post_id": 38490, "ts": "2026-07-31T22:01:23Z", "hours": 9.0497, "text": "Spent all this time trying to add Tower Rushes to the game, where you get to do almost every tower in the area back to back as the ultimate challenge. I’ve noticed a lot of my older cold was simply not built to handle multiple obbies done in series so I had to additionally go back and refactor and refine all of the main server functions so that it could function correctly. There were also numerous bugs relating to values being carried across towers, so I made secondary values that reset every time you beat one tower and go the next."}, {"post_id": 25414, "ts": "2026-07-09T17:52:32Z", "hours": 9.2458, "text": "Completely overhauled how this game manages the player’s data. The new system is designed to read the player’s previous data before writing in the player’s new data using UpdateAsync(). Additionally any changes that occur during gameplay are recorded separately. When either the client or server needs access to the data, the old data and all the changes and “Stitched” together so that you get the most recent data the player has. Since data is not exactly something I can screenshot or record, I made this flowchart that shows the components of the data system."}, {"post_id": 18859, "ts": "2026-06-30T01:53:51Z", "hours": 5.7378, "text": "Update 1.0.4.4 Additions: Chat can now be kept open while resetting. Resetting only disables when typing now. Fixes / Changes: Unanchored seat Unintended behaviour with practice mode and resetting has been patched Unintended behaviour with resetting patched Minor ToISM patches CoLM should have most of its music now I thank those who have found bugs which has made it easier to make the game easier for newer players to understand"}, {"post_id": 7095, "ts": "2026-06-11T21:29:05Z", "hours": 2.4494, "text": "Made a trailer for this game! I’ve also updated the game to handle newer more unexperienced players more easily (mostly trough added more signage around the lobby) Additionally added a new tower alongside reworking some older UIs"}]...
|
Title: Stageless by @MrChicken | Stardance
Devlog Title: Stageless by @MrChicken | Stardance
Devlogs:
Made a trailer for this game! I’ve also updated the game to handle newer more unexperienced players more easily (mostly trough added more signage around the lobby) Additionally added a new tower alongside reworking some older UIs
Update 1.0.4.4 Additions: Chat can now be kept open while resetting. Resetting only disables when typing now. Fixes / Changes: Unanchored seat Unintended behaviour with practice mode and resetting has been patched Unintended behaviour with resetting patched Minor ToISM patches CoLM should have most of its music now I thank those who have found bugs which has made it easier to make the game easier for newer players to understand
Completely overhauled how this game manages the player’s data. The new system is designed to read the player’s previous data before writing in the player’s new data using UpdateAsync(). Additionally any changes that occur during gameplay are recorded separately. When either the client or server needs access to the data, the old data and all the changes and “Stitched” together so that you get the most recent data the player has. Since data is not exactly something I can screenshot or record, I made this flowchart that shows the components of the data system.
Spent all this time trying to add Tower Rushes to the game, where you get to do almost every tower in the area back to back as the ultimate challenge. I’ve noticed a lot of my older cold was simply not built to handle multiple obbies done in series so I had to additionally go back and refactor and refine all of the main server functions so that it could function correctly. There were also numerous bugs relating to values being carried across towers, so I made secondary values that reset every time you beat one tower and go the next.
Updated lobby decor and tweaked the ui of certain rarity effects
Ships:
Your only goal is ascend I’ve updated my roblox game Stageless, it is a high difficulty roblox obby inspired by Eternal’s Towers of Hell! The changes I’ve made are supposed to make the game run smoother and be easier for newer users to understand. The biggest challenge I’ve been having is trying to apply more optimized code around the much older and less optimized system. Eventually I might decide to recode the game to be fully optimized, but that is not a task for now. Game is incredibly hard and also 16+ due to Roblox’s restrictions, enjoy!
Worked on adding the tower rush and tweaking the looks of ui to be more polished...
|
1792983179.26973
|
1793069579.26973
|
|
57512
|
Page Turner-32 by @antellij | Stardance
|
antellij
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:58:18Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fairly simple DIY E-reader built using the ESP32-S3 devboard, storing epub files in the flash (can be updated through wifi) and displays the output to an E-paper display. Built reusing an old dvd player as the shell and the remote for navigation.", "repo": "https://github.com/antelliJ/EPUB-Ereader", "demo": ""}]...
|
[{"post_id": 67032, "ts": "202 [{"post_id": 67032, "ts": "2026-09-13T02:14:01Z", "hours": 1.8692, "text": "I’ve been taking the time to work on the README and demo vid for this project, cleaning up some code and prepping everything for release"}, {"post_id": 60474, "ts": "2026-09-02T20:26:13Z", "hours": 0.4628, "text": "The ereader project is something that I was working on before stardance and builds upon the incredible work of people who have implemented the libraries and tools that allowed this project to be quite expansive. I hermit-crabbed an old portable dvd player to be the shell, and learned how to intercept its remote to work with my project, reviving some life into the old hardware. I didn’t quite get to figuring out sd card storage (just because I’m using all the cards I have and don’t feel like buying more), so everything is on the board’s 16 Mb flash storage (less than that due to program size). But it is usually enough to hold some books and easy enough to wirelessly connect and update the library that is stored. (just go to ereader.local when connected and all the options appear) Atomic14 on github made an epub reading repo using the espressif framework, but since I am more familiar with Arduino I remodeled a lot of the functionality to work with it and with the hardware that I had available, among other additions to fit my usage. I hope to maybe make the project more accessible with some good installation and customization, and potentially even a utility to make uploading content onto the flash even easier."}]...
|
Title: Page Turner-32 by @antellij | Stardance
De Title: Page Turner-32 by @antellij | Stardance
Devlogs:
The ereader project is something that I was working on before stardance and builds upon the incredible work of people who have implemented the libraries and tools that allowed this project to be quite expansive. I hermit-crabbed an old portable dvd player to be the shell, and learned how to intercept its remote to work with my project, reviving some life into the old hardware. I didn’t quite get to figuring out sd card storage (just because I’m using all the cards I have and don’t feel like buying more), so everything is on the board’s 16 Mb flash storage (less than that due to program size). But it is usually enough to hold some books and easy enough to wirelessly connect and update the library that is stored. (just go to ereader.local when connected and all the options appear) Atomic14 on github made an epub reading repo using the espressif framework, but since I am more familiar with Arduino I remodeled a lot of the functionality to work with it and with the hardware that I had available, among other additions to fit my usage. I hope to maybe make the project more accessible with some good installation and customization, and potentially even a utility to make uploading content onto the flash even easier.
I’ve been taking the time to work on the README and demo vid for this project, cleaning up some code and prepping everything for release
Ships:
A fairly simple DIY E-reader built using the ESP32-S3 devboard, storing epub files in the flash (can be updated through wifi) and displays the output to an E-paper display. Built reusing an old dvd player as the shell and the remote for navigation....
|
1793004985.20718
|
1793091385.20718
|
|
61579
|
About Me! by @Kapilesh | Stardance
|
Kapilesh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:24:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a personal site with four pages(Home, About, Projects, Contact) with HTML and CSS, custom styling, and hover animations.", "repo": "https://github.com/kapileshrajaravius/newwebsite/", "demo": "https://kapileshrajaravius.github.io/newwebsite/"}]...
|
[{"post_id": 67013, "ts": "202 [{"post_id": 67013, "ts": "2026-09-13T01:39:48Z", "hours": 0.2553, "text": "done with all the pages, just gotta make it look better now"}]...
|
Title: About Me! by @Kapilesh | Stardance
Devlogs Title: About Me! by @Kapilesh | Stardance
Devlogs:
done with all the pages, just gotta make it look better now
Ships:
I built a personal site with four pages(Home, About, Projects, Contact) with HTML and CSS, custom styling, and hover animations....
|
1793055361.6627893
|
1793141761.6627893
|
|
41227
|
I2 Sequencer by @KibbTheFox | Stardance
|
KibbTheFox
|
1
|
18.0
|
259
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:16:44Z", "hours": 18.0, "multiplier": 14.59, "payout": 259, "blessing": "neutral", "text": "The I2S is a music sequencer that ranges 8 octaves (C2-C9), has up to 32 steps, MIDI + keyboard input, full ASDR controls, custom sound uploading, and a dual mode. It is available on Mac + Windows. I love making music and music gear so I thought it would be fun to code a music-related program! I’ve made one other similar music program known as the K1 Monophonic Sampler. This project took a shorter amount of time than I expected. It makes sense though, as it isn’t my first coding project. I still struggled with motivation though, especially after losing my sticky streak. Also fitting in time to work on this and school at the same time was hard. I was still able to manage and now ship this!!!", "repo": "https://github.com/kibbthefox/I2-Sequencer", "demo": "https://github.com/kibbthefox/I2-Sequencer/releases/tag/v1.0"}]...
|
[{"post_id": 67027, "ts": "202 [{"post_id": 67027, "ts": "2026-09-13T02:09:30Z", "hours": 0.9803, "text": "Sequencer Devlog 14 - LAST DEVLOG!!! RELEASE!!!! Added a second button for uploading sound in Dual Mode Added finishing README touches Now everything is finished!!! Time to ship :D"}, {"post_id": 66937, "ts": "2026-09-12T22:13:22Z", "hours": 2.1942, "text": "Sequencer Devlog 13: DUAL MODE!!! You can now have two sequences running at once with up to 16 steps!!! Was such a pain to code I need to add like one more thing and then TIME TO SHIP!!!"}, {"post_id": 66244, "ts": "2026-09-11T23:21:39Z", "hours": 0.6317, "text": "Sequencer Devlog 12 added gay mode :3c new beta"}, {"post_id": 65751, "ts": "2026-09-11T03:12:30Z", "hours": 0.8267, "text": "Sequencer Devlog 11 Added sound file uploading ONE MORE FEATURE TILL I FINISH!! (and one other small thing)"}, {"post_id": 63875, "ts": "2026-09-07T21:33:33Z", "hours": 0.9958, "text": "Sequencer Devlog 10 :D Added 16 more steps for a total of 32!!!! Also added more stuff to the readme"}, {"post_id": 63153, "ts": "2026-09-06T20:01:48Z", "hours": 1.2136, "text": "Sequencer Devlog 9!!! Another beta release !! Added full ADSR Had a lot of the framework and math for ASDR done already from my other project, K1 Monophonic Sampler. I also added a shorter pause before starting. 2 more additions to the software before it is complete!!! (Maybe 3)"}, {"post_id": 63020, "ts": "2026-09-06T16:13:13Z", "hours": 1.2881, "text": "Sequencer Devlog 8 Set up knob code Fixed bug with keyboard pitch Optimized code (specifically with displays) Added MIDI keyboard display"}, {"post_id": 61922, "ts": "2026-09-05T02:52:29Z", "hours": 1.6839, "text": "Sequencer Devlog 7: Beta 3 !!!! Added: Speed Modifier Visual Octave control Better Step count control Removed paragraph I’ve been on a roll with updates!!!!! I can’t wait until I finish this project! The features to add list dwindles each day >:3 Next ASDR or a cool dual mode is going to be added!! Stayed tuned."}, {"post_id": 61201, "ts": "2026-09-04T00:46:15Z", "hours": 1.0906, "text": "Sequencer Devlog 6: Beta 2 :D Github link!!!! Added ability to change the amount of steps in a sequence"}, {"post_id": 60610, "ts": "2026-09-03T02:08:29Z", "hours": 1.1831, "text": "Sequencer Devlog 5 Added title Added note displays Remade play/stop UI Next I add bpm/time signatures :D"}, {"post_id": 59287, "ts": "2026-09-01T00:12:46Z", "hours": 1.2714, "text": "Sequencer Devlog 4 Released my first demo of my music sequencer! Added: ReadMe update Shows notes being played Fixed note input Added more octaves to the keyboard input Gonna work on some tidy graphics now and polish features + add some cool stuff"}, {"post_id": 56987, "ts": "2026-08-29T01:28:52Z", "hours": 1.9394, "text": "Sequencer Devlog 3 Lots of adding mor basis for future coding. Added very bad/broken keyboard input Added very broken note assigning to the sequence. Added Sequence actually playing, but at a fixed rate."}, {"post_id": 36839, "ts": "2026-07-29T04:53:36Z", "hours": 1.475, "text": "Sequencer Devlog 2 I did some work tonight, and added some more code systems to my sequencer project! I added MIDI connection and a way to assign notes to sequence steps. My hope for my next devlog is to add keyboard input or add visual elements because it is still impossible to use the program </3 Also I said in the last devlog that I might be inactive for a bit, but it turns out I forgot I actually have a few more days until that happens!! I can probably make 2 or 3 more devlogs until then."}, {"post_id": 36651, "ts": "2026-07-28T21:12:25Z", "hours": 0.9844, "text": "Sequencer Devlog 1 This is my music sequencer project! I’ve made base code and buttons to add onto later with different systems. Things to add: ASDR Normal Sequencer functions Dual Sequencer BPM Time signatures Uploadable files? or Selectable sounds I have to go on vacation so the next devlog might be a while later </3 (Or I could squeeze one more in)"}]...
|
Title: I2 Sequencer by @KibbTheFox | Stardance
De Title: I2 Sequencer by @KibbTheFox | Stardance
Devlogs:
Sequencer Devlog 1 This is my music sequencer project! I’ve made base code and buttons to add onto later with different systems. Things to add: ASDR Normal Sequencer functions Dual Sequencer BPM Time signatures Uploadable files? or Selectable sounds I have to go on vacation so the next devlog might be a while later </3 (Or I could squeeze one more in)
Sequencer Devlog 2 I did some work tonight, and added some more code systems to my sequencer project! I added MIDI connection and a way to assign notes to sequence steps. My hope for my next devlog is to add keyboard input or add visual elements because it is still impossible to use the program </3 Also I said in the last devlog that I might be inactive for a bit, but it turns out I forgot I actually have a few more days until that happens!! I can probably make 2 or 3 more devlogs until then.
Sequencer Devlog 3 Lots of adding mor basis for future coding. Added very bad/broken keyboard input Added very broken note assigning to the sequence. Added Sequence actually playing, but at a fixed rate.
Sequencer Devlog 4 Released my first demo of my music sequencer! Added: ReadMe update Shows notes being played Fixed note input Added more octaves to the keyboard input Gonna work on some tidy graphics now and polish features + add some cool stuff
Sequencer Devlog 5 Added title Added note displays Remade play/stop UI Next I add bpm/time signatures :D
Sequencer Devlog 6: Beta 2 :D Github link!!!! Added ability to change the amount of steps in a sequence
Sequencer Devlog 7: Beta 3 !!!! Added: Speed Modifier Visual Octave control Better Step count control Removed paragraph I’ve been on a roll with updates!!!!! I can’t wait until I finish this project! The features to add list dwindles each day >:3 Next ASDR or a cool dual mode is going to be added!! Stayed tuned.
Sequencer Devlog 8 Set up knob code Fixed bug with keyboard pitch Optimized code (specifically with displays) Added MIDI keyboard display
Sequencer Devlog 9!!! Another beta release !! Added full ADSR Had a lot of the framework and math for ASDR done already from my other project, K1 Monophonic Sampler. I also added a shorter pause before starting. 2 more additions to the software before it is complete!!! (Maybe 3)
Sequencer Devlog 10 :D Added 16 more steps for a total of 32!!!! Also added more stuff to the readme
Sequencer Devlog 11 Added sound file uploading ONE MORE FEATURE TILL I FINISH!! (and one other small thing)
Sequencer Devlog 12 added gay mode :3c new beta
Sequencer Devlog 13: DUAL MODE!!! You can now have two sequences running at once with up to 16 steps!!! Was such a pain to code I need to add like one more thing and then TIME TO SHIP!!!
Sequencer Devlog 14 - LAST DEVLOG!!! RELEASE!!!! Added a second button for uploading sound in Dual Mode Added finishing README touches Now everything is finished!!! Time to ship :D
Ships:
The I2S is a music sequencer that ranges 8 octaves (C2-C9), has up to 32 steps, MIDI + keyboard input, full ASDR controls, custom sound uploading, and a dual mode. It is available on Mac + Windows. I love making music and music gear so I thought it would be fun to code a music-related program! I’ve made one other similar music program known as the K1 Monophonic Sampler. This project took a shorter amount of time than I expected. It makes sense though, as it isn’t my first coding project. I still struggled with motivation though, especially after losing my sticky streak. Also fitting in time to work on this and school at the same time was hard. I was still able to manage and now ship this!!!...
|
1793008201.188807
|
1793094601.188807
|
|
61509
|
Framework by @Jay-can-code | Stardance
|
Jay-can-code
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:02:06Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an animation app to save me from having to pay for a subscription on clip studio paint(CSP is a drawing/animation application for those who don’t know what it is). The most challenging part was trying to make the different tools and the timeline, because those are dynamic parts that can be edited for size or length and things of the sort. I’m mostly proud of how the cover page turned out (especially with that random animation I speedran, it turned out pretty ok), but this project is one that i’ll run with for a while and constantly edit!", "repo": "https://github.com/Jay-at-GSMST/Framework", "demo": "https://jay-at-gsmst.github.io/Framework/"}]...
|
[{"post_id": 67010, "ts": "202 [{"post_id": 67010, "ts": "2026-09-13T01:34:49Z", "hours": 0.9211, "text": "I finished the page! I just need to make sure the tools actually work."}, {"post_id": 66905, "ts": "2026-09-12T21:15:25Z", "hours": 0.4772, "text": "I got the “newAnimation” button to take me to the page that has the canvas, now I just needa fix the canvas😂"}, {"post_id": 66879, "ts": "2026-09-12T20:33:15Z", "hours": 0.5508, "text": "I finished the homepage! I even animated the background myself too!"}, {"post_id": 66858, "ts": "2026-09-12T19:51:34Z", "hours": 0.6767, "text": "Animation app! I was making a completely different project, but i got bored and started to draw on clip studio paint, but my subscription ran out. So I thought to myself, “if I use what I learned in AP Computer Science principles, I should be able to make an animation app myself, and never have to worry about a subscription again!” This is just the html and barely any css, but im going to spend a while trying to make it cleaner and more likeable to use. If you have any ideas on what I should implement, please tell me!"}]...
|
Title: Framework by @Jay-can-code | Stardance
Dev Title: Framework by @Jay-can-code | Stardance
Devlogs:
Animation app! I was making a completely different project, but i got bored and started to draw on clip studio paint, but my subscription ran out. So I thought to myself, “if I use what I learned in AP Computer Science principles, I should be able to make an animation app myself, and never have to worry about a subscription again!” This is just the html and barely any css, but im going to spend a while trying to make it cleaner and more likeable to use. If you have any ideas on what I should implement, please tell me!
I finished the homepage! I even animated the background myself too!
I got the “newAnimation” button to take me to the page that has the canvas, now I just needa fix the canvas😂
I finished the page! I just need to make sure the tools actually work.
Ships:
I made an animation app to save me from having to pay for a subscription on clip studio paint(CSP is a drawing/animation application for those who don’t know what it is). The most challenging part was trying to make the different tools and the timeline, because those are dynamic parts that can be edited for size or length and things of the sort. I’m mostly proud of how the cover page turned out (especially with that random animation I speedran, it turned out pretty ok), but this project is one that i’ll run with for a while and constantly edit!...
|
1793055357.3257787
|
1793141757.3257787
|
|
61120
|
3D Printed Hanging Planter by @Tekwiz17 | Stardanc 3D Printed Hanging Planter by @Tekwiz17 | Stardance...
|
Tekwiz17
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T00:11:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Wow! I finished it! Check it out! This is my modern hanging planter. I published sliced and f3d files to GitHub! Coming to MakerWorld soon!", "repo": "https://github.com/Tekwiz17/Modern-Hanging-Planter", "demo": ""}]...
|
[{"post_id": 66988, "ts": "202 [{"post_id": 66988, "ts": "2026-09-13T00:10:37Z", "hours": 0.5725, "text": "I finished it! All ready to go for Bambu Studio! All settings are for normal PLA so it works best and translucent. Check it out! (Coming to MakerWorld soon!)"}, {"post_id": 66263, "ts": "2026-09-12T00:08:07Z", "hours": 0.6, "text": "MADE THE BASE!! - Devlog 1"}]...
|
Title: 3D Printed Hanging Planter by @Tekwiz17 | S Title: 3D Printed Hanging Planter by @Tekwiz17 | Stardance
Devlogs:
MADE THE BASE!! - Devlog 1
I finished it! All ready to go for Bambu Studio! All settings are for normal PLA so it works best and translucent. Check it out! (Coming to MakerWorld soon!)
Ships:
Wow! I finished it! Check it out! This is my modern hanging planter. I published sliced and f3d files to GitHub! Coming to MakerWorld soon!...
|
1793055298.2660725
|
1793141698.2660725
|
|
58991
|
HEY GUYS LOOK AT MY DOG by @fish-in-a-puddle | Sta HEY GUYS LOOK AT MY DOG by @fish-in-a-puddle | Stardance...
|
fish-in-a-puddle
|
1
|
7.0
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T23:54:00Z", "hours": 7.0, "multiplier": 6.45, "payout": 44, "blessing": "neutral", "text": "I have spent the past couple weeks, I have made a website where you can look at pictures of my dog. That’s it. Just my dog. I wanted the site to be pretty simple, as a fun practice project, and I’m very happy with how it’s turned out. One of 55 images is chosen with Javascript when the page loads and the corresponding caption is shown as well. The function repeats any time the “New Image” button is clicked. The “Share” button copies the URL of the site to the visitor’s clipboard. The hardest part of this project was probably getting the random image generation to work. I started by making a CSS class setting the background of an empty div as well as its height and width, but this did not work at all. I don’t know why, but I replaced the div with an image element and used Javascript to change the SRC of the element depending on the result of a random number generated in a variable. Most of the other elements were pretty easy to work with, though. I hope that someone enjoys this fun little project and the pictures of my dog!", "repo": "https://github.com/fish-in-a-puddle/heyguyslookatmydog", "demo": "https://fish-in-a-puddle.github.io/heyguyslookatmydog/"}]...
|
[{"post_id": 66251, "ts": "202 [{"post_id": 66251, "ts": "2026-09-11T23:34:31Z", "hours": 0.6711, "text": "Devlog 5 - Fixed a few formatting issues, added a custom paw print cursor and made a share button that copies the (currently nonexistent) URL to the visitor’s keyboard. I’m very happy with how this site is turning out, so this is probably the last devlog for the actual coding. Next I need to do some shipping prep - writing a README and making a demo page - but that’s probably only about half an hour of work, tops."}, {"post_id": 65582, "ts": "2026-09-10T20:24:54Z", "hours": 1.2819, "text": "Devlog 4 - Finished writing the JS for the image generating and added a “New Image” button so you don’t have to reload the page to see another picture. The project is getting close to done, but there’s one more thing I want to add - a paw print custom cursor. Last time I tried to add that on another project it didn’t work, but I’m hoping I’ll be able to figure it out."}, {"post_id": 65024, "ts": "2026-09-09T20:34:56Z", "hours": 1.8703, "text": "Devlog 3 - Ok, so all that time writing out the CSS classes may have been pointless…. After trying a lot of different stuff, I found that the only way I could get the image to show was by turning the original div into an img element and changing the src to match different files in Javascript. Oh well, live and learn and all that. I’m back in buisness with the old copy paste for now, though, as I use a switch() function to check the variable that stores the random number and the case/break parts are all very similar (save the src, caption and, you know, the number it checks for). I’m feeling fairly confident that this will work out, though. After I finish this part, I’ll add a button to change the picture and caption so you don’t have to reload the page every time."}, {"post_id": 64392, "ts": "2026-09-08T18:38:21Z", "hours": 0.6322, "text": "Devlog 2 - Hooray, I finished making the CSS classes. It was very boring as I had to copy paste basically the same thing fifty times and check and change the dimensions of the image each time but it’s finally done. Now that all the images exist for the website to choose from, I have to venture into Javascript to make the images change. Time to look up a random number generator tutorial and distort it beyond recognition"}, {"post_id": 63206, "ts": "2026-09-06T21:37:26Z", "hours": 2.3839, "text": "Devlog 1 - Today I started a project I’ve been thinking about for a while - a website to show the viewer pictures of my dog. When it’s done, it will show an image of my dog picked randomly with a corresponding caption. So far I have resized 56 photos to fit the page (which took about an hour) and created 14 of the 56 classes in CSS. Each class includes the image and dimensions to the image doesn’t get stretched. The idea is that the script will pick a random number and using a switch/case function will set the class of the image div as well as the appropriate caption depending on the number. I have basically no experience coding in Javascript except for the couple of hours I spent working on it for the WebOS challenge, so this project will be a good way to get some practice."}]...
|
Title: HEY GUYS LOOK AT MY DOG by @fish-in-a-puddl Title: HEY GUYS LOOK AT MY DOG by @fish-in-a-puddle | Stardance
Devlogs:
Devlog 1 - Today I started a project I’ve been thinking about for a while - a website to show the viewer pictures of my dog. When it’s done, it will show an image of my dog picked randomly with a corresponding caption. So far I have resized 56 photos to fit the page (which took about an hour) and created 14 of the 56 classes in CSS. Each class includes the image and dimensions to the image doesn’t get stretched. The idea is that the script will pick a random number and using a switch/case function will set the class of the image div as well as the appropriate caption depending on the number. I have basically no experience coding in Javascript except for the couple of hours I spent working on it for the WebOS challenge, so this project will be a good way to get some practice.
Devlog 2 - Hooray, I finished making the CSS classes. It was very boring as I had to copy paste basically the same thing fifty times and check and change the dimensions of the image each time but it’s finally done. Now that all the images exist for the website to choose from, I have to venture into Javascript to make the images change. Time to look up a random number generator tutorial and distort it beyond recognition
Devlog 3 - Ok, so all that time writing out the CSS classes may have been pointless…. After trying a lot of different stuff, I found that the only way I could get the image to show was by turning the original div into an img element and changing the src to match different files in Javascript. Oh well, live and learn and all that. I’m back in buisness with the old copy paste for now, though, as I use a switch() function to check the variable that stores the random number and the case/break parts are all very similar (save the src, caption and, you know, the number it checks for). I’m feeling fairly confident that this will work out, though. After I finish this part, I’ll add a button to change the picture and caption so you don’t have to reload the page every time.
Devlog 4 - Finished writing the JS for the image generating and added a “New Image” button so you don’t have to reload the page to see another picture. The project is getting close to done, but there’s one more thing I want to add - a paw print custom cursor. Last time I tried to add that on another project it didn’t work, but I’m hoping I’ll be able to figure it out.
Devlog 5 - Fixed a few formatting issues, added a custom paw print cursor and made a share button that copies the (currently nonexistent) URL to the visitor’s keyboard. I’m very happy with how this site is turning out, so this is probably the last devlog for the actual coding. Next I need to do some shipping prep - writing a README and making a demo page - but that’s probably only about half an hour of work, tops.
Ships:
I have spent the past couple weeks, I have made a website where you can look at pictures of my dog. That’s it. Just my dog. I wanted the site to be pretty simple, as a fun practice project, and I’m very happy with how it’s turned out. One of 55 images is chosen with Javascript when the page loads and the corresponding caption is shown as well. The function repeats any time the “New Image” button is clicked. The “Share” button copies the URL of the site to the visitor’s clipboard. The hardest part of this project was probably getting the random image generation to work. I started by making a CSS class setting the background of an empty div as well as its height and width, but this did not work at all. I don’t know why, but I replaced the div with an image element and used Javascript to change the SRC of the element depending on the result of a random number generated in a variable. Most of the other elements were pretty easy to work with, though. I hope that someone enjoys this fun little project and the pictures of my dog!...
|
1793008156.4370959
|
1793094556.4370959
|
|
60025
|
new tab by @immaturegoat | Stardance
|
immaturegoat
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T23:14:39Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a new tab page that I have created. It has all the features that I think are necessary for a new tab page, and then some features for me to make my life more convenient. Firstly, it has the date and time placed very obviously in the center. This is a way for me to easily figure out what date it is, because sometimes I forgot. The search bar is placed right under it. Underneath the search bar, there are 4 links for what I use a lot. The 4 shortcuts go to Reddit, Discord, GitHub, and YouTube, though later in the future I might add the option to change or add more. In the bottom, there are 3 widgets. One is a list of upcoming Codeforces Competitions (I do a lot of competetive programming), a calendar (so I can plan things better), and a to-do list (to keep me organized).", "repo": "https://github.com/immaturegoat/new-tab", "demo": "https://immaturegoat.github.io/new-tab/"}]...
|
[{"post_id": 66962, "ts": "202 [{"post_id": 66962, "ts": "2026-09-12T23:03:55Z", "hours": 0.7336, "text": "Devlog 2 I spent around 30 minutes working on gathering contest info from codeforces and making a todo list. the shortcuts were pretty easy to implement, because they’re just links after all. the calendar was a bit hard to implement but I think it turned out looking pretty good. The todo list was also pretty easy, because it’s just a matter of storing stuff in local storage. As for the codeforces contests, I just grabbed contest information and took the date information and reformatted it into a date and time."}, {"post_id": 64567, "ts": "2026-09-09T02:29:00Z", "hours": 0.4897, "text": "Devlog 1 I just need the stardust bro Anyway, I started making the basic time and date work. I think it looks pretty good! I’m going to add some other stuff later."}]...
|
Title: new tab by @immaturegoat | Stardance
Devlo Title: new tab by @immaturegoat | Stardance
Devlogs:
Devlog 1 I just need the stardust bro Anyway, I started making the basic time and date work. I think it looks pretty good! I’m going to add some other stuff later.
Devlog 2 I spent around 30 minutes working on gathering contest info from codeforces and making a todo list. the shortcuts were pretty easy to implement, because they’re just links after all. the calendar was a bit hard to implement but I think it turned out looking pretty good. The todo list was also pretty easy, because it’s just a matter of storing stuff in local storage. As for the codeforces contests, I just grabbed contest information and took the date information and reformatted it into a date and time.
Ships:
This is a new tab page that I have created. It has all the features that I think are necessary for a new tab page, and then some features for me to make my life more convenient. Firstly, it has the date and time placed very obviously in the center. This is a way for me to easily figure out what date it is, because sometimes I forgot. The search bar is placed right under it. Underneath the search bar, there are 4 links for what I use a lot. The 4 shortcuts go to Reddit, Discord, GitHub, and YouTube, though later in the future I might add the option to change or add more. In the bottom, there are 3 widgets. One is a list of upcoming Codeforces Competitions (I do a lot of competetive programming), a calendar (so I can plan things better), and a to-do list (to keep me organized)....
|
1793055121.4637394
|
1793141521.4637394
|
|
61089
|
Smart Downloads Organizer by @waffles888 | Stardan Smart Downloads Organizer by @waffles888 | Stardance...
|
waffles888
|
1
|
6.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T23:03:03Z", "hours": 6.0, "multiplier": 1.95, "payout": 11, "blessing": "neutral", "text": "I made a python script to help users organize their downloads folder. Being able to make the tool work without bugs was the most challenging part. Overall I’m proud that I managed to complete the tool.", "repo": "https://github.com/waffles-888/Smart-Downloads-Organizer", "demo": "https://github.com/waffles-888/Smart-Downloads-Organizer/releases/tag/Main"}]...
|
[{"post_id": 66881, "ts": "202 [{"post_id": 66881, "ts": "2026-09-12T20:37:09Z", "hours": 5.7636, "text": "Devlog 1 I have spent about 5-6 hours creating a tool to fix an issue many has, the tool sorts files into type based folders and catches duplicate files by the hash. It also flags old files that haven’t been touch in a while. It was built in python and used Tkinter. I definetly learnt a thing or two with python on this project."}]...
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Title: Smart Downloads Organizer by @waffles888 | Title: Smart Downloads Organizer by @waffles888 | Stardance
Devlogs:
Devlog 1 I have spent about 5-6 hours creating a tool to fix an issue many has, the tool sorts files into type based folders and catches duplicate files by the hash. It also flags old files that haven’t been touch in a while. It was built in python and used Tkinter. I definetly learnt a thing or two with python on this project.
Ships:
I made a python script to help users organize their downloads folder. Being able to make the tool work without bugs was the most challenging part. Overall I’m proud that I managed to complete the tool....
|
1793055294.6233525
|
1793141694.6233525
|
|
61279
|
HelosOs by @Helos | Stardance
|
Helos
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T22:27:11Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i did everything but couldnt do the devlogs because my hackatime isnt counting time anymore like on my IDE it works but it doenst give me the time here so i couldnt do that part", "repo": "https://github.com/Helos-dev/WebOs", "demo": "https://helos-os.netlify.app/"}]...
|
[{"post_id": 66531, "ts": "202 [{"post_id": 66531, "ts": "2026-09-12T11:30:31Z", "hours": 0.3286, "text": "finished boot page"}]...
|
Title: HelosOs by @Helos | Stardance
Devlogs:
fin Title: HelosOs by @Helos | Stardance
Devlogs:
finished boot page
Ships:
i did everything but couldnt do the devlogs because my hackatime isnt counting time anymore like on my IDE it works but it doenst give me the time here so i couldnt do that part...
|
1793055326.419966
|
1793141726.419966
|
|
26626
|
Grapefruit by @tsunami014 | Stardance
|
tsunami014
|
2
|
135.0
|
2180
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T22:08:50Z", "hours": 25.0, "multiplier": 16.69, "payout": 421, "blessing": "neutral", "text": "FIXED THE UI with dynamic colours and themes! Fixed some layouts Improved how tasks are made (including a not overwhelming amount of qualities and changed the ambiguous “reasoning” into a much less so “goals” As well as many minor also cool things! (See the devlogs after ship 1 for the full account)", "repo": "https://github.com/Tsunami014/Grapefruit/tree/v2.0", "demo": "https://github.com/Tsunami014/Grapefruit/releases/tag/v2.0"}, {"ship_num": 2, "ts": "2026-08-20T11:10:17Z", "hours": 110.0, "multiplier": 15.99, "payout": 1759, "blessing": "neutral", "text": "I finally decided I had done enough and it was really good! This app contains the conversation, a scene with Grapefruit in it, a basic settings page with not much in it, a tasks manager with categories (including a today category) and tasks with importance, reasoning, qualities, items! Also has a great bottom bar for easier text editing and has everything layed out in a mobile-friendly manner! Installation instructions are in the README", "repo": "https://github.com/Tsunami014/Grapefruit/tree/v2.0", "demo": "https://github.com/Tsunami014/Grapefruit/releases/tag/v2.0"}]...
|
[{"post_id": 66920, "ts": "202 [{"post_id": 66920, "ts": "2026-09-12T21:50:02Z", "hours": 2.17, "text": "I improved how tasks are made, making the task overlay centred instead of to the side, changed “reasoning” into “goals” which is easier to understand and still useful, reduced the number of qualities and added some new ones similar to the old reasoning (e.g. ‘obligation’ & ‘reward’), came up with MUCH better sample tasks and fixed a small issue with the bottom bar!"}, {"post_id": 65770, "ts": "2026-09-11T04:14:17Z", "hours": 6.3225, "text": "I did a bunch of work on the settings and added a “theme”! (Different variations of the base colour - which is now changeable in the settings!) I also used HSLuv instead of just HSL (which I tried before and thought it didn’t do much but now I realise it did help make everything nicer). I also added an effect so when you press on buttons it decreases the border radius a bit! And lastly I thought I’d fix some issues super quick due to the increased layout diversity from the settings but ended up spending much longer on them than expected, those being the jumpyness of the settings dropdowns (so I removed the animations and fixed it up a bit more and also fixed the flowlayout because it turns out everything is broken), fixed scrollbars inside other scrollbars, and probably more I forgot."}, {"post_id": 65060, "ts": "2026-09-09T22:07:39Z", "hours": 4.7747, "text": "Tweaked the colours lots and I’m now quite happy with how it’s at! Added auto generating colours for everything I didn’t before (the calendar, settings, importance and some buttons in overlays) Saved the dark/light theme to a settings file And fixed a bug with the confirm and move overlays being a strange fixed width!"}, {"post_id": 64549, "ts": "2026-09-09T01:39:01Z", "hours": 7.5414, "text": "Added dynamic colours! Don’t worry that it looks kinda bad right now, I had to learn UI design from scratch for this, and I will improve it soon. Made all the colours (well, most of them for now) generate based on a base colour and added a light and dark theme! I also made the Android navigation icons and the svgs change between light and dark properly. I spent quite some time trying to implement HSLuv or HCT in the hopes it would improve the colours but ended up scrapping that due to many reasons, including too much extra stuff, wasn’t making much (or any) difference, and my HCT implementation was just so broken and I wasn’t bothered to try and fix it. Also some parts are now extra broken, I’ll fix them soon too don’t worry! I had to devlog this in case I went over 10h by accident, hopefully will be resolved before the next one"}, {"post_id": 62540, "ts": "2026-09-05T23:38:38Z", "hours": 4.4194, "text": "Improved some UI layouts, clarified a sentence or two in the conversation, reordered the tasks page, made selecting the title in the task overlay hide the buttons (to make it easier to see), fixed some visual bugs (maybe?), improved some icons, changed ‘today’ to ‘starred’ (and made it not clear at the end of the day; I wanted to plan for the future) and last but not least I made the grey background for some of the overlays reach past the navigation AT LAST! So now the title bar doesn’t look off when the overlays are open!"}, {"post_id": 50885, "ts": "2026-08-20T10:54:28Z", "hours": 3.4444, "text": "Added an app icon and FINALLY got around to actually drawing the Grapefruit character! Also improved some parts of the conversation a bit more, improved the default tasks, improved the date importance calculations a smidge and fixed many tiny issues. It should now be DONE!"}, {"post_id": 47411, "ts": "2026-08-15T10:28:21Z", "hours": 0.8222, "text": "I thought I was done but turns out I forgot to add scrolling to the tasks list, so it would cause large issues if there were many tasks (or if the screen height was very low, as it does get on mobile when the keyboard is up)"}, {"post_id": 47355, "ts": "2026-08-15T07:43:42Z", "hours": 1.3553, "text": "Improved the “X weeks away” text (which was just wrong before) and added a today toggle and category button!"}, {"post_id": 46825, "ts": "2026-08-14T10:57:19Z", "hours": 6.6328, "text": "Did various small improvements, including: Many many bugfixes, rearranging the task and settings display to have buttons on the bottom (from user feedback), a help screen, a ‘move task to another category’ button and dialogue (which I cannot believe I forgot about until now) and added another purpose in the conversation for the user designated reason (so it actually gets shown sometimes)!"}, {"post_id": 42346, "ts": "2026-08-07T00:53:14Z", "hours": 5.9806, "text": "Added all sorts of cool things, including info in the settings page, bullet points to the text edits, changed the preset times and tasks, extra conversation features (failsafes and external functions), and improved the conversation some more (because it was fun)!"}, {"post_id": 41181, "ts": "2026-08-05T07:11:58Z", "hours": 8.2414, "text": "Finished the conversation! (It may change/get improved more later, but for now I’m happy with it!) I made many changes to some terrible phrasing choices I made previously (e.g. “But why won’t you do xyz? It’s super fun!” -> “You don’t have to do it if you don’t want to”), rewriting huge chunks of it and adding other huge chunks. (I hope you appreciate the dialogue, I’ve apparently spent 20 hours by now JUST on that, not even the code behind it) Also changed times to use +...m as well as +...h and included a preset range of times which are more on the short side to incentavise shorter tasks."}, {"post_id": 39244, "ts": "2026-08-02T02:43:56Z", "hours": 1.5244, "text": "Added buttons to insert new lines above/below, saving information to an external file automatically and trimming whitespace off of some things (a small convenience when on mobile)"}, {"post_id": 38611, "ts": "2026-08-01T02:54:26Z", "hours": 7.6272, "text": "Finalised the connection between the task engine and the conversation including adding variety, conversation suggestions knowing about the qualities and reasons, a significantly improved conversation (that’s almost done!!), a lot of conversation backend (including a custom parser for recursive synonym choices) and heaps more!"}, {"post_id": 36925, "ts": "2026-07-29T10:13:07Z", "hours": 6.4594, "text": "Spent pretty much the entire time working on the conversation choices and options (yes it’s that difficult). Also made some improvements to the backend (extra features making it easier/possible to do some things, fixed bugs). Still not done the conversation, will be another long stretch until I finish it but it’s nearly there!"}, {"post_id": 35517, "ts": "2026-07-27T00:18:06Z", "hours": 4.7739, "text": "Worked on the conversation, improving the quality of texts and options, and added some new options and features! Also added some cool mathy functions for determining task urgency/load!"}, {"post_id": 33452, "ts": "2026-07-23T12:45:03Z", "hours": 3.1211, "text": "Added the beginnings to the task importance system and implemented a cool task bottom text including progress, and also included that task progress in the task overlay popup at the bottom!"}, {"post_id": 33268, "ts": "2026-07-23T01:41:19Z", "hours": 1.11, "text": "Implemented a bunch of small improvements and fixes to the calendar popup and date highlight!"}, {"post_id": 32915, "ts": "2026-07-22T11:46:31Z", "hours": 4.1114, "text": "Spent the whole time working on a date selector! Also added text about the due date, e.g. “was due yesterday”, “due next Monday (in 5 days)”, etc."}, {"post_id": 32801, "ts": "2026-07-22T05:52:27Z", "hours": 1.6331, "text": "Implemented many extremely minor things brought up from user feedback, including: adding titles to the category and task list, using e.g. +2.5h instead of #E for counting time, improved the importance selection layout, ordering tasks, improving done task formatting (with tick and strikethrough) and other even more minor things!"}, {"post_id": 32262, "ts": "2026-07-21T10:09:04Z", "hours": 4.2289, "text": "Added a qualities screen to add qualities to tasks by clicking on the buttons and a lot of backend work to make everything run smoother and easier to code!"}, {"post_id": 31592, "ts": "2026-07-20T03:27:25Z", "hours": 3.4722, "text": "Added an importance slider, an info text and some minor things to the task overlay"}, {"post_id": 31054, "ts": "2026-07-19T04:15:30Z", "hours": 3.5669, "text": "Fixed a lot of bugs in the tasks area; including resizing issues, inability to scroll, and wrapping problems."}, {"post_id": 30597, "ts": "2026-07-18T09:33:18Z", "hours": 6.4275, "text": "Added task groups and an add, rename, and delete task group button that do things! Deleting, naming collisions and other problems are also handled with dialogues! Also added a slightly better colour scheme"}, {"post_id": 30005, "ts": "2026-07-17T07:38:26Z", "hours": 3.5383, "text": "Added a basic scene!!"}, {"post_id": 23344, "ts": "2026-07-06T07:27:06Z", "hours": 5.0297, "text": "Dramatically improved the backend for the conversation, adding many new features!"}, {"post_id": 23221, "ts": "2026-07-06T01:25:52Z", "hours": 5.4508, "text": "Added a parser for conversation backend data and an options list and text box to display it in!"}, {"post_id": 20674, "ts": "2026-07-02T10:21:27Z", "hours": 4.2228, "text": "Added a bottom bar to the task input including some utility functions like move up and down, a sample highlight that can get modified with the + and - timer buttons and a scrollbar!"}, {"post_id": 20454, "ts": "2026-07-02T01:36:55Z", "hours": 7.5497, "text": "Added an item input field with a bottom bar with utilities in it!"}, {"post_id": 19643, "ts": "2026-07-01T00:49:45Z", "hours": 4.1286, "text": "Added more to the UI layout, including a settings (with accordian sections) and new tasks (currently empty) page!"}, {"post_id": 19012, "ts": "2026-06-30T05:31:27Z", "hours": 5.6044, "text": "Added the very basic interface! The reason it took so long was because I had zero idea how to compile anything and took way too long figuring that out. But it can compile for desktop or mobile now! (although desktop is only for testing)"}]...
|
Title: Grapefruit by @tsunami014 | Stardance
Devl Title: Grapefruit by @tsunami014 | Stardance
Devlogs:
Added the very basic interface! The reason it took so long was because I had zero idea how to compile anything and took way too long figuring that out. But it can compile for desktop or mobile now! (although desktop is only for testing)
Added more to the UI layout, including a settings (with accordian sections) and new tasks (currently empty) page!
Added an item input field with a bottom bar with utilities in it!
Added a bottom bar to the task input including some utility functions like move up and down, a sample highlight that can get modified with the + and - timer buttons and a scrollbar!
Added a parser for conversation backend data and an options list and text box to display it in!
Dramatically improved the backend for the conversation, adding many new features!
Added a basic scene!!
Added task groups and an add, rename, and delete task group button that do things! Deleting, naming collisions and other problems are also handled with dialogues! Also added a slightly better colour scheme
Fixed a lot of bugs in the tasks area; including resizing issues, inability to scroll, and wrapping problems.
Added an importance slider, an info text and some minor things to the task overlay
Added a qualities screen to add qualities to tasks by clicking on the buttons and a lot of backend work to make everything run smoother and easier to code!
Implemented many extremely minor things brought up from user feedback, including: adding titles to the category and task list, using e.g. +2.5h instead of #E for counting time, improved the importance selection layout, ordering tasks, improving done task formatting (with tick and strikethrough) and other even more minor things!
Spent the whole time working on a date selector! Also added text about the due date, e.g. “was due yesterday”, “due next Monday (in 5 days)”, etc.
Implemented a bunch of small improvements and fixes to the calendar popup and date highlight!
Added the beginnings to the task importance system and implemented a cool task bottom text including progress, and also included that task progress in the task overlay popup at the bottom!
Worked on the conversation, improving the quality of texts and options, and added some new options and features! Also added some cool mathy functions for determining task urgency/load!
Spent pretty much the entire time working on the conversation choices and options (yes it’s that difficult). Also made some improvements to the backend (extra features making it easier/possible to do some things, fixed bugs). Still not done the conversation, will be another long stretch until I finish it but it’s nearly there!
Finalised the connection between the task engine and the conversation including adding variety, conversation suggestions knowing about the qualities and reasons, a significantly improved conversation (that’s almost done!!), a lot of conversation backend (including a custom parser for recursive synonym choices) and heaps more!
Added buttons to insert new lines above/below, saving information to an external file automatically and trimming whitespace off of some things (a small convenience when on mobile)
Finished the conversation! (It may change/get improved more later, but for now I’m happy with it!) I made many changes to some terrible phrasing choices I made previously (e.g. “But why won’t you do xyz? It’s super fun!” -> “You don’t have to do it if you don’t want to”), rewriting huge chunks of it and adding other huge chunks. (I hope you appreciate the dialogue, I’ve apparently spent 20 hours by now JUST on that, not even the code behind it) Also changed times to use +...m as well as +...h and included a preset range of times which are more on the short side to incentavise shorter tasks.
Added all sorts of cool things, including info in the settings page, bullet points to the text edits, changed the preset times and tasks, extra conversation features (failsafes and external functions), and improved the conversation some more (because it was fun)!
Did various small improvements, including: Many many bugfixes, rearranging the task and settings display to have buttons on the bottom (from user feedback), a help screen, a ‘move task to another category’ button and dialogue (which I cannot believe I forgot about until now) and added another purpose in the conversation for the user designated reason (so it actually gets shown sometimes)!
Improved the “X weeks away” text (which was just wrong before) and added a today toggle and category button!
I thought I was done but turns out I forgot to add scrolling to the tasks list, so it would cause large issues if there were many tasks (or if the screen height was very low, as it does get on mobile when the keyboard is up)
Added an app icon and FINALLY got around to actually drawing the Grapefruit character! Also improved some parts of the conversation a bit more, improved the default tasks, improved the date importance calculations a smidge and fixed many tiny issues. It should now be DONE!
Improved some UI layouts, clarified a sentence or two in the conversation, reordered the tasks page, made selecting the title in the task overlay hide the buttons (to make it easier to see), fixed some visual bugs (maybe?), improved some icons, changed ‘today’ to ‘starred’ (and made it not clear at the end of the day; I wanted to plan for the future) and last but not least I made the grey background for some of the overlays reach past the navigation AT LAST! So now the title bar doesn’t look off when the overlays are open!
Added dynamic colours! Don’t worry that it looks kinda bad right now, I had to learn UI design from scratch for this, and I will improve it soon. Made all the colours (well, most of them for now) generate based on a base colour and added a light and dark theme! I also made the Android navigation icons and the svgs change between light and dark properly. I spent quite some time trying to implement HSLuv or HCT in the hopes it would improve the colours but ended up scrapping that due to many reasons, including too much extra stuff, wasn’t making much (or any) difference, and my HCT implementation was just so broken and I wasn’t bothered to try and fix it. Also some parts are now extra broken, I’ll fix them soon too don’t worry! I had to devlog this in case I went over 10h by accident, hopefully will be resolved before the next one
Tweaked the colours lots and I’m now quite happy with how it’s at! Added auto generating colours for everything I didn’t before (the calendar, settings, importance and some buttons in overlays) Saved the dark/light theme to a settings file And fixed a bug with the confirm and move overlays being a strange fixed width!
I did a bunch of work on the settings and added a “theme”! (Different variations of the base colour - which is now changeable in the settings!) I also used HSLuv instead of just HSL (which I tried before and thought it didn’t do much but now I realise it did help make everything nicer). I also added an effect so when you press on buttons it decreases the border radius a bit! And lastly I thought I’d fix some issues super quick due to the increased layout diversity from the settings but ended up spending much longer on them than expected, those being the jumpyness of the settings dropdowns (so I removed the animations and fixed it up a bit more and also fixed the flowlayout because it turns out everything is broken), fixed scrollbars inside other scrollbars, and probably more I forgot.
I improved how tasks are made, making the task overlay centred instead of to the side, changed “reasoning” into “goals” which is easier to understand and still useful, reduced the number of qualities and added some new ones similar to the old reasoning (e.g. ‘obligation’ & ‘reward’), came up with MUCH better sample tasks and fixed a small issue with the bottom bar!
Ships:
I finally decided I had done enough and it was really good! This app contains the conversation, a scene with Grapefruit in it, a basic settings page with not much in it, a tasks manager with categories (including a today category) and tasks with importance, reasoning, qualities, items! Also has a great bottom bar for easier text editing and has everything layed out in a mobile-friendly manner! Installation instructions are in the README
FIXED THE UI with dynamic colours and themes! Fixed some layouts Improved how tasks are made (including a not overwhelming amount of qualities and changed the ambiguous “reasoning” into a much less so “goals” As well as many minor also cool things! (See the devlogs after ship 1 for the full account)...
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1792997630.288298
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1793084030.288298
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57300
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Frictionless by @prada | Stardance
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prada
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1
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12.73
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T22:01:32Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Last update was mostly optimizations and bug fixes, but this ship is all about new features, UI cleanups, and a big Stacklet overhaul. Main focus was making everything feel alive, fixing layout glitches, and giving better tab control without hogging memory. UI/UX Fixes: Fixed a splash screen rendering a ghost duplicate over onboarding Fixed tutorial highlights misaligning mid-scroll Added a scroll container so the accessories panel doesn’t get cut off by popup height limits Fixed Stacklet’s positioning so he actually stands on the logo instead of floating next to it Bug Fixes: Fixed a duplicate const declaration that silently crashed an entire script file Fixed typewriter animation where overlapping text streams canceled each other mid-sentence New Features: Stacklet overhaul: rebuilt him with a full animation rig (antenna lag, arm overshoots, squash jumps) Instant Undo: one-click undo if you accidentally sort or deduplicate tabs Tab suspension & Read Later: freezes idle tabs and saves week-old tabs automatically Quick Search: command palette style launcher to jump to any tab fast Spent ~28 hours (only 11 logged…) on this build getting the physics and UI quirks sorted out. Next up is polishing based on feedback. If you test it out and have ideas, drop a review or ping me on GitHub / Discord (fraghaft)!", "repo": "https://github.com/babaminghong/stax", "demo": "https://github.com/babaminghong/stax/releases/tag/v1.4.0"}]...
|
[{"post_id": 67553, "ts": "202 [{"post_id": 67553, "ts": "2026-09-13T18:09:55Z", "hours": 1.7322, "text": "Snooze lets you close a tab and pick when it comes back. In an hour, tonight, tomorrow morning, this weekend, next week. Tab disappears and reopens on its own. Timing was annoying to get right. First version just added hours, so “tomorrow morning” meant 24 hours from now, useless if you snooze at 11pm. Now it resolves against the actual clock. Also had to catch presets landing in the past, like asking for “this evening” at 9pm, because then the alarm fires instantly and the tab just blinks. Surviving a restart was the other problem. I went with setTimeout first which is completely wrong for MV3, the background worker gets killed and takes every timeout with it. Switched to chrome.alarms, which the browser re-delivers even after you quit Chrome. Added a startup check too since alarms can get missed if Chrome was closed when one was due. Small fix: Find only worked with the mouse before. Arrow keys move through results now, Enter opens, Escape clears. If nothing matches, Enter falls through to AI search."}, {"post_id": 65985, "ts": "2026-09-11T14:19:14Z", "hours": 8.5678, "text": "8+ Hours of Stax: Big Updates & Quality-of-Life Improvements! 🚀 What started as “Stax is working fine” quickly turned into an 8+ hour feature binge! Stax was doing its job, but I knew it could be even better. Here is a breakdown of the new features added to save memory, boost performance, and make your workflow smoother: Instant Undo Action: Accidentally sorted or deduplicated tabs? You can now undo your last action with a single click to restore your workspace immediately. Suspend Inactive Tabs: Free up memory and boost browser performance by freezing idle background tabs directly from the extension. Save & Restore Sessions: Working across multiple projects? Easily save your current session and reopen it anytime from the new Saved Sessions tab. Enhanced Smart Sort & AI Methods: Re-engineered category patterns and AI matching rules to deliver cleaner, faster, and far more accurate tab organization. Quick Switch Search: Easily find and jump to any tab or open website using the new search icon command palette."}, {"post_id": 63575, "ts": "2026-09-07T14:22:39Z", "hours": 0.5331, "text": "Stax Devlog 2!!! / What I did Before this update, Stax could only group a tab if I had explicitly hardcoded its exact domain into the background script. Anything else just got dumped into a generic grey group, which meant the extension barely worked unless I had manually added the site beforehand. I overhauled the classification logic so it looks for broader patterns instead of fixed domain lists. It now checks domain endings like .shop or .bank , path keywords like /cart or /checkout , platform routes like /pull/42 , and active page titles as a fallback so a tab named “Your boarding pass” gets caught under Travel even on a random airline site. I also cleaned up the codebase structure. popup.js and sidepanel.js were sharing a bunch of copy-pasted helper functions. I moved those out into a shared script file so I’m not maintaining the exact same logic in two places. Issues I ran into and fixed Keyword classifier false positives. The old string check was matching shop anywhere inside a URL string. That meant photoshop.adobe.com was getting sorted straight into Shopping. Switched it to match proper hostname boundaries so creative tools don’t end up in shopping groups. Code duplication across UI files. Having identical helper functions in both popup.js and sidepanel.js meant any bug fix had to be applied twice. Extracted them into a common utility script to keep both views in sync. What’s next Workspaces. Saving full tab group setups to chrome.storage.local so you can close an entire session and restore it later. Command Palette. Adding a Cmd+K / Ctrl+K search overlay to quickly search across all open tabs and jump to them instantly."}, {"post_id": 62573, "ts": "2026-09-06T01:04:11Z", "hours": 1.7619, "text": "Stax — hybrid sort, a real auto-sort toggle, and settings that finally live where they should Stax groups browser tabs into color-coded groups. Local domain rules by default, plus an optional AI pass (Claude or Gemini, your own key) for tabs that don’t match anything obvious. What I did Local rule matching and AI grouping used to be two separate paths. Smart Sort only ran local rules. A separate button re-ran AI on everything from scratch and ignored what local rules had already sorted, so tabs the local rules couldn’t place just sat there ungrouped even with an API key set. I merged these into one pipeline: local rules run first since they’re instant, free, and work offline, and only the leftover tabs get handed to AI. If the AI call fails, it now falls back to the local result instead of breaking the whole action. The auto-sort-on-new-tab toggle in Preferences used to be fake. It wrote a value to storage that nothing ever read, so flipping the switch did literally nothing. Wired it up for real, debounced per window so restoring a saved session doesn’t fire a sort for every single tab. Settings and the custom domain-rule editor used to live on a separate page you had to open in a new tab. Moved the whole thing into the popup as a second screen, and built a side panel that mirrors it with live updates as tabs and groups change, so you’re not stuck refreshing manually. Issues I ran into and fixed Keyword classifier false positives. The fallback classifier (kicks in when a domain isn’t in the built-in list) was doing plain substring matching on hostnames. “shop” was matching photoshop.adobe.com , “dev” was matching random domains that just happened to contain those letters. Switched it to match whole hostname tokens instead, which kills the false positives without losing the keyword coverage. Extension pages slipping through. chrome-extension:// pages weren’t excluded from sorting the way chrome:// pages were. The old regex only matched schemes ending right after the browser name, so extension pages like the built-in PDF viewer could end up grouped under a garbage name based on the extension ID. Fixed the exclusion list to cover that too. Silent save failures. Settings saves had zero error handling around chrome.storage.sync.set . That API has an 8KB-per-item quota, so enough custom rules could make a save fail silently while the UI still said “Saved.” Wrapped it in a try/catch so a failed save actually tells you it failed now. Dead options page. After moving settings into the popup, the old separate options.html / options.js page wasn’t wired to anything in the manifest anymore. It was just dead code sitting in the repo doing nothing. Deleted it instead of fixing a page nobody could ever reach. What’s next Nothing blocking, the extension works end to end. For later: popup.js and sidepanel.js currently duplicate a few small helper functions (glyph lookup, sending messages), so I’d like to pull those into one shared file so I’m not editing the same logic twice."}]...
|
Title: Frictionless by @prada | Stardance
Devlogs Title: Frictionless by @prada | Stardance
Devlogs:
Stax — hybrid sort, a real auto-sort toggle, and settings that finally live where they should Stax groups browser tabs into color-coded groups. Local domain rules by default, plus an optional AI pass (Claude or Gemini, your own key) for tabs that don’t match anything obvious. What I did Local rule matching and AI grouping used to be two separate paths. Smart Sort only ran local rules. A separate button re-ran AI on everything from scratch and ignored what local rules had already sorted, so tabs the local rules couldn’t place just sat there ungrouped even with an API key set. I merged these into one pipeline: local rules run first since they’re instant, free, and work offline, and only the leftover tabs get handed to AI. If the AI call fails, it now falls back to the local result instead of breaking the whole action. The auto-sort-on-new-tab toggle in Preferences used to be fake. It wrote a value to storage that nothing ever read, so flipping the switch did literally nothing. Wired it up for real, debounced per window so restoring a saved session doesn’t fire a sort for every single tab. Settings and the custom domain-rule editor used to live on a separate page you had to open in a new tab. Moved the whole thing into the popup as a second screen, and built a side panel that mirrors it with live updates as tabs and groups change, so you’re not stuck refreshing manually. Issues I ran into and fixed Keyword classifier false positives. The fallback classifier (kicks in when a domain isn’t in the built-in list) was doing plain substring matching on hostnames. “shop” was matching photoshop.adobe.com , “dev” was matching random domains that just happened to contain those letters. Switched it to match whole hostname tokens instead, which kills the false positives without losing the keyword coverage. Extension pages slipping through. chrome-extension:// pages weren’t excluded from sorting the way chrome:// pages were. The old regex only matched schemes ending right after the browser name, so extension pages like the built-in PDF viewer could end up grouped under a garbage name based on the extension ID. Fixed the exclusion list to cover that too. Silent save failures. Settings saves had zero error handling around chrome.storage.sync.set . That API has an 8KB-per-item quota, so enough custom rules could make a save fail silently while the UI still said “Saved.” Wrapped it in a try/catch so a failed save actually tells you it failed now. Dead options page. After moving settings into the popup, the old separate options.html / options.js page wasn’t wired to anything in the manifest anymore. It was just dead code sitting in the repo doing nothing. Deleted it instead of fixing a page nobody could ever reach. What’s next Nothing blocking, the extension works end to end. For later: popup.js and sidepanel.js currently duplicate a few small helper functions (glyph lookup, sending messages), so I’d like to pull those into one shared file so I’m not editing the same logic twice.
Stax Devlog 2!!! / What I did Before this update, Stax could only group a tab if I had explicitly hardcoded its exact domain into the background script. Anything else just got dumped into a generic grey group, which meant the extension barely worked unless I had manually added the site beforehand. I overhauled the classification logic so it looks for broader patterns instead of fixed domain lists. It now checks domain endings like .shop or .bank , path keywords like /cart or /checkout , platform routes like /pull/42 , and active page titles as a fallback so a tab named “Your boarding pass” gets caught under Travel even on a random airline site. I also cleaned up the codebase structure. popup.js and sidepanel.js were sharing a bunch of copy-pasted helper functions. I moved those out into a shared script file so I’m not maintaining the exact same logic in two places. Issues I ran into and fixed Keyword classifier false positives. The old string check was matching shop anywhere inside a URL string. That meant photoshop.adobe.com was getting sorted straight into Shopping. Switched it to match proper hostname boundaries so creative tools don’t end up in shopping groups. Code duplication across UI files. Having identical helper functions in both popup.js and sidepanel.js meant any bug fix had to be applied twice. Extracted them into a common utility script to keep both views in sync. What’s next Workspaces. Saving full tab group setups to chrome.storage.local so you can close an entire session and restore it later. Command Palette. Adding a Cmd+K / Ctrl+K search overlay to quickly search across all open tabs and jump to them instantly.
8+ Hours of Stax: Big Updates & Quality-of-Life Improvements! 🚀 What started as “Stax is working fine” quickly turned into an 8+ hour feature binge! Stax was doing its job, but I knew it could be even better. Here is a breakdown of the new features added to save memory, boost performance, and make your workflow smoother: Instant Undo Action: Accidentally sorted or deduplicated tabs? You can now undo your last action with a single click to restore your workspace immediately. Suspend Inactive Tabs: Free up memory and boost browser performance by freezing idle background tabs directly from the extension. Save & Restore Sessions: Working across multiple projects? Easily save your current session and reopen it anytime from the new Saved Sessions tab. Enhanced Smart Sort & AI Methods: Re-engineered category patterns and AI matching rules to deliver cleaner, faster, and far more accurate tab organization. Quick Switch Search: Easily find and jump to any tab or open website using the new search icon command palette.
Snooze lets you close a tab and pick when it comes back. In an hour, tonight, tomorrow morning, this weekend, next week. Tab disappears and reopens on its own. Timing was annoying to get right. First version just added hours, so “tomorrow morning” meant 24 hours from now, useless if you snooze at 11pm. Now it resolves against the actual clock. Also had to catch presets landing in the past, like asking for “this evening” at 9pm, because then the alarm fires instantly and the tab just blinks. Surviving a restart was the other problem. I went with setTimeout first which is completely wrong for MV3, the background worker gets killed and takes every timeout with it. Switched to chrome.alarms, which the browser re-delivers even after you quit Chrome. Added a startup check too since alarms can get missed if Chrome was closed when one was due. Small fix: Find only worked with the mouse before. Arrow keys move through results now, Enter opens, Escape clears. If nothing matches, Enter falls through to AI search.
Ships:
Last update was mostly optimizations and bug fixes, but this ship is all about new features, UI cleanups, and a big Stacklet overhaul. Main focus was making everything feel alive, fixing layout glitches, and giving better tab control without hogging memory. UI/UX Fixes: Fixed a splash screen rendering a ghost duplicate over onboarding Fixed tutorial highlights misaligning mid-scroll Added a scroll container so the accessories panel doesn’t get cut off by popup height limits Fixed Stacklet’s positioning so he actually stands on the logo instead of floating next to it Bug Fixes: Fixed a duplicate const declaration that silently crashed an entire script file Fixed typewriter animation where overlapping text streams canceled each other mid-sentence New Features: Stacklet overhaul: rebuilt him with a full animation rig (antenna lag, arm overshoots, squash jumps) Instant Undo: one-click undo if you accidentally sort or deduplicate tabs Tab suspension & Read Later: freezes idle tabs and saves week-old tabs automatically Quick Search: command palette style launcher to jump to any tab fast Spent ~28 hours (only 11 logged…) on this build getting the physics and UI quirks sorted out. Next up is polishing based on feedback. If you test it out and have ideas, drop a review or ping me on GitHub / Discord (fraghaft)!...
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1793004961.959086
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1793091361.959086
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53475
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TheGeekachu.dev by @TheGeekachu | Stardance
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TheGeekachu
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2
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5.26
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T21:23:11Z", "hours": 2.0, "multiplier": 1.05, "payout": 2, "blessing": "neutral", "text": "Same as what I just devlogged, I finished the site, it looks polished now instead of the messing around I had to do earlier for the mission, now detached. Will add Blog and more soon!", "repo": "https://github.com/TheGeekachu/thegeekachu.github.io", "demo": "https://thegeekachu.github.io"}, {"ship_num": 2, "ts": "2026-08-24T00:36:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Complete. Thank you for being here!", "repo": "https://github.com/TheGeekachu/thegeekachu.github.io", "demo": "https://thegeekachu.github.io"}]...
|
[{"post_id": 69369, "ts": "202 [{"post_id": 69369, "ts": "2026-09-16T22:15:11Z", "hours": 0.4233, "text": "Added my new site, Bookabase to the Projects tab!"}, {"post_id": 67765, "ts": "2026-09-14T00:31:34Z", "hours": 0.8414, "text": "Return to HTML! Flet is great for mobile apps, but the web apps kept crashing, so I sucked it up and took the index.html file generated by Flet and changed it so it works on it’s own."}, {"post_id": 66907, "ts": "2026-09-12T21:21:34Z", "hours": 1.2069, "text": "I finally, finally finished it! Now deployed to GitHub Pages, made in Flet, and looks a lot cooler than whatever the heck I had going on earlier, ’cause I had weird issues with the Personal Site mission. After detaching from the mission, I had freedom to use a Python framework. Voila!"}, {"post_id": 66261, "ts": "2026-09-12T00:06:48Z", "hours": 0.8325, "text": "So, I switched the entire website to Flet, my favorite Python framework, so yay! My previous ship was really underwhelming, but now I’m going to make it something to be proud of."}, {"post_id": 53449, "ts": "2026-08-24T00:36:33Z", "hours": 0.3264, "text": "Ok. Bare minimum achieved. After logging this and shipping, I can abandon HTML and CSS and use Flet, so lemme do that."}, {"post_id": 53444, "ts": "2026-08-24T00:10:54Z", "hours": 1.1972, "text": "I have finished the base site. It is a blog. I haven’t added CSS styles yet, so it’s kinda bland."}]...
|
Title: TheGeekachu.dev by @TheGeekachu | Stardance Title: TheGeekachu.dev by @TheGeekachu | Stardance
Devlogs:
I have finished the base site. It is a blog. I haven’t added CSS styles yet, so it’s kinda bland.
Ok. Bare minimum achieved. After logging this and shipping, I can abandon HTML and CSS and use Flet, so lemme do that.
So, I switched the entire website to Flet, my favorite Python framework, so yay! My previous ship was really underwhelming, but now I’m going to make it something to be proud of.
I finally, finally finished it! Now deployed to GitHub Pages, made in Flet, and looks a lot cooler than whatever the heck I had going on earlier, ’cause I had weird issues with the Personal Site mission. After detaching from the mission, I had freedom to use a Python framework. Voila!
Return to HTML! Flet is great for mobile apps, but the web apps kept crashing, so I sucked it up and took the index.html file generated by Flet and changed it so it works on it’s own.
Added my new site, Bookabase to the Projects tab!
Ships:
Complete. Thank you for being here!
Same as what I just devlogged, I finished the site, it looks polished now instead of the messing around I had to do earlier for the mission, now detached. Will add Blog and more soon!...
|
1793062489.5494454
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1793148889.5494454
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27538
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Welcome to The Pathways: The Game by @E_k | Starda Welcome to The Pathways: The Game by @E_k | Stardance...
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E_k
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1
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58.11
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T21:17:02Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder", "repo": "https://github.com/Misted-River/Python", "demo": "https://ek-7.itch.io/welcome-to-the-pathways-the-game"}]...
|
[{"post_id": 82119, "ts": "202 [{"post_id": 82119, "ts": "2026-10-24T00:02:57Z", "hours": 1.9764, "text": "Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again"}, {"post_id": 79276, "ts": "2026-10-13T09:15:45Z", "hours": 10.1331, "text": "Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!"}, {"post_id": 66817, "ts": "2026-09-12T18:35:13Z", "hours": 8.2342, "text": "Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3"}, {"post_id": 50921, "ts": "2026-08-20T12:03:05Z", "hours": 0.2761, "text": "Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D"}, {"post_id": 50892, "ts": "2026-08-20T11:04:50Z", "hours": 3.5822, "text": "Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D"}, {"post_id": 43891, "ts": "2026-08-09T10:36:34Z", "hours": 9.6606, "text": "Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD"}, {"post_id": 35774, "ts": "2026-07-27T12:38:55Z", "hours": 8.4728, "text": "Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)"}, {"post_id": 26493, "ts": "2026-07-11T09:50:54Z", "hours": 8.5944, "text": "Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog."}, {"post_id": 19964, "ts": "2026-07-01T12:58:49Z", "hours": 1.3281, "text": "Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder."}, {"post_id": 19870, "ts": "2026-07-01T08:57:37Z", "hours": 4.9956, "text": "Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D"}, {"post_id": 18364, "ts": "2026-06-29T14:24:17Z", "hours": 0.9494, "text": "Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay"}]...
|
Title: Welcome to The Pathways: The Game by @E_k | Title: Welcome to The Pathways: The Game by @E_k | Stardance
Devlogs:
Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay
Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D
Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder.
Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog.
Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)
Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD
Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D
Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D
Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3
Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!
Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again
Ships:
What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder...
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1793008197.589878
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1793094597.589878
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40776
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Generic Functional Programming Language by @Yoyodo Generic Functional Programming Language by @Yoyodotpy | Stardance...
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Yoyodotpy
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1
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17.51
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274
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T20:18:20Z", "hours": 17.0, "multiplier": 15.69, "payout": 274, "blessing": "neutral", "text": "This is a simple interpretted functional programming language. Originally, I intended for it to be compiled, but after dealing with llvm for a few days I gave up on this and just made it be interpretted. I struggled a lot with making the language not look incredibly ugly as I was designing it, but in the end I managed to make it look half decent. It also only works in the cli and has no options beyond just putting the file path to run a program. Despite all that, I think that this went pretty well. It was my first time trying to make a language, and I learnt a whole lot about the backend and design of programming languages (and gained a couple more strong opinions about programming syntax). It ended up being functional in both ways, and capable of making and running simple programs. I’ll probably try to make a new language in the future, with everything I’ve learnt.", "repo": "https://github.com/Yoyodotpy/programming-language", "demo": "https://github.com/Yoyodotpy/programming-language/releases/latest"}]...
|
[{"post_id": 67443, "ts": "202 [{"post_id": 67443, "ts": "2026-09-13T15:32:25Z", "hours": 0.5092, "text": "I added help text and changed the demo folder to be called examples."}, {"post_id": 66866, "ts": "2026-09-12T20:04:18Z", "hours": 1.7833, "text": "I got this ready to ship because I lost interest in this, but i might make another project in the remaining time in Stardance. Either way, i finished the README.md, added a release with prebuilt binaries, and made a demo using asciinema."}, {"post_id": 40916, "ts": "2026-08-04T19:04:54Z", "hours": 2.2236, "text": "llvm is pain it compiles but it doesnt work i might just pivot and make it interpretted only, maybe have it transpile to scheme instead."}, {"post_id": 39809, "ts": "2026-08-03T01:30:00Z", "hours": 3.8047, "text": "I got started on making the compiler convert my language to LLVM IR code, and it genuinely sucks. I basically need to make my language un-functional itself into a primitive language, and I need to deal with the limits of my own language, golang, and C at the same time and it’s torture. I’m powering through though and I’m almost at a point where it’ll actually manage to compile my language."}, {"post_id": 38588, "ts": "2026-08-01T02:06:56Z", "hours": 3.6814, "text": "This is now technically a usable programming language! It can interpret code, and I even made a Fibonacci program. I spent most of the day making some basic primitives, alongside starting the standard library with things like true, false, or, and, not, nil, print, addition, multiplication, subtraction, division and more! Tomorrow I’ll set it up with LLVM and try my best to get it to actually compile. Wish me luck! Also, if any of you have ideas for how I can make the code less ugly, I would appreciate some advice."}, {"post_id": 37999, "ts": "2026-07-31T03:30:44Z", "hours": 3.1147, "text": "I pretty much finished the AST and I’m basically ready to start working on the interpretter."}, {"post_id": 37267, "ts": "2026-07-29T20:48:55Z", "hours": 2.8633, "text": "I finalized the lexer and I’m almost done with generating the AST, so nearly done with the boring bit! I also made some very basic test programs."}]...
|
Title: Generic Functional Programming Language by Title: Generic Functional Programming Language by @Yoyodotpy | Stardance
Devlogs:
I finalized the lexer and I’m almost done with generating the AST, so nearly done with the boring bit! I also made some very basic test programs.
I pretty much finished the AST and I’m basically ready to start working on the interpretter.
This is now technically a usable programming language! It can interpret code, and I even made a Fibonacci program. I spent most of the day making some basic primitives, alongside starting the standard library with things like true, false, or, and, not, nil, print, addition, multiplication, subtraction, division and more! Tomorrow I’ll set it up with LLVM and try my best to get it to actually compile. Wish me luck! Also, if any of you have ideas for how I can make the code less ugly, I would appreciate some advice.
I got started on making the compiler convert my language to LLVM IR code, and it genuinely sucks. I basically need to make my language un-functional itself into a primitive language, and I need to deal with the limits of my own language, golang, and C at the same time and it’s torture. I’m powering through though and I’m almost at a point where it’ll actually manage to compile my language.
llvm is pain it compiles but it doesnt work i might just pivot and make it interpretted only, maybe have it transpile to scheme instead.
I got this ready to ship because I lost interest in this, but i might make another project in the remaining time in Stardance. Either way, i finished the README.md, added a release with prebuilt binaries, and made a demo using asciinema.
I added help text and changed the demo folder to be called examples.
Ships:
This is a simple interpretted functional programming language. Originally, I intended for it to be compiled, but after dealing with llvm for a few days I gave up on this and just made it be interpretted. I struggled a lot with making the language not look incredibly ugly as I was designing it, but in the end I managed to make it look half decent. It also only works in the cli and has no options beyond just putting the file path to run a program. Despite all that, I think that this went pretty well. It was my first time trying to make a language, and I learnt a whole lot about the backend and design of programming languages (and gained a couple more strong opinions about programming syntax). It ended up being functional in both ways, and capable of making and running simple programs. I’ll probably try to make a new language in the future, with everything I’ve learnt....
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1793008151.3031917
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1793094551.3031917
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3252
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Movieslay Emerald by @Gavin | Stardance
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Gavin
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2
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42.0
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598
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T19:51:34Z", "hours": 14.0, "multiplier": 16.53, "payout": 226, "blessing": "neutral", "text": "Watch all your favorite media free today with Movieslay. Unlike many other shady platforms, Movieslay guarantees zero ads or popups, hundreds of stream sources aggregated across a network of providers, and raw direct downloads.", "repo": "https://gitlab.com/gavingogaming/movieslay-emerald-temp", "demo": "https://movieslay.com/"}, {"ship_num": 2, "ts": "2026-07-21T01:58:32Z", "hours": 28.0, "multiplier": 13.86, "payout": 372, "blessing": "neutral", "text": "Movieslay is an all-in-one content streaming platform - bundled with integrations for 30+ providers & partners, and completely ad-free & open source.", "repo": "https://gitlab.com/gavingogaming/movieslay-emerald-temp", "demo": "https://movieslay.com/"}]...
|
[{"post_id": 66855, "ts": "202 [{"post_id": 66855, "ts": "2026-09-12T19:48:05Z", "hours": 3.5042, "text": "Completely re-did stream checker. Sources for a particular TV or Movie are now ran through a robust content validator that ensures each link is playable & has the correct content, or filters it to Backup (playable but bad content) or Invalid (non playable, hidden by default). Each source now shows much more info as well, as the checker returns the media type (HLS or MP4), quality (4k to 240p), resolution, and duration. Picking exactly which source you want is much easier now. With these changes, each piece of media is nearly guaranteed to load on the first try."}, {"post_id": 50017, "ts": "2026-08-19T01:23:22Z", "hours": 1.9758, "text": "Made content streams in HLS (.m3u8) format only run through HLS.js if on a non-Apple system as Apple devices (and AirPlay) support .m3u8 playlists directly. Also added a dedicated cast button for content casting with Google Cast SDK, AirPlay/WebKit, and native device casting. Finally, added an exclusive page at /exclusives/btsv for the ‘leaked’ unfinished Beyond the Spider Verse trailer."}, {"post_id": 43512, "ts": "2026-08-08T20:34:42Z", "hours": 0.2586, "text": "Minor UI fixes - expanded the video player to take up all available height (this works now that the footer/warning banner is moved to the external players menu), and fixed padding on page content."}, {"post_id": 42428, "ts": "2026-08-07T03:47:58Z", "hours": 0.7892, "text": "TMDB collections support! This feature allows movies in a series (ex. Spider-Verse trilogy) to have a next/previous button similar to TV shows. If you’re trying to bingewatch a series of movies this feature can help you out :) Currently just shows the top TMDB collection (based on a movie’s ‘belongs_to_collection’ tag)"}, {"post_id": 40440, "ts": "2026-08-03T23:13:46Z", "hours": 1.7847, "text": "Updated UI for info displays on content pages as well as overall padding and rounding"}, {"post_id": 37939, "ts": "2026-07-30T23:34:40Z", "hours": 3.15, "text": "Worked on tons of brand new sources (including VylaSDK), moved 3rd-party players to a separate menu, fixed tons of player bugs"}, {"post_id": 32829, "ts": "2026-07-22T07:06:42Z", "hours": 2.2064, "text": "added live cable TV networks"}, {"post_id": 32119, "ts": "2026-07-21T01:53:46Z", "hours": 1.2044, "text": "Started work on Movieslay Pley for watchOS (project Odys). Pley is an app suite to let you access direct content in native ways without the regular Movieslay player & ui. Attached screenshots are directly from watchOS on a Watch SE (1st gen)."}, {"post_id": 31702, "ts": "2026-07-20T09:58:15Z", "hours": 3.2036, "text": "With the addition of stremIO addon support (HDHub, Nebula, and Pengu), fixing vyla/flicky/videasy/xpass/lordflix, and adding FEB file host support into exclusives, we’re back up to an insane amount of source grabs on popular titles like Backrooms."}, {"post_id": 23705, "ts": "2026-07-06T20:16:44Z", "hours": 3.2283, "text": "Research for new sources, better mobile navigation, organize source wrappers, and improve the Vyla first-come-first-serve route"}, {"post_id": 21743, "ts": "2026-07-03T20:38:17Z", "hours": 2.8972, "text": "New backup player (Vyla), Backrooms iNTERNAL rip, overrideSource option in player for non-tmdb, fix vidlink & remove nomorflix"}, {"post_id": 16749, "ts": "2026-06-27T06:29:30Z", "hours": 1.7714, "text": "Introduced new Movieslay Exclusive for The Oldest View ( @project .rolling.giant on instagram), fixed Passthru proxy to work on production via fly.io. Oh also we now have Backrooms in great quality from Vidlink primary :)"}, {"post_id": 14939, "ts": "2026-06-24T08:35:03Z", "hours": 0.5364, "text": "Introduced a new server-side proxy that adds headers over m3u8s to make tons of urls that were previously thrown away due to 403s work."}, {"post_id": 14910, "ts": "2026-06-24T06:42:33Z", "hours": 7.7275, "text": "6 new sources, fixed AE & 123anime using an anime database, airplay cast-to-TV support on iOS, full support android app, settings menu with volume, playback speed, keybinds, and sorted streams into guarenteed working ones (GET & HEAD request checks, proxied) and unreliable backups (direct urls, did not pass checks)"}, {"post_id": 7353, "ts": "2026-06-12T08:12:35Z", "hours": 3.3936, "text": "Two new sources, anime mappings between TMDB ids and 10 other anime API’s ids, as well as a WIP extractor of movieslay content built in to yt-dlp."}, {"post_id": 3280, "ts": "2026-06-06T04:16:32Z", "hours": 3.5922, "text": "Added volume slider from 0%-200% as well as magnet downloads (direct files openable in qBitTorrent or any bittorrent client) & mkv/mp4 file downloads from non-HLS provider results."}]...
|
Title: Movieslay Emerald by @Gavin | Stardance
De Title: Movieslay Emerald by @Gavin | Stardance
Devlogs:
Added volume slider from 0%-200% as well as magnet downloads (direct files openable in qBitTorrent or any bittorrent client) & mkv/mp4 file downloads from non-HLS provider results.
Two new sources, anime mappings between TMDB ids and 10 other anime API’s ids, as well as a WIP extractor of movieslay content built in to yt-dlp.
6 new sources, fixed AE & 123anime using an anime database, airplay cast-to-TV support on iOS, full support android app, settings menu with volume, playback speed, keybinds, and sorted streams into guarenteed working ones (GET & HEAD request checks, proxied) and unreliable backups (direct urls, did not pass checks)
Introduced a new server-side proxy that adds headers over m3u8s to make tons of urls that were previously thrown away due to 403s work.
Introduced new Movieslay Exclusive for The Oldest View ( @project .rolling.giant on instagram), fixed Passthru proxy to work on production via fly.io. Oh also we now have Backrooms in great quality from Vidlink primary :)
New backup player (Vyla), Backrooms iNTERNAL rip, overrideSource option in player for non-tmdb, fix vidlink & remove nomorflix
Research for new sources, better mobile navigation, organize source wrappers, and improve the Vyla first-come-first-serve route
With the addition of stremIO addon support (HDHub, Nebula, and Pengu), fixing vyla/flicky/videasy/xpass/lordflix, and adding FEB file host support into exclusives, we’re back up to an insane amount of source grabs on popular titles like Backrooms.
Started work on Movieslay Pley for watchOS (project Odys). Pley is an app suite to let you access direct content in native ways without the regular Movieslay player & ui. Attached screenshots are directly from watchOS on a Watch SE (1st gen).
added live cable TV networks
Worked on tons of brand new sources (including VylaSDK), moved 3rd-party players to a separate menu, fixed tons of player bugs
Updated UI for info displays on content pages as well as overall padding and rounding
TMDB collections support! This feature allows movies in a series (ex. Spider-Verse trilogy) to have a next/previous button similar to TV shows. If you’re trying to bingewatch a series of movies this feature can help you out :) Currently just shows the top TMDB collection (based on a movie’s ‘belongs_to_collection’ tag)
Minor UI fixes - expanded the video player to take up all available height (this works now that the footer/warning banner is moved to the external players menu), and fixed padding on page content.
Made content streams in HLS (.m3u8) format only run through HLS.js if on a non-Apple system as Apple devices (and AirPlay) support .m3u8 playlists directly. Also added a dedicated cast button for content casting with Google Cast SDK, AirPlay/WebKit, and native device casting. Finally, added an exclusive page at /exclusives/btsv for the ‘leaked’ unfinished Beyond the Spider Verse trailer.
Completely re-did stream checker. Sources for a particular TV or Movie are now ran through a robust content validator that ensures each link is playable & has the correct content, or filters it to Backup (playable but bad content) or Invalid (non playable, hidden by default). Each source now shows much more info as well, as the checker returns the media type (HLS or MP4), quality (4k to 240p), resolution, and duration. Picking exactly which source you want is much easier now. With these changes, each piece of media is nearly guaranteed to load on the first try.
Ships:
Movieslay is an all-in-one content streaming platform - bundled with integrations for 30+ providers & partners, and completely ad-free & open source.
Watch all your favorite media free today with Movieslay. Unlike many other shady platforms, Movieslay guarantees zero ads or popups, hundreds of stream sources aggregated across a network of providers, and raw direct downloads....
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1792979735.249952
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1793066135.249952
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61507
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COOL HACKING INTERFACE by @NerdyItachi | Stardance
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NerdyItachi
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T19:22:38Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cool looking website not a website but it is histed through nellify it is basically a terminal rain thing i was playing around with py game and though why not make my pc look like its from those hacker movies", "repo": "https://github.com/Ayaan-dev21/Cool-Hacking-Interface", "demo": "https://hackersrain.netlify.app/"}]...
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[{"post_id": 66841, "ts": "202 [{"post_id": 66841, "ts": "2026-09-12T19:16:17Z", "hours": 1.7922, "text": "JUST FINISHED THE PROJECT IM SO HAPPY :D"}]...
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Title: COOL HACKING INTERFACE by @NerdyItachi | St Title: COOL HACKING INTERFACE by @NerdyItachi | Stardance
Devlogs:
JUST FINISHED THE PROJECT IM SO HAPPY :D
Ships:
I made a cool looking website not a website but it is histed through nellify it is basically a terminal rain thing i was playing around with py game and though why not make my pc look like its from those hacker movies...
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1793055356.425133
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1793141756.425133
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61355
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car game by @muzamela549 | Stardance
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muzamela549
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T18:34:32Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this a game which i made like a few months ago but i just want to uploaded it to see how shipping process work. sorry if there is any bugggggg:))", "repo": "https://github.com/Ahmadmuz/car-game", "demo": "https://turbodo.netlify.app/desktop/test/index.html"}]...
|
[{"post_id": 66764, "ts": "202 [{"post_id": 66764, "ts": "2026-09-12T17:29:47Z", "hours": 0.4617, "text": "this is a car game which i made a few months ago. but im still improving it."}]...
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Title: car game by @muzamela549 | Stardance
Devlo Title: car game by @muzamela549 | Stardance
Devlogs:
this is a car game which i made a few months ago. but im still improving it.
Ships:
this a game which i made like a few months ago but i just want to uploaded it to see how shipping process work. sorry if there is any bugggggg:))...
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1793055334.7739577
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1793141734.7739577
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52653
|
FOG by @shan10 | Stardance
|
shan10
|
1
|
36.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T18:05:57Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built FOG, a Steam-like game e-commerce website. I created the frontend using HTML, CSS and JavaScript with pages like Home, Store, About, Support, Login, Cart and Game Details. I connected the RAWG API through the Spring Boot backend to display game images, names, ratings, release dates and descriptions. I also added game categories like popular, top rated and upcoming games, along with a featured game slider and a section that displays four games. For the backend, I used Java with Spring Boot and created REST APIs for fetching games and game details. I connected the project to MySQL using Spring Data JPA and Hibernate to store user information. I added user registration and login. Passwords are encrypted using BCrypt before being stored. I also added session login, current user checking and logout functionality using Spring Security. I added a cart feature using JavaScript and local storage. Users can open a game, view its details and add it to the cart. I also updated the footer with social media links, account links and an email signup form with validation. I kept the RAWG API key outside the frontend and made sure sensitive information was not pushed to GitHub. This project helped me understand frontend and backend communication, REST APIs, Spring Boot, MySQL, authentication, API integration and Git. i couldnt host it bcoz my bday was near ,hope u leave it :)", "repo": "https://github.com/shanmugesh10/Fog-E-commerce-", "demo": "https://shanmugesh10.github.io/Fog-E-commerce-/"}]...
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[{"post_id": 66785, "ts": "202 [{"post_id": 66785, "ts": "2026-09-12T17:47:43Z", "hours": 5.4167, "text": "Finally almost done with the website ,i will update more while i ship"}, {"post_id": 62470, "ts": "2026-09-05T20:31:12Z", "hours": 9.6911, "text": "FOG BACKEND UPDATE!! Set up Spring Boot for the backend. Connected Spring Boot with MySQL. Created the Game API. Connected RAWG API to get game data. Created a User system and users table. Added password encryption using BCrypt. Created a login API. Connected our actual FOG login page to the backend. Added CORS so frontend and backend could communicate."}, {"post_id": 57130, "ts": "2026-08-29T07:23:05Z", "hours": 5.1617, "text": "An update on my full-stack project, FOG! I’m really enjoying designing everything from scratch and learning something new every day. It’s been an exciting journey so far, and I’m enjoying every step of it.My next goal is to improve the frontend while working on the backend. For that, I’m going to learn and use Spring Boot to build the backend, connect APIs, and integrate SQL with the website.Excited to see where this journey takes me!"}, {"post_id": 55264, "ts": "2026-08-26T23:19:36Z", "hours": 15.4822, "text": "😊This is my first full stack project,i am really excited to build more and learn on my own. Things i did till now: Made a navbar . Designed ‘store’ page of my website. Added banners. Added interactive buttons. Added single product page. I love this project and i hope this comes out great :)"}]...
|
Title: FOG by @shan10 | Stardance
Devlogs:
😊This Title: FOG by @shan10 | Stardance
Devlogs:
😊This is my first full stack project,i am really excited to build more and learn on my own. Things i did till now: Made a navbar . Designed ‘store’ page of my website. Added banners. Added interactive buttons. Added single product page. I love this project and i hope this comes out great :)
An update on my full-stack project, FOG! I’m really enjoying designing everything from scratch and learning something new every day. It’s been an exciting journey so far, and I’m enjoying every step of it.My next goal is to improve the frontend while working on the backend. For that, I’m going to learn and use Spring Boot to build the backend, connect APIs, and integrate SQL with the website.Excited to see where this journey takes me!
FOG BACKEND UPDATE!! Set up Spring Boot for the backend. Connected Spring Boot with MySQL. Created the Game API. Connected RAWG API to get game data. Created a User system and users table. Added password encryption using BCrypt. Created a login API. Connected our actual FOG login page to the backend. Added CORS so frontend and backend could communicate.
Finally almost done with the website ,i will update more while i ship
Ships:
I built FOG, a Steam-like game e-commerce website. I created the frontend using HTML, CSS and JavaScript with pages like Home, Store, About, Support, Login, Cart and Game Details. I connected the RAWG API through the Spring Boot backend to display game images, names, ratings, release dates and descriptions. I also added game categories like popular, top rated and upcoming games, along with a featured game slider and a section that displays four games. For the backend, I used Java with Spring Boot and created REST APIs for fetching games and game details. I connected the project to MySQL using Spring Data JPA and Hibernate to store user information. I added user registration and login. Passwords are encrypted using BCrypt before being stored. I also added session login, current user checking and logout functionality using Spring Security. I added a cart feature using JavaScript and local storage. Users can open a game, view its details and add it to the cart. I also updated the footer with social media links, account links and an email signup form with validation. I kept the RAWG API key outside the frontend and made sure sensitive information was not pushed to GitHub. This project helped me understand frontend and backend communication, REST APIs, Spring Boot, MySQL, authentication, API integration and Git. i couldnt host it bcoz my bday was near ,hope u leave it :)...
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1793005008.1691704
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1793091408.1691704
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6024
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WorldTV by @cognitayohan | Stardance
|
cognitayohan
|
7
|
35.0
|
593
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:48:51Z", "hours": 1.0, "multiplier": 15.7, "payout": 20, "blessing": "neutral", "text": "Ship #7: After reviewing community requests, I have updated the User Interface to be more friendly and easy to use. I also have updated the code so that the viewing of the channels would be less consumptions with CPU fluid.", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 2, "ts": "2026-07-24T16:27:26Z", "hours": 8.0, "multiplier": 17.11, "payout": 139, "blessing": "neutral", "text": "Ship #6: After reviewing community requests, I have added each countries’ respective channels to match each location properly (to fix the previous issue of incorrect mapping!). I also built Android files so that Github could run the Artifact process for building an APK version of the app! This gives users the option to view on the web or on their Android devices. Lastly, I integrated a system where you can request for adding legal channels where it would go into a system of review. Thank you all for your support on this project! Feel free to give feedback on anything else to improve in the future!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 3, "ts": "2026-07-17T05:33:40Z", "hours": 7.0, "multiplier": 19.43, "payout": 133, "blessing": "neutral", "text": "Ship #5: Based off community requests, I have added the following new features: Now you can experience a true “Hybrid” Satellite View on the interactive tracking map. By extending our map style configurations with an (overlayUrl) property, we integrated transparent, high-resolution administrative boundaries and place labels directly over the raw satellite imagery. Furthermore, I updated the layer rendering and cleanup logic inside the Leaflet initialization. Using a newly added (useRef) tracking system (overlayLayerRef), the map now dynamically mounts and cleanly dismounts these administrative labels whenever you swap map styles. This fixes overlapping layer bugs and ensures a seamless transition between views. Lastly, I streamlined the z-index layout for marker clusters. Dynamic markers and clustering elements are automatically forced to the front of the map stack. This ensures that your active stream nodes and telemetry coordinates always float perfectly above the new border overlays, keeping the terminal readable and highly functional. Let me know what else you would like to add! Thank you so much for your support and reading this!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 4, "ts": "2026-07-13T03:35:55Z", "hours": 6.0, "multiplier": 14.07, "payout": 82, "blessing": "neutral", "text": "Based off community requests, I have added the following new features: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. Lastly, I added more stable streams and their backups. Upgraded from 4,000 streams to 6,000! (70-85% are live) Read README for more detailed descriptions about the deployments, available channels, and official rules. Let me know what else you would like to add!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 5, "ts": "2026-07-06T04:17:55Z", "hours": 4.0, "multiplier": 19.42, "payout": 87, "blessing": "neutral", "text": "World Channels - Ship #3 After reviewing new comments and suggestions from the community, I have edited World Channels to have more countries, streams, and a better backup-system. Hope you enjoy World Channels at: https://worldchannels.vercel.app !", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 6, "ts": "2026-07-01T18:18:22Z", "hours": 8.0, "multiplier": 13.15, "payout": 106, "blessing": "neutral", "text": "World Channels - Ship #2 After reviewing comments and suggestions from the community, I have made quite a few changes to the app since the last Ship. Now the video player is compatible to even more channels, the UI has been updated, and the channel availability has been double-checked. Hope you enjoy World Channels at: https://worldchannels.vercel.app !", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 7, "ts": "2026-06-24T18:46:48Z", "hours": 1.0, "multiplier": 18.23, "payout": 26, "blessing": "neutral", "text": "This is World Channels, a webapp that utilizes open source/free m3u8 streaming and connects them to specific coordinates across the world. The project is currently running successfully but is always going slight changes as m3u8 channels may turn off and on throughout times. Feel free to check it out at: https://worldchannels.vercel.app . This project requires good internet access in order to connect to the channels. Have fun exploring the channels of the world!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}]...
|
[{"post_id": 55371, "ts": "202 [{"post_id": 55371, "ts": "2026-08-27T04:50:55Z", "hours": 0.9408, "text": "World Channels Devlog 32 After updating the User Interface for the application, I decided to work on the api/streams.js file. The Fluid Active CPU was getting inefficiently wasted, so I decided to connect my api/streams.js to edge runtime as well as removing all duplicate streaming services. This cut down my channel # from 11,000 –> 9,000. But this clears up the speed and CPU usage while removing random duplicates."}, {"post_id": 54911, "ts": "2026-08-26T04:04:41Z", "hours": 0.3483, "text": "World Channels Devlog 31 After a break for a while, I updated the User Interface as requested by a few community members. The app now is more smooth, quicker loading times, and is nicer to view with the eye."}, {"post_id": 33854, "ts": "2026-07-24T03:15:43Z", "hours": 0.5411, "text": "World Channels Devlog 30 To upgrade the app, I continued to verify streams and the UI. I also made a new artifact run for Github- building an Android file! Now you can download the APK version of the app for local viewing rather than on the web."}, {"post_id": 32980, "ts": "2026-07-22T14:29:04Z", "hours": 0.4978, "text": "World Channels Devlog 29 I added the main streaming services from all 195 countries + 2 territories, increasing the total amount of streams from 8,000 –> 11,700 streams! I also changed the limit from 10,000 to 15,000 for vercel stability on the deployment. For those who haven’t seen it yet, check out the app at: https://worldchannels.vercel.app !"}, {"post_id": 32490, "ts": "2026-07-21T18:27:17Z", "hours": 0.8194, "text": "World Channels Devlog 28 Created a new add streaming interface where users can input links and titles of the channel for consideration to add onto the main app. Also have filters to ensure safety for new streams."}, {"post_id": 32179, "ts": "2026-07-21T05:10:49Z", "hours": 1.9064, "text": "World Channels Devlog 27 Updated new streaming as well as new map logic! Now when a channel is selected, the map zooms in all the way to the pinpoint location of the streaming. Also, the map now has better clustering features when zooming out for UI purposes."}, {"post_id": 31614, "ts": "2026-07-20T04:58:47Z", "hours": 1.2481, "text": "World Channels Devlog 26 Continued to add new streams for more variety in content in the family entertainment fields. Also updated titles (as WC26 is over) and updated Readme as well. Total streams update: 6900 streams –> 7814 streams!"}, {"post_id": 30969, "ts": "2026-07-18T23:56:07Z", "hours": 1.3047, "text": "World Channels Devlog 25 Added new streams and backups; now World Channels proudly boasts a total of 7000 channels! Friendly reminder: some people thought that World Channels only supports sports channels, but actually there are multiple categories in the filter. Lots of family, news, and sports channels are available!"}, {"post_id": 30529, "ts": "2026-07-18T05:44:24Z", "hours": 0.7208, "text": "World Channels Devlog 24 Updated map rendering to support multiple layouts, and added/fixed some channel streaming for embeds as well as livestreaming."}, {"post_id": 30371, "ts": "2026-07-17T20:57:52Z", "hours": 1.1989, "text": "World Channels Devlog 23 Built globe 3D for world map rendering! Also set globe as default and added a legend for easy user usability. I used leaflet for the 2D map and maplibregl for the 3D globe."}, {"post_id": 29961, "ts": "2026-07-17T05:31:40Z", "hours": 0.2639, "text": "World Channels Devlog 22 Added new streams and backups to reach a total of 6252 streams currently! More to come!"}, {"post_id": 29958, "ts": "2026-07-17T05:16:02Z", "hours": 0.9694, "text": "World Channels Devlog 21 Added new features (channel watched history, bookmarking favorite channels, arrow keys for quick channel switch) based off newest community requests!"}, {"post_id": 29879, "ts": "2026-07-17T01:26:22Z", "hours": 0.5117, "text": "World Channels Devlog 20 Updated streaming availability and double-checked streaming verifications. Added up to 6,100 new streams!"}, {"post_id": 29860, "ts": "2026-07-17T00:42:09Z", "hours": 0.5686, "text": "World Channels Devlog 19 Added new UI features!! After Github’s REST API came back, I decided to update the UI to be more user friendly. I made a tutorial guide, removed the annoying UI footer, and made a proper loading screen! Watch the video below to see the latest run of the app!"}, {"post_id": 29834, "ts": "2026-07-16T23:44:23Z", "hours": 0.3022, "text": "World Channels Devlog 18 I added new favoriting channels feature and new commands (arrow keys for quick navigation, enter for selecting)! However, right now Github’s REST API are down and cannot push to live Vercel deployments, so it will take some time before it is pushed over live. But below is a local host picture that depicts what the new feature looks like and will be deployed soon."}, {"post_id": 29801, "ts": "2026-07-16T22:41:25Z", "hours": 0.5431, "text": "World Channels Devlog 17 Updated new streaming types and re-categorized some UI streaming titles to provide optimal UI! More updates to come for the UI formatting!"}, {"post_id": 28731, "ts": "2026-07-15T05:21:03Z", "hours": 1.07, "text": "World Channels Devlog 16 Fixed known channel freeze bug after multiple channels are clicked on. Also fixed some server issues and search bar bug. The app now runs faster and works even better than before!"}, {"post_id": 28662, "ts": "2026-07-15T01:38:46Z", "hours": 0.6136, "text": "World Channels Devlog 15 To maintain strong filters on community channels, I have updated filters respectively."}, {"post_id": 28596, "ts": "2026-07-14T22:53:40Z", "hours": 0.4997, "text": "World Channels Devlog 14 Complete UI update! UI conflicts have been fixed after lots of coding and planning throughout the past few devlogs, and now the World Map layout includes 4 customization features, the channels are properly ordered, and the app is upgraded overall!"}, {"post_id": 28357, "ts": "2026-07-14T15:48:23Z", "hours": 1.5828, "text": "World Channels Devlog 13 New channels have been added as well as many backups. Furthermore, I have reordered channels by confidence levels and streaming quality (the higher the more towards the top of the list!)"}, {"post_id": 27495, "ts": "2026-07-13T03:32:29Z", "hours": 0.4044, "text": "World Channels Devlog 12 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 5,500 to a total of around 6,000 streams live with a 85% live coverage at all times. Live stream health has been placed!"}, {"post_id": 27372, "ts": "2026-07-12T21:37:38Z", "hours": 0.5414, "text": "World Channels Devlog 11 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 4,200 to a total of around 5,500 streams live with a 80% live coverage at all times. More live stream health indicators will be put into place in the future!"}, {"post_id": 26981, "ts": "2026-07-12T03:33:25Z", "hours": 1.4422, "text": "World Channels Devlog 10 Continued to filter new channels and update categories to maintain country placements. Furthermore, new channels has been added to all major countries upon community requests."}, {"post_id": 26793, "ts": "2026-07-11T19:48:22Z", "hours": 0.6258, "text": "World Channels Devlog 9. Filtered new channels and updated categories to maintain country placements. Also continued to update descriptions in README.md and App.tsx as well as updating checking stream offline/online ability logic as seen below: if (contentType.includes('text/html')) { if (hasMediaExtension) { // It asked for a media file but got a webpage. This is a dead link/error page. req.destroy(); return resolve(false); } else { // It asked for an extensionless URL and got a webpage. Trust it as a valid Iframe embed. req.destroy(); return resolve(true); } }"}, {"post_id": 26195, "ts": "2026-07-10T21:07:08Z", "hours": 1.7183, "text": "World Channels Devlog 8. Continued to add more channels from around the world to prior requests for more countries. Also updated descriptions in README.md and App.tsx"}, {"post_id": 25472, "ts": "2026-07-09T19:13:34Z", "hours": 0.2867, "text": "World Channels Devlog 7. Based off community requests, I have added the new feature: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. More community requests will be fulfilled in the next devlog (specific channels to come)! Note: Some community members have asked about World Channels and regarding the streams. Streams are fetched from legit community sources and live updated. IPTV.ORG managed by Github is a community managed repository on Github with constant checks on channels to make sure everything is legal and safe. Even so, as an additional measure, I do take into account to filter out streams that are not legal/copyrighted to ensure that World Channels is 100% legal. Furthermore, some premium channels give free access to some of their content, so it is normal to see a blocking page on those specific channels that state the free access will be down for a certain amount of time- until the copyrighted content is finished. This is completely legal and is a proper process for protecting copyright throughout the countries."}, {"post_id": 24985, "ts": "2026-07-08T21:34:15Z", "hours": 0.8064, "text": "World Channels Devlog 6. Continued to add more channels from around the world to prior requests for more countries. Also updated videoplayer efficiency to make app load quicker."}, {"post_id": 23277, "ts": "2026-07-06T04:16:33Z", "hours": 4.4864, "text": "World Channels Devlog 5. Added more channels from around the world to prior requests for more countries. Now includes official free channels that broadcast live sports along with existing channels."}, {"post_id": 19708, "ts": "2026-07-01T03:14:44Z", "hours": 0.5589, "text": "World Channels Devlog 4. Replaced old video player with new system that allows for more streams to play. The fix was using a more universal player that allowed more streams to run rather than the restricted interface from before. Now channels for example from Turkmenistan can work properly compared to before."}, {"post_id": 19016, "ts": "2026-06-30T05:42:19Z", "hours": 3.2631, "text": "World Channels Devlog 3. Removed old channels, ensured all channels were under the right coordinates, and added limit of 10,000 channels for a total of 5,500 channels currently with 80+ countries, including islands in the Caribbean."}, {"post_id": 15470, "ts": "2026-06-25T04:57:15Z", "hours": 4.2069, "text": "World Channels Devlog 2. Fixed UI, added more channels, and developed a better solution to ensure all channels’ coordinates were precise to their actual locations. Also fixed limits and running time to support nearly 4000 channels across the Globe with 50+ countries."}, {"post_id": 14866, "ts": "2026-06-24T04:12:04Z", "hours": 1.4369, "text": "World Channels Web App Set Up! 🎉🎉 After debugging and coding, the webapp world channels is ready for shipping! The app consists of free IPTV channels linked and categorized by country, type, and availability. It includes the core features: Live Stream Integration: Direct access to HLS (.m3u8) streams from over 50 countries. World Map Interface: Interactive geospatial dashboard to discover broadcasts by location. Real-Time Health Monitoring: Automatic background verification of stream uptime and latency. Themed UI: Elegant Dark and Light modes for optimized viewing in any environment. Furthermore, the app can stream the World Cup 2026 Soccer for free through other nation channels! Have fun exploring the free channels of the world!"}]...
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Title: WorldTV by @cognitayohan | Stardance
Devlo Title: WorldTV by @cognitayohan | Stardance
Devlogs:
World Channels Web App Set Up! 🎉🎉 After debugging and coding, the webapp world channels is ready for shipping! The app consists of free IPTV channels linked and categorized by country, type, and availability. It includes the core features: Live Stream Integration: Direct access to HLS (.m3u8) streams from over 50 countries. World Map Interface: Interactive geospatial dashboard to discover broadcasts by location. Real-Time Health Monitoring: Automatic background verification of stream uptime and latency. Themed UI: Elegant Dark and Light modes for optimized viewing in any environment. Furthermore, the app can stream the World Cup 2026 Soccer for free through other nation channels! Have fun exploring the free channels of the world!
World Channels Devlog 2. Fixed UI, added more channels, and developed a better solution to ensure all channels’ coordinates were precise to their actual locations. Also fixed limits and running time to support nearly 4000 channels across the Globe with 50+ countries.
World Channels Devlog 3. Removed old channels, ensured all channels were under the right coordinates, and added limit of 10,000 channels for a total of 5,500 channels currently with 80+ countries, including islands in the Caribbean.
World Channels Devlog 4. Replaced old video player with new system that allows for more streams to play. The fix was using a more universal player that allowed more streams to run rather than the restricted interface from before. Now channels for example from Turkmenistan can work properly compared to before.
World Channels Devlog 5. Added more channels from around the world to prior requests for more countries. Now includes official free channels that broadcast live sports along with existing channels.
World Channels Devlog 6. Continued to add more channels from around the world to prior requests for more countries. Also updated videoplayer efficiency to make app load quicker.
World Channels Devlog 7. Based off community requests, I have added the new feature: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. More community requests will be fulfilled in the next devlog (specific channels to come)! Note: Some community members have asked about World Channels and regarding the streams. Streams are fetched from legit community sources and live updated. IPTV.ORG managed by Github is a community managed repository on Github with constant checks on channels to make sure everything is legal and safe. Even so, as an additional measure, I do take into account to filter out streams that are not legal/copyrighted to ensure that World Channels is 100% legal. Furthermore, some premium channels give free access to some of their content, so it is normal to see a blocking page on those specific channels that state the free access will be down for a certain amount of time- until the copyrighted content is finished. This is completely legal and is a proper process for protecting copyright throughout the countries.
World Channels Devlog 8. Continued to add more channels from around the world to prior requests for more countries. Also updated descriptions in README.md and App.tsx
World Channels Devlog 9. Filtered new channels and updated categories to maintain country placements. Also continued to update descriptions in README.md and App.tsx as well as updating checking stream offline/online ability logic as seen below: if (contentType.includes('text/html')) { if (hasMediaExtension) { // It asked for a media file but got a webpage. This is a dead link/error page. req.destroy(); return resolve(false); } else { // It asked for an extensionless URL and got a webpage. Trust it as a valid Iframe embed. req.destroy(); return resolve(true); } }
World Channels Devlog 10 Continued to filter new channels and update categories to maintain country placements. Furthermore, new channels has been added to all major countries upon community requests.
World Channels Devlog 11 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 4,200 to a total of around 5,500 streams live with a 80% live coverage at all times. More live stream health indicators will be put into place in the future!
World Channels Devlog 12 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 5,500 to a total of around 6,000 streams live with a 85% live coverage at all times. Live stream health has been placed!
World Channels Devlog 13 New channels have been added as well as many backups. Furthermore, I have reordered channels by confidence levels and streaming quality (the higher the more towards the top of the list!)
World Channels Devlog 14 Complete UI update! UI conflicts have been fixed after lots of coding and planning throughout the past few devlogs, and now the World Map layout includes 4 customization features, the channels are properly ordered, and the app is upgraded overall!
World Channels Devlog 15 To maintain strong filters on community channels, I have updated filters respectively.
World Channels Devlog 16 Fixed known channel freeze bug after multiple channels are clicked on. Also fixed some server issues and search bar bug. The app now runs faster and works even better than before!
World Channels Devlog 17 Updated new streaming types and re-categorized some UI streaming titles to provide optimal UI! More updates to come for the UI formatting!
World Channels Devlog 18 I added new favoriting channels feature and new commands (arrow keys for quick navigation, enter for selecting)! However, right now Github’s REST API are down and cannot push to live Vercel deployments, so it will take some time before it is pushed over live. But below is a local host picture that depicts what the new feature looks like and will be deployed soon.
World Channels Devlog 19 Added new UI features!! After Github’s REST API came back, I decided to update the UI to be more user friendly. I made a tutorial guide, removed the annoying UI footer, and made a proper loading screen! Watch the video below to see the latest run of the app!
World Channels Devlog 20 Updated streaming availability and double-checked streaming verifications. Added up to 6,100 new streams!
World Channels Devlog 21 Added new features (channel watched history, bookmarking favorite channels, arrow keys for quick channel switch) based off newest community requests!
World Channels Devlog 22 Added new streams and backups to reach a total of 6252 streams currently! More to come!
World Channels Devlog 23 Built globe 3D for world map rendering! Also set globe as default and added a legend for easy user usability. I used leaflet for the 2D map and maplibregl for the 3D globe.
World Channels Devlog 24 Updated map rendering to support multiple layouts, and added/fixed some channel streaming for embeds as well as livestreaming.
World Channels Devlog 25 Added new streams and backups; now World Channels proudly boasts a total of 7000 channels! Friendly reminder: some people thought that World Channels only supports sports channels, but actually there are multiple categories in the filter. Lots of family, news, and sports channels are available!
World Channels Devlog 26 Continued to add new streams for more variety in content in the family entertainment fields. Also updated titles (as WC26 is over) and updated Readme as well. Total streams update: 6900 streams –> 7814 streams!
World Channels Devlog 27 Updated new streaming as well as new map logic! Now when a channel is selected, the map zooms in all the way to the pinpoint location of the streaming. Also, the map now has better clustering features when zooming out for UI purposes.
World Channels Devlog 28 Created a new add streaming interface where users can input links and titles of the channel for consideration to add onto the main app. Also have filters to ensure safety for new streams.
World Channels Devlog 29 I added the main streaming services from all 195 countries + 2 territories, increasing the total amount of streams from 8,000 –> 11,700 streams! I also changed the limit from 10,000 to 15,000 for vercel stability on the deployment. For those who haven’t seen it yet, check out the app at: https://worldchannels.vercel.app !
World Channels Devlog 30 To upgrade the app, I continued to verify streams and the UI. I also made a new artifact run for Github- building an Android file! Now you can download the APK version of the app for local viewing rather than on the web.
World Channels Devlog 31 After a break for a while, I updated the User Interface as requested by a few community members. The app now is more smooth, quicker loading times, and is nicer to view with the eye.
World Channels Devlog 32 After updating the User Interface for the application, I decided to work on the api/streams.js file. The Fluid Active CPU was getting inefficiently wasted, so I decided to connect my api/streams.js to edge runtime as well as removing all duplicate streaming services. This cut down my channel # from 11,000 –> 9,000. But this clears up the speed and CPU usage while removing random duplicates.
Ships:
This is World Channels, a webapp that utilizes open source/free m3u8 streaming and connects them to specific coordinates across the world. The project is currently running successfully but is always going slight changes as m3u8 channels may turn off and on throughout times. Feel free to check it out at: https://worldchannels.vercel.app . This project requires good internet access in order to connect to the channels. Have fun exploring the channels of the world!
World Channels - Ship #2 After reviewing comments and suggestions from the community, I have made quite a few changes to the app since the last Ship. Now the video player is compatible to even more channels, the UI has been updated, and the channel availability has been double-checked. Hope you enjoy World Channels at: https://worldchannels.vercel.app !
World Channels - Ship #3 After reviewing new comments and suggestions from the community, I have edited World Channels to have more countries, streams, and a better backup-system. Hope you enjoy World Channels at: https://worldchannels.vercel.app !
Based off community requests, I have added the following new features: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. Lastly, I added more stable streams and their backups. Upgraded from 4,000 streams to 6,000! (70-85% are live) Read README for more detailed descriptions about the deployments, available channels, and official rules. Let me know what else you would like to add!
Ship #5: Based off community requests, I have added the following new features: Now you can experience a true “Hybrid” Satellite View on the interactive tracking map. By extending our map style configurations with an (overlayUrl) property, we integrated transparent, high-resolution administrative boundaries and place labels directly over the raw satellite imagery. Furthermore, I updated the layer rendering and cleanup logic inside the Leaflet initialization. Using a newly added (useRef) tracking system (overlayLayerRef), the map now dynamically mounts and cleanly dismounts these administrative labels whenever you swap map styles. This fixes overlapping layer bugs and ensures a seamless transition between views. Lastly, I streamlined the z-index layout for marker clusters. Dynamic markers and clustering elements are automatically forced to the front of the map stack. This ensures that your active stream nodes and telemetry coordinates always float perfectly above the new border overlays, keeping the terminal readable and highly functional. Let me know what else you would like to add! Thank you so much for your support and reading this!
Ship #6: After reviewing community requests, I have added each countries’ respective channels to match each location properly (to fix the previous issue of incorrect mapping!). I also built Android files so that Github could run the Artifact process for building an APK version of the app! This gives users the option to view on the web or on their Android devices. Lastly, I integrated a system where you can request for adding legal channels where it would go into a system of review. Thank you all for your support on this project! Feel free to give feedback on anything else to improve in the future!
Ship #7: After reviewing community requests, I have updated the User Interface to be more friendly and easy to use. I also have updated the code so that the viewing of the channels would be less consumptions with CPU fluid....
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WinDurango by @Rodrigo_Todescatto2010 | Stardance
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Rodrigo_Todescatto2010
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2
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84.0
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1594
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:43:22Z", "hours": 71.0, "multiplier": 19.95, "payout": 1355, "blessing": "neutral", "text": "During the meanwhile, I’ve been working with mostly audio and support for other games.", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}, {"ship_num": 2, "ts": "2026-06-15T19:54:34Z", "hours": 13.0, "multiplier": 18.65, "payout": 239, "blessing": "neutral", "text": "Hey there! This is WinDurango, an Xbox One translation layer (you can call it a high level emulator too if you want…) for Windows 10/11. Currently, support for games such as Forza Horizon 2, Forza Motorsport 5, Halo 5 and others is being actively worked on, while some few others like Minecraft: Xbox One Edition (older versions), Sonic Mania and LIMBO are fully playable! Note that I’m not the only developer in this project (I work on rendering/audio mostly and WinRT a few times), as @dexrn (works mostly on the GitHub/Social Media management part) and @CT5 (works mostly on the WinRT part). (screenshot from Forza Motorsport 5 with WinDurango in ForzaVista mode, showing the car interior).", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}]...
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[{"post_id": 66761, "ts": "202 [{"post_id": 66761, "ts": "2026-09-12T17:28:09Z", "hours": 9.845, "text": "Quick update: Progress on audio with Forza Horizon 2! It now stutters way less. (Broken textures because I’m still debugging some stuff!)"}, {"post_id": 54171, "ts": "2026-08-25T01:05:49Z", "hours": 2.115, "text": "Great news: Thanks to RSantila, audio is now in the works for Forza and other games that use the ACP! (games that use Wwise or FMOD for example) For example, here’s Forza Horizon 2 with music in the background (there’s no audio at all without ACP processing, it’s also kinda glitchy because it’s being processed and decoded)"}, {"post_id": 47218, "ts": "2026-08-15T00:04:26Z", "hours": 7.5353, "text": "Great news: Forza Horizon 2 finally gets to the title screen!"}, {"post_id": 44010, "ts": "2026-08-09T14:38:36Z", "hours": 2.8606, "text": "Another quick update: Forza Horizon 3 now boots! (Might require DXVK!)"}, {"post_id": 39006, "ts": "2026-08-01T17:28:34Z", "hours": 5.3114, "text": "Another quick update: Peggle 2 is now playable!"}, {"post_id": 37865, "ts": "2026-07-30T20:47:12Z", "hours": 3.3136, "text": "Hey! Small update: The Crew boots!"}, {"post_id": 35493, "ts": "2026-07-26T23:25:10Z", "hours": 1.4122, "text": "Hey there! Little update: Destiny now boots!"}, {"post_id": 35456, "ts": "2026-07-26T21:43:25Z", "hours": 9.0853, "text": "Hey! Has been quite a while since the last devlog but here are some changes and news: Halo 5: Guardians is very close to booting! It still just needs some fixes with memory allocation. FIFA 15 is another game close to booting! Occultic;Nine now boots! Overall, I’m still doing some work that I will hopefully be able to share better in the next few days :)"}, {"post_id": 27986, "ts": "2026-07-13T23:06:36Z", "hours": 6.9742, "text": "Hi! I’m back with some stuff: Happy Dungeons (an console exclusive game) now boots with WinDurango! I’m working very hard at the moment on Forza Horizon 2 and Forza Motorsport 5 (which are my goals…) and I hope to have new stuff to share about them soon! And… That’s it for today, there isn’t anything else to say 😭"}, {"post_id": 24994, "ts": "2026-07-08T21:48:51Z", "hours": 9.4822, "text": "Hey there! It has been a few days since the last devlog (again) but we are still cooking some stuff! Another Minecraft: Xbox One Edition version is now playable! The version is 1.22.904.0/CU34 or earlier? Not sure about the exact CU. Another playable one is 1.18.781.0! While this one can’t be shown yet (or heard… there’s nothing!), I’m heavily working on emulating (I think we could put it like that?) the Xbox One’s ACP (Audio Co-Processor), which is used for decoding XMA (Xbox Media Audio) and processing audio in general (heavily used by FMOD and Wwise). While some games don’t depend on it specifically (such as Minecraft, LIMBO, Sonic Mania etc), the majority of the games depend on it (Unity, Unreal Engine and Cryengine use it), and if you don’t emulate it, most of the games will basically either hang at some point waiting for audio to be processed (e.g. Forza, Happy Wars, Halo 5) and won’t have audio at all. This is the part I’m focusing the most currently and I’m very stomped on it, which is also why there isn’t much progress going on, but hopefully I get some progress with it to share with y’all! That’s it for today, I really hope to have new stuff to share with everyone soon! But for now, that’s pretty much it… 😭"}, {"post_id": 19667, "ts": "2026-07-01T01:29:49Z", "hours": 12.6392, "text": "Hello there! Has been a while since my last devlog (a few days… long ago, huh?), but that does not mean there’s no progress going on, because there is! Draw Bundles are currently being worked on, which means more geometry rendering for some games! It still needs some optimization (mainly on RAM usage) and placement update still needs a few tweaks, but welp, at least we are getting some progress overall! Minecraft: Story Mode now boots! And it looks very broken I know and I’m investigating what can be done for fix that, but as far as I’ve seen, this is happening because of the game updating buffers with UpdateSubresource1 and passing what seems like (not sure if that’s actually the case!) constant offsets in pSrcBox + passing passing unaligned constants when setting a constant buffer with SetConstantBuffers1 , which was actually allowed back in D3D11.X, Xbox’s D3D11 version. Note that Minecraft: Story Mode isn’t the only game that does that, there are some games such as Forza Horizon 2 that also do so! And believe me, there are way more trickeries that were allowed and could be done back in D3D11.X… That’s it for today! I don’t have anything else to say and this is all the progress I got, I’ve been quite busy with some school exams but they will end soon (in 2 days) and hopefully I can get some more progress to share here! See ya! :)"}, {"post_id": 9024, "ts": "2026-06-15T01:43:09Z", "hours": 6.4064, "text": "Hello again! Today I’ve made some progress with 3D rendering with Placement Resources and got some 3D stuff in Forza rendering! Most of the scenario and the track won’t really render at all because I haven’t implemented Draw Bundles yet, but I plan on working on it soon! That’s it for today, hope yall like it :)"}, {"post_id": 8501, "ts": "2026-06-14T04:12:23Z", "hours": 5.2733, "text": "Hello again! Today I’ve made some progress with tiled textures/placement resources (a Xbox One’s D3D11.X exclusive feature similar to placed resources in D3D12), I’m still working on it but results are already quite satisfactory… The first screenshot shows how the texture looks now and the second one shows how it looked like before, the third one is an extra screenshot from the game title screen! (it also looked like a mess before!) See ya! :)"}, {"post_id": 7772, "ts": "2026-06-13T00:01:01Z", "hours": 1.6606, "text": "Hello World! This is WinDurango, a Xbox One Translation Layer for Windows 10/11. Today I got Forza Motorsport 6 booting. It didn’t require much thankfully but I noticed our ID3D11DeviceX vtable might be wrong for it’s D3D11.X version. Right after the Turn 10/Microsoft Studios intro (bink video), the game hangs on a black screen due to unimplemented audio things (ACP commands). More updates to come in the next days from other games as well! :)"}]...
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Title: WinDurango by @Rodrigo_Todescatto2010 | Sta Title: WinDurango by @Rodrigo_Todescatto2010 | Stardance
Devlogs:
Hello World! This is WinDurango, a Xbox One Translation Layer for Windows 10/11. Today I got Forza Motorsport 6 booting. It didn’t require much thankfully but I noticed our ID3D11DeviceX vtable might be wrong for it’s D3D11.X version. Right after the Turn 10/Microsoft Studios intro (bink video), the game hangs on a black screen due to unimplemented audio things (ACP commands). More updates to come in the next days from other games as well! :)
Hello again! Today I’ve made some progress with tiled textures/placement resources (a Xbox One’s D3D11.X exclusive feature similar to placed resources in D3D12), I’m still working on it but results are already quite satisfactory… The first screenshot shows how the texture looks now and the second one shows how it looked like before, the third one is an extra screenshot from the game title screen! (it also looked like a mess before!) See ya! :)
Hello again! Today I’ve made some progress with 3D rendering with Placement Resources and got some 3D stuff in Forza rendering! Most of the scenario and the track won’t really render at all because I haven’t implemented Draw Bundles yet, but I plan on working on it soon! That’s it for today, hope yall like it :)
Hello there! Has been a while since my last devlog (a few days… long ago, huh?), but that does not mean there’s no progress going on, because there is! Draw Bundles are currently being worked on, which means more geometry rendering for some games! It still needs some optimization (mainly on RAM usage) and placement update still needs a few tweaks, but welp, at least we are getting some progress overall! Minecraft: Story Mode now boots! And it looks very broken I know and I’m investigating what can be done for fix that, but as far as I’ve seen, this is happening because of the game updating buffers with UpdateSubresource1 and passing what seems like (not sure if that’s actually the case!) constant offsets in pSrcBox + passing passing unaligned constants when setting a constant buffer with SetConstantBuffers1 , which was actually allowed back in D3D11.X, Xbox’s D3D11 version. Note that Minecraft: Story Mode isn’t the only game that does that, there are some games such as Forza Horizon 2 that also do so! And believe me, there are way more trickeries that were allowed and could be done back in D3D11.X… That’s it for today! I don’t have anything else to say and this is all the progress I got, I’ve been quite busy with some school exams but they will end soon (in 2 days) and hopefully I can get some more progress to share here! See ya! :)
Hey there! It has been a few days since the last devlog (again) but we are still cooking some stuff! Another Minecraft: Xbox One Edition version is now playable! The version is 1.22.904.0/CU34 or earlier? Not sure about the exact CU. Another playable one is 1.18.781.0! While this one can’t be shown yet (or heard… there’s nothing!), I’m heavily working on emulating (I think we could put it like that?) the Xbox One’s ACP (Audio Co-Processor), which is used for decoding XMA (Xbox Media Audio) and processing audio in general (heavily used by FMOD and Wwise). While some games don’t depend on it specifically (such as Minecraft, LIMBO, Sonic Mania etc), the majority of the games depend on it (Unity, Unreal Engine and Cryengine use it), and if you don’t emulate it, most of the games will basically either hang at some point waiting for audio to be processed (e.g. Forza, Happy Wars, Halo 5) and won’t have audio at all. This is the part I’m focusing the most currently and I’m very stomped on it, which is also why there isn’t much progress going on, but hopefully I get some progress with it to share with y’all! That’s it for today, I really hope to have new stuff to share with everyone soon! But for now, that’s pretty much it… 😭
Hi! I’m back with some stuff: Happy Dungeons (an console exclusive game) now boots with WinDurango! I’m working very hard at the moment on Forza Horizon 2 and Forza Motorsport 5 (which are my goals…) and I hope to have new stuff to share about them soon! And… That’s it for today, there isn’t anything else to say 😭
Hey! Has been quite a while since the last devlog but here are some changes and news: Halo 5: Guardians is very close to booting! It still just needs some fixes with memory allocation. FIFA 15 is another game close to booting! Occultic;Nine now boots! Overall, I’m still doing some work that I will hopefully be able to share better in the next few days :)
Hey there! Little update: Destiny now boots!
Hey! Small update: The Crew boots!
Another quick update: Peggle 2 is now playable!
Another quick update: Forza Horizon 3 now boots! (Might require DXVK!)
Great news: Forza Horizon 2 finally gets to the title screen!
Great news: Thanks to RSantila, audio is now in the works for Forza and other games that use the ACP! (games that use Wwise or FMOD for example) For example, here’s Forza Horizon 2 with music in the background (there’s no audio at all without ACP processing, it’s also kinda glitchy because it’s being processed and decoded)
Quick update: Progress on audio with Forza Horizon 2! It now stutters way less. (Broken textures because I’m still debugging some stuff!)
Ships:
Hey there! This is WinDurango, an Xbox One translation layer (you can call it a high level emulator too if you want…) for Windows 10/11. Currently, support for games such as Forza Horizon 2, Forza Motorsport 5, Halo 5 and others is being actively worked on, while some few others like Minecraft: Xbox One Edition (older versions), Sonic Mania and LIMBO are fully playable! Note that I’m not the only developer in this project (I work on rendering/audio mostly and WinRT a few times), as @dexrn (works mostly on the GitHub/Social Media management part) and @CT5 (works mostly on the WinRT part). (screenshot from Forza Motorsport 5 with WinDurango in ForzaVista mode, showing the car interior).
During the meanwhile, I’ve been working with mostly audio and support for other games....
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Matcha Linux by @DoMax | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:35:30Z", "hours": 23.0, "multiplier": 15.71, "payout": 424, "blessing": "neutral", "text": "3 months since the last release! Here’s how Matcha Linux improved: New install flow : It can finally be installed on real hardware Package installation is now more robust, handling package installation properly, with APK tags Many new bugfixes within the matcha-calamares package regarding mounting, cleanup, package management and more Installer optimizations - Live install environment uses only 2.5GB of RAM, allowing for 3GB of RAM support! (Huge improvement btw) Bloat removal - The current build features a stripped version of GNOME without, saving both RAM and disk space. Some packages were replaced in favor of alternatives OpenGL version checking - Some of the system components require OpenGL 4.3+ and GPUs that don’t support it now offload the rendering to CPU to avoid crashes NEW Requirements Memory : 3GB of RAM Storage : 5GB free disk space for installation UEFI Firmware : Required, legacy BIOS not supported Known Limitations If there is more than one iso9660 filesystem mounted while installing, the installer will trigger an error Since the current requirement for GPU-driven OpenGL rendering is OpenGL 4.3+, some systems might feel sluggish due to the CPU doing all the work I hope you enjoy testing and using Matcha Linux :D", "repo": "https://github.com/domasles/matcha-linux", "demo": "https://github.com/domasles/matcha-linux/releases/tag/2026.09.11"}, {"ship_num": 2, "ts": "2026-06-09T22:16:00Z", "hours": 27.0, "multiplier": 15.16, "payout": 407, "blessing": "neutral", "text": "I engineered Matcha Linux - a fresh, fast, and fluid desktop OS built on top of Alpine Linux to combat software bloat and give any x86_64 UEFI hardware a life with a gorgeous and usable GNOME experience. It idles at JUST 1.5GB of RAM! The OS includes a custom port of Calamares installer specifically made for Matcha Linux (which probably took the most amount of work), and a heavily customized unique GNOME desktop. Navigating the initial release was a rollercoaster of debugging broken services, installer locales, build and install issues, encryption, swap configuration and ISO permissions, but the stable 2026.06.09 build is officially live, works out-of-the-box. Before testing it live or in a VM (4GB RAM, 10GB storage minimum, UEFI only), note that native glibc apps require a quick Distrobox container setup to run on Alpine.", "repo": "https://github.com/domasles/matcha-linux", "demo": "https://github.com/domasles/matcha-linux/releases/tag/2026.09.11"}]...
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[{"post_id": 66191, "ts": "202 [{"post_id": 66191, "ts": "2026-09-11T21:09:11Z", "hours": 9.8739, "text": "Pre-ship devlog This post is about everything that recently happened with Matcha Linux 1. New terminal app! Yes, gnome-console got boring, so I replaced it! With none other than ghostty . It’s great - has hardware rendering support, native integration with Kitty image rendering (so fastfetch renders the logo properly) and MANY color themes, one of which happens to perfectly match Matcha’s look and feel. 2. Package management Since ghostty is from Alpine’s edge repos, I had to find a native way of tagging the packages both while building the iso, and installing the system. Previous approach blindly installed every package from live ISO. This works only when every package is designed to be sourced from the stable branch. One edge package and updates (or maybe the whole system) breaks! Now, a helper file helps install the necessary packages both onto the ISO and later system’s disk. Since packages are installed by their names, not separate files from some medium, the installation can also be way more accurate and, in some cases, more compact. 3. OpenGL checks Ghostty loves OpenGL. But it relies on OpenGL 4.3+, and on hardware that doesn’t support this - crashes. Luckily, if GPU bridge fails, CPU can handle OpenGL operations just as well! Matcha Linux, starting from today, is expecting hardware to support OpenGL 4.3+ to utilize the GPU for OpenGL APIs. Anything older than 2013-ish (which goes on par with UEFI requirement) would fail. In case of that happening, I added conditional rendering to use the CPU as a fallback. For now, however, it’s system-wide (to support any other software built with OpenGL 4.3+). OpenGL ES is not supported on the GPU at the moment. 4. Bugfixes!! Who doesn’t love when their software just… Works? The upgraded matcha-calamares installer now has a full cleanup stage, correctly catches errors regarding the install ISO presence, also has fixes for many other mount and install issues that could happen in earlier releases. Bottom line I love building this Linux distro. The challenges I have to face and the amount of operation ordering I have to do helps me improve. Structure is one of the skills I think humanity is yet to fully master, and i hope that one day, it can. As for the future of Matcha, it will continue to grow! Tech never sleeps, new releases need updates, and Matcha mustn’t be left behind. I also have more ambitious stuff planned (like an update manager and distrobox install module for calamares), and they are the only thing I’m afraid of implementing. For now, I’ll stick to making Matcha Linux as stable as possible, and then focus on something more exciting. I hope more people find this distro to test, daily drive and share the feedback! Always exciting to engage with communities."}, {"post_id": 63003, "ts": "2026-09-06T15:55:04Z", "hours": 10.5983, "text": "3GB RAM milestone!! How I managed to achieve 3GB RAM usage in the live environment (but at the same time - break a couple things) Stage 1 - package optimization Probably not a surprise to you that Gnome desktop environment is a heavy beast. Well, as it turns out, it bundles a bunch of stuff that’s not technically required to run the system. Alpine package gnome adds many apps (like calendar, weather and more) that aren’t relevant anymore. However, even though unused, they take up space, and in Alpine, the live environment installs every package onto ram to provide a diskless environment. At first I tried making a filesystem capable of loading packages from mounted iso as it’s necessary for the install either way, but optimizing package selection turned out to be easier (besides - who has a 64bit system with less than 6GB ram these days?) Stage 2 - package loading The fact that package selection is optimized to reduce Gnome’s bloat wasn’t enough to make the install environment lighter. Alpine has a file /etc/apk/world in which every package that should be installed is defined. Utilizing it I could control what packages must appear within the live system, and which - not (because you probably don’t need a heavy browser before installing the system). Stage 3 - things break if you’re too brave And they broke for me too. Certain admin functionality (like some polkit integrations) don’t work anymore due to the limited selection (and probably some hidden dependencies) of packages. I think I have diagnozed the issue though - testing suggests that it could be the missing linux-pam package or some dbus initialization race conditions. Other important updates Besides implementing optimizations to the image (consequences of which I can hopefully fix), I also made sure to update extensions, as well as the matcha-calamares package that now has a broader support for systems and reduces crashes. The building pipeline was also slightly tweaked. Either way, I’m off to fixing the issue, so see you in the next devlog!"}, {"post_id": 6344, "ts": "2026-06-10T17:58:42Z", "hours": 2.6097, "text": "Today, when one Hack Clubber pointed out that they wish to try Matcha Linux on Hyper-V, I thought it would work. Turns out I was completely wrong! Linux, built with the LTS kernel instead of VM-specific (Virt), breaks on Hyper-V due to inability to pass the framebuffer through Hyper-V’s exceptional drivers (or so I think). The minimal terminal works, but flickers due to GDM trying to restart every few ms. Implementing a dual-ISO build pipeline I fixed this issue and also made Matcha Linux and its packages work on top of a new Alpine (v3.24) release. Thought it would be harder, but both Alpine itself, and Gnome 50 play along very well! Also added Hyper-V specific instructions to the README."}, {"post_id": 5905, "ts": "2026-06-09T21:37:53Z", "hours": 5.8019, "text": "It builds, it runs, it WORKS! I was really surprised with how this OS turned out. After what seemed like a rollercoaster of issues that had me stumped for a while, and countless hours of debugging, I STILL managed to deliver a working product this soon. It relieved me, and I can consider myself both lucky and proud. After fixing all said issues in the previous devlogs, I present Matcha Linux 2026.06.09 - the initial release. Matcha Linux was made to combat e-waste, hardware pricing increase and provide a beautiful yet customizable experience to absolutely anyone! By being able to run it on any x86_64 UEFI-compatible piece of hardware, using very few resources, Matcha Linux aims to be the primary choice for people trying to escape bloat. What was fixed since the last devlog: Swap not working due to a service not being run on boot Locales not being correctly set up due to a missing installer module Additional tweaks: Reworked the permission system to be more reliable and controllable (when building the live ISO image) Implemented a proper post-install reboot mechanism by tweaking installer’s configuration Refactored build source files to be more compact, added comments where necessary Removed keyboard configuration from the installer due to it not being well integrated with GNOME Cleaned up repositories, added better documentation, published first working release files I consider this experience a lesson not only about Linux, but also the need of doing things sequentally, planning and always going forward, no matter what challenge waits up front. Do I have something else planned for the future? YES! But these things may be quite difficult: A custom installer module to provide the setup for Distrobox (to run almost any Linux app (by default they won’t run unless installed through APK and are within Alpine Linux repositories. Running layered Debian, Arch or Fedora boxes creates disposable and highly capable environments)) A custom updater program (probably won’t be integrated this summer) Further debugging and engaging with the community I hope this project inspires many people to build projects and solve problems for the whole world. Open source, as it should be."}, {"post_id": 4584, "ts": "2026-06-07T22:33:32Z", "hours": 4.8797, "text": "Several bugs fixed! (And one drawback taken) First off, with the fixes: Installer UI no longer crashes when selecting a swap option or entering encryption details (the issue was only persistent on legacy BIOS boot and without a certain configuration file (bootloader.conf, that got added)) Encryption finally works! Can’t show in the devlog image, but a disk can be encrypted and decrypted with LUKS properly A non-encrypted approach of installation is also viable and works as it should Drawback (the sad part): Since I couldn’t get legacy BIOS to not crash the installer in a mentioned case, after strong considerations I have decided that Matcha Linux will only officially support EFI, and enforced this behaviour in the build pipeline This gets along the philosophy of using modern lightweight standards that Matcha tries to utilize, so it’s not much of a loss What remains broken: Swap memory does not seem to be working in the installed system, even when the necessary files ARE created by the installer Timezones don’t still work properly After fixing said issues the project will be ready to ship. Hopefully it shouldn’t take more than a week"}, {"post_id": 3405, "ts": "2026-06-06T10:02:47Z", "hours": 2.0461, "text": "I have successfully resolved the issues found in the earlier build, and everything works (almost) flawlessly now! New things: Cleaned up build scripts to make them more portable and more easily readable Implemented package exclusion when installing the OS Customized the default dock apps list Improved branding by implementing FastFetch configuration However, I have noticed some bugs that are worth taking a look into: When setting up the disk with swap space, the installer crashes. Maybe just a package missing that handles this LUKS encryption does not work Timezone setup is useless as it doesn’t set up the timezone (manual setup is working post-install, but the installer SHOULD set that up) After fixing those, Matcha Linux can finally ship!"}, {"post_id": 2736, "ts": "2026-06-05T14:28:43Z", "hours": 9.1078, "text": "Since the last devlog, I put in a LOT of work to make the whole OS build properly This includes: Setting up a well-working approach for installing Matcha Calamares installer to the live system Adding a README to (almost) all repositories related to this project Customizing the installer Tweaking a few things for smoother performance Next steps are: Removing hardcoded references to just make the images “build and run” Reflecting ways of optimization Excluding unnecessary stuff from the installed system Testing everything for the final time Shipping! Wish me luck, now I’m heading out, polishing this project"}, {"post_id": 1081, "ts": "2026-06-02T21:55:39Z", "hours": 1.3753, "text": "FINALLY did I fix the system running incorrectly Turns out, the problem was a faulty overlay that kept overwriting user account files, thus revoking the ability for some system services to run! Now the system installs beautifully, runs even prettier, only thing left is to test whether there is no junk in a fresh system and the user is set up correctly and if the startup times could be improved (unless it’s VirtualBox-specific) Other goals haven’t changed since the last devlog, but I am starting to question if I really need to write software for this distribution myself (for issuing updates, etc…) because the process should be fairly straightforward"}, {"post_id": 844, "ts": "2026-06-02T15:19:59Z", "hours": 3.6919, "text": "First devlog, and with good news already! After successfully porting Calamares installer over to Alpine Linux, today I also made it install the system correctly The issue was bad grub configuration that either did not mount the system or did not load ext4 kernel module With that resolved (and a bit of a rework on live iso build profile) Matcha Linux is one step closer to being at least usabe post-install Remaining issues are: Incorrect group and user creation process due to which dbus service can’t launch (critical) Remaining steps are: Testing if other core services that depend on dbus launch after fixing the issue Testing the system and whether everything copies correctly Future plans: Customizing the installer Adding a DistroBox Debian shell by default for app compatibility Making an updater app"}]...
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Title: Matcha Linux by @DoMax | Stardance
Devlogs Title: Matcha Linux by @DoMax | Stardance
Devlogs:
First devlog, and with good news already! After successfully porting Calamares installer over to Alpine Linux, today I also made it install the system correctly The issue was bad grub configuration that either did not mount the system or did not load ext4 kernel module With that resolved (and a bit of a rework on live iso build profile) Matcha Linux is one step closer to being at least usabe post-install Remaining issues are: Incorrect group and user creation process due to which dbus service can’t launch (critical) Remaining steps are: Testing if other core services that depend on dbus launch after fixing the issue Testing the system and whether everything copies correctly Future plans: Customizing the installer Adding a DistroBox Debian shell by default for app compatibility Making an updater app
FINALLY did I fix the system running incorrectly Turns out, the problem was a faulty overlay that kept overwriting user account files, thus revoking the ability for some system services to run! Now the system installs beautifully, runs even prettier, only thing left is to test whether there is no junk in a fresh system and the user is set up correctly and if the startup times could be improved (unless it’s VirtualBox-specific) Other goals haven’t changed since the last devlog, but I am starting to question if I really need to write software for this distribution myself (for issuing updates, etc…) because the process should be fairly straightforward
Since the last devlog, I put in a LOT of work to make the whole OS build properly This includes: Setting up a well-working approach for installing Matcha Calamares installer to the live system Adding a README to (almost) all repositories related to this project Customizing the installer Tweaking a few things for smoother performance Next steps are: Removing hardcoded references to just make the images “build and run” Reflecting ways of optimization Excluding unnecessary stuff from the installed system Testing everything for the final time Shipping! Wish me luck, now I’m heading out, polishing this project
I have successfully resolved the issues found in the earlier build, and everything works (almost) flawlessly now! New things: Cleaned up build scripts to make them more portable and more easily readable Implemented package exclusion when installing the OS Customized the default dock apps list Improved branding by implementing FastFetch configuration However, I have noticed some bugs that are worth taking a look into: When setting up the disk with swap space, the installer crashes. Maybe just a package missing that handles this LUKS encryption does not work Timezone setup is useless as it doesn’t set up the timezone (manual setup is working post-install, but the installer SHOULD set that up) After fixing those, Matcha Linux can finally ship!
Several bugs fixed! (And one drawback taken) First off, with the fixes: Installer UI no longer crashes when selecting a swap option or entering encryption details (the issue was only persistent on legacy BIOS boot and without a certain configuration file (bootloader.conf, that got added)) Encryption finally works! Can’t show in the devlog image, but a disk can be encrypted and decrypted with LUKS properly A non-encrypted approach of installation is also viable and works as it should Drawback (the sad part): Since I couldn’t get legacy BIOS to not crash the installer in a mentioned case, after strong considerations I have decided that Matcha Linux will only officially support EFI, and enforced this behaviour in the build pipeline This gets along the philosophy of using modern lightweight standards that Matcha tries to utilize, so it’s not much of a loss What remains broken: Swap memory does not seem to be working in the installed system, even when the necessary files ARE created by the installer Timezones don’t still work properly After fixing said issues the project will be ready to ship. Hopefully it shouldn’t take more than a week
It builds, it runs, it WORKS! I was really surprised with how this OS turned out. After what seemed like a rollercoaster of issues that had me stumped for a while, and countless hours of debugging, I STILL managed to deliver a working product this soon. It relieved me, and I can consider myself both lucky and proud. After fixing all said issues in the previous devlogs, I present Matcha Linux 2026.06.09 - the initial release. Matcha Linux was made to combat e-waste, hardware pricing increase and provide a beautiful yet customizable experience to absolutely anyone! By being able to run it on any x86_64 UEFI-compatible piece of hardware, using very few resources, Matcha Linux aims to be the primary choice for people trying to escape bloat. What was fixed since the last devlog: Swap not working due to a service not being run on boot Locales not being correctly set up due to a missing installer module Additional tweaks: Reworked the permission system to be more reliable and controllable (when building the live ISO image) Implemented a proper post-install reboot mechanism by tweaking installer’s configuration Refactored build source files to be more compact, added comments where necessary Removed keyboard configuration from the installer due to it not being well integrated with GNOME Cleaned up repositories, added better documentation, published first working release files I consider this experience a lesson not only about Linux, but also the need of doing things sequentally, planning and always going forward, no matter what challenge waits up front. Do I have something else planned for the future? YES! But these things may be quite difficult: A custom installer module to provide the setup for Distrobox (to run almost any Linux app (by default they won’t run unless installed through APK and are within Alpine Linux repositories. Running layered Debian, Arch or Fedora boxes creates disposable and highly capable environments)) A custom updater program (probably won’t be integrated this summer) Further debugging and engaging with the community I hope this project inspires many people to build projects and solve problems for the whole world. Open source, as it should be.
Today, when one Hack Clubber pointed out that they wish to try Matcha Linux on Hyper-V, I thought it would work. Turns out I was completely wrong! Linux, built with the LTS kernel instead of VM-specific (Virt), breaks on Hyper-V due to inability to pass the framebuffer through Hyper-V’s exceptional drivers (or so I think). The minimal terminal works, but flickers due to GDM trying to restart every few ms. Implementing a dual-ISO build pipeline I fixed this issue and also made Matcha Linux and its packages work on top of a new Alpine (v3.24) release. Thought it would be harder, but both Alpine itself, and Gnome 50 play along very well! Also added Hyper-V specific instructions to the README.
3GB RAM milestone!! How I managed to achieve 3GB RAM usage in the live environment (but at the same time - break a couple things) Stage 1 - package optimization Probably not a surprise to you that Gnome desktop environment is a heavy beast. Well, as it turns out, it bundles a bunch of stuff that’s not technically required to run the system. Alpine package gnome adds many apps (like calendar, weather and more) that aren’t relevant anymore. However, even though unused, they take up space, and in Alpine, the live environment installs every package onto ram to provide a diskless environment. At first I tried making a filesystem capable of loading packages from mounted iso as it’s necessary for the install either way, but optimizing package selection turned out to be easier (besides - who has a 64bit system with less than 6GB ram these days?) Stage 2 - package loading The fact that package selection is optimized to reduce Gnome’s bloat wasn’t enough to make the install environment lighter. Alpine has a file /etc/apk/world in which every package that should be installed is defined. Utilizing it I could control what packages must appear within the live system, and which - not (because you probably don’t need a heavy browser before installing the system). Stage 3 - things break if you’re too brave And they broke for me too. Certain admin functionality (like some polkit integrations) don’t work anymore due to the limited selection (and probably some hidden dependencies) of packages. I think I have diagnozed the issue though - testing suggests that it could be the missing linux-pam package or some dbus initialization race conditions. Other important updates Besides implementing optimizations to the image (consequences of which I can hopefully fix), I also made sure to update extensions, as well as the matcha-calamares package that now has a broader support for systems and reduces crashes. The building pipeline was also slightly tweaked. Either way, I’m off to fixing the issue, so see you in the next devlog!
Pre-ship devlog This post is about everything that recently happened with Matcha Linux 1. New terminal app! Yes, gnome-console got boring, so I replaced it! With none other than ghostty . It’s great - has hardware rendering support, native integration with Kitty image rendering (so fastfetch renders the logo properly) and MANY color themes, one of which happens to perfectly match Matcha’s look and feel. 2. Package management Since ghostty is from Alpine’s edge repos, I had to find a native way of tagging the packages both while building the iso, and installing the system. Previous approach blindly installed every package from live ISO. This works only when every package is designed to be sourced from the stable branch. One edge package and updates (or maybe the whole system) breaks! Now, a helper file helps install the necessary packages both onto the ISO and later system’s disk. Since packages are installed by their names, not separate files from some medium, the installation can also be way more accurate and, in some cases, more compact. 3. OpenGL checks Ghostty loves OpenGL. But it relies on OpenGL 4.3+, and on hardware that doesn’t support this - crashes. Luckily, if GPU bridge fails, CPU can handle OpenGL operations just as well! Matcha Linux, starting from today, is expecting hardware to support OpenGL 4.3+ to utilize the GPU for OpenGL APIs. Anything older than 2013-ish (which goes on par with UEFI requirement) would fail. In case of that happening, I added conditional rendering to use the CPU as a fallback. For now, however, it’s system-wide (to support any other software built with OpenGL 4.3+). OpenGL ES is not supported on the GPU at the moment. 4. Bugfixes!! Who doesn’t love when their software just… Works? The upgraded matcha-calamares installer now has a full cleanup stage, correctly catches errors regarding the install ISO presence, also has fixes for many other mount and install issues that could happen in earlier releases. Bottom line I love building this Linux distro. The challenges I have to face and the amount of operation ordering I have to do helps me improve. Structure is one of the skills I think humanity is yet to fully master, and i hope that one day, it can. As for the future of Matcha, it will continue to grow! Tech never sleeps, new releases need updates, and Matcha mustn’t be left behind. I also have more ambitious stuff planned (like an update manager and distrobox install module for calamares), and they are the only thing I’m afraid of implementing. For now, I’ll stick to making Matcha Linux as stable as possible, and then focus on something more exciting. I hope more people find this distro to test, daily drive and share the feedback! Always exciting to engage with communities.
Ships:
I engineered Matcha Linux - a fresh, fast, and fluid desktop OS built on top of Alpine Linux to combat software bloat and give any x86_64 UEFI hardware a life with a gorgeous and usable GNOME experience. It idles at JUST 1.5GB of RAM! The OS includes a custom port of Calamares installer specifically made for Matcha Linux (which probably took the most amount of work), and a heavily customized unique GNOME desktop. Navigating the initial release was a rollercoaster of debugging broken services, installer locales, build and install issues, encryption, swap configuration and ISO permissions, but the stable 2026.06.09 build is officially live, works out-of-the-box. Before testing it live or in a VM (4GB RAM, 10GB storage minimum, UEFI only), note that native glibc apps require a quick Distrobox container setup to run on Alpine.
3 months since the last release! Here’s how Matcha Linux improved: New install flow : It can finally be installed on real hardware Package installation is now more robust, handling package installation properly, with APK tags Many new bugfixes within the matcha-calamares package regarding mounting, cleanup, package management and more Installer optimizations - Live install environment uses only 2.5GB of RAM, allowing for 3GB of RAM support! (Huge improvement btw) Bloat removal - The current build features a stripped version of GNOME without, saving both RAM and disk space. Some packages were replaced in favor of alternatives OpenGL version checking - Some of the system components require OpenGL 4.3+ and GPUs that don’t support it now offload the rendering to CPU to avoid crashes NEW Requirements Memory : 3GB of RAM Storage : 5GB free disk space for installation UEFI Firmware : Required, legacy BIOS not supported Known Limitations If there is more than one iso9660 filesystem mounted while installing, the installer will trigger an error Since the current requirement for GPU-driven OpenGL rendering is OpenGL 4.3+, some systems might feel sluggish due to the CPU doing all the work I hope you enjoy testing and using Matcha Linux :D...
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Slack bot by @Adhyan | Stardance
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Adhyan
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:26:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot which responds to basic commands. The most challenging part of making this was that i am doing something like this for the first time and the instructions are super hard to follow especially when you don’t know anything related to it. i am most proud of the fact that in the 14 yrs of my existence i finally made something of my own. to test my project please click on the demo URL provided and type /the-bot-help to see all the available commands and what do they do and from there you can execute any of the commands available. thank for checking this project out.", "repo": "https://github.com/AdhyanAgarwal/my_first_slack_bot-D", "demo": "https://hackclub.enterprise.slack.com/archives/C0C19Q7SP53"}]...
|
[{"post_id": 65295, "ts": "202 [{"post_id": 65295, "ts": "2026-09-10T10:28:02Z", "hours": 0.495, "text": "Just completed section 6 of the guide i am trying to verify my identity to continue from section 7. the bot runs locally because i don’t yet have a nest account :( It responds to simple command:)"}]...
|
Title: Slack bot by @Adhyan | Stardance
Devlogs:
Title: Slack bot by @Adhyan | Stardance
Devlogs:
Just completed section 6 of the guide i am trying to verify my identity to continue from section 7. the bot runs locally because i don’t yet have a nest account :( It responds to simple command:)
Ships:
I made a slack bot which responds to basic commands. The most challenging part of making this was that i am doing something like this for the first time and the instructions are super hard to follow especially when you don’t know anything related to it. i am most proud of the fact that in the 14 yrs of my existence i finally made something of my own. to test my project please click on the demo URL provided and type /the-bot-help to see all the available commands and what do they do and from there you can execute any of the commands available. thank for checking this project out....
|
1793008069.968916
|
1793094469.968916
|
|
59117
|
Greatest Tab by @Vasilakos | Stardance
|
Vasilakos
|
1
|
3.56
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:25:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally finished my Web Tab and I am gonna say I am quite satisfied with everything I did! It’s extremely usable, has a lot of features and it looks good! I would love for people to try it and if you do, don’t be afraid to send me a message even if you hate it because any criticism is good criticism!", "repo": "https://github.com/Vasilakos1821/Greatest-Tab", "demo": "https://vasilakos1821.github.io/Greatest-Tab/"}]...
|
[{"post_id": 67287, "ts": "202 [{"post_id": 67287, "ts": "2026-09-13T11:09:03Z", "hours": 1.5639, "text": "Spent some time changing the front-end because the truth is I relied too much on Gemini and it was visible on the final result so I put some of my own pizzaz and changed a lot of the CSS code to make it more of my own. To be honest I like it way more now just because it looks way more like something that’s real and human."}, {"post_id": 66232, "ts": "2026-09-11T22:39:42Z", "hours": 2.0308, "text": "I spent some actual time on this today and had a nightmare trying to put the Google Calendar Api for seamless google calendar integration but I am gonna currently give up on that and just make it so you export your google calendar as a file and input into the tab. Other than that I think I am very close to achieving my goal on making it very usable and nice so can’t wait to finish this tomorrow!"}, {"post_id": 64349, "ts": "2026-09-08T17:29:08Z", "hours": 0.3197, "text": "Just started on this tab and putting some boilerplate code gonna try to make it real nice and actually usable."}]...
|
Title: Greatest Tab by @Vasilakos | Stardance
Dev Title: Greatest Tab by @Vasilakos | Stardance
Devlogs:
Just started on this tab and putting some boilerplate code gonna try to make it real nice and actually usable.
I spent some actual time on this today and had a nightmare trying to put the Google Calendar Api for seamless google calendar integration but I am gonna currently give up on that and just make it so you export your google calendar as a file and input into the tab. Other than that I think I am very close to achieving my goal on making it very usable and nice so can’t wait to finish this tomorrow!
Spent some time changing the front-end because the truth is I relied too much on Gemini and it was visible on the final result so I put some of my own pizzaz and changed a lot of the CSS code to make it more of my own. To be honest I like it way more now just because it looks way more like something that’s real and human.
Ships:
Finally finished my Web Tab and I am gonna say I am quite satisfied with everything I did! It’s extremely usable, has a lot of features and it looks good! I would love for people to try it and if you do, don’t be afraid to send me a message even if you hate it because any criticism is good criticism!...
|
1793008169.9509337
|
1793094569.9509337
|
|
57889
|
CGPA calculator by @vinayakbhargav | Stardance
|
vinayakbhargav
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:17:06Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CGPA Calculator A simple and easy-to-use CGPA calculator made for students to calculate their CGPA using subject credits, grade points, and marks. About the Project This project helps students calculate their CGPA without doing the calculations manually. The calculator takes the required details for each subject and calculates the final CGPA based on the entered values. Features Enter subject credits Enter grade points Enter marks Convert marks into grade points Calculate CGPA Simple and clean interface Easy to use for students Works directly in the browser", "repo": "https://github.com/vinayakbhargav834-dotcom/CGPA-calculator-new", "demo": "https://vinayakbhargav834-dotcom.github.io/CGPA-calculator-new/"}]...
|
[{"post_id": 66388, "ts": "202 [{"post_id": 66388, "ts": "2026-09-12T06:11:03Z", "hours": 1.3447, "text": "70% work complete app.js is ready almost.."}, {"post_id": 62377, "ts": "2026-09-05T18:21:49Z", "hours": 0.5953, "text": "working on css …"}, {"post_id": 61982, "ts": "2026-09-05T05:47:51Z", "hours": 0.5714, "text": "starts a new project, the College CGPA calculator…"}, {"post_id": 60952, "ts": "2026-09-03T17:11:08Z", "hours": 0.3619, "text": "Today I worked on the basic structure of my CGPA calculator. I created the main layout with fields for credits, grade points, and marks for five subjects. I also added Calculate and Reset buttons and sections to display the CGPA and percentage."}]...
|
Title: CGPA calculator by @vinayakbhargav | Starda Title: CGPA calculator by @vinayakbhargav | Stardance
Devlogs:
Today I worked on the basic structure of my CGPA calculator. I created the main layout with fields for credits, grade points, and marks for five subjects. I also added Calculate and Reset buttons and sections to display the CGPA and percentage.
starts a new project, the College CGPA calculator…
working on css …
70% work complete app.js is ready almost..
Ships:
CGPA Calculator A simple and easy-to-use CGPA calculator made for students to calculate their CGPA using subject credits, grade points, and marks. About the Project This project helps students calculate their CGPA without doing the calculations manually. The calculator takes the required details for each subject and calculates the final CGPA based on the entered values. Features Enter subject credits Enter grade points Enter marks Convert marks into grade points Calculate CGPA Simple and clean interface Easy to use for students Works directly in the browser...
|
1793005028.118863
|
1793091428.118863
|
|
61423
|
new_things by @jworden | Stardance
|
jworden
|
1
|
2.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:16:26Z", "hours": 2.0, "multiplier": 6.47, "payout": 13, "blessing": "neutral", "text": "I made a web page that gives you tooltips everyone forgets time to time. you can view saved tips from the saved page. this solves having to spend the time researching, just open this page and find what you need", "repo": "https://github.com/venjae/new_thing", "demo": "https://venjae.github.io/new_thing/index.html"}]...
|
[{"post_id": 66726, "ts": "202 [{"post_id": 66726, "ts": "2026-09-12T16:51:15Z", "hours": 0.4128, "text": "added a saved things page, same as the new_things page, just saves what you want"}, {"post_id": 66706, "ts": "2026-09-12T16:21:39Z", "hours": 0.4828, "text": "Added more tooltips and local storage. next step is a page to view your saved tips"}, {"post_id": 66690, "ts": "2026-09-12T15:46:17Z", "hours": 1.0497, "text": "Finished styling, and main html. I like going for this bold and minimal monochrome theme. Next is adding local storage, javascript, and rotating “tips”"}]...
|
Title: new_things by @jworden | Stardance
Devlogs Title: new_things by @jworden | Stardance
Devlogs:
Finished styling, and main html. I like going for this bold and minimal monochrome theme. Next is adding local storage, javascript, and rotating “tips”
Added more tooltips and local storage. next step is a page to view your saved tips
added a saved things page, same as the new_things page, just saves what you want
Ships:
I made a web page that gives you tooltips everyone forgets time to time. you can view saved tips from the saved page. this solves having to spend the time researching, just open this page and find what you need...
|
1793055343.828705
|
1793141743.828705
|
|
61425
|
SLACK BOT (Hackaway) by @Tekwiz17 | Stardance
|
Tekwiz17
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:42:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Wow, it works! It is shipped and works in our slack! Use /hackaway-help in slack!", "repo": "https://github.com/Tekwiz17/hackaway-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 66719, "ts": "202 [{"post_id": 66719, "ts": "2026-09-12T16:41:25Z", "hours": 0.7789, "text": "Wow! Finally Hackaway works! 46 mins of coding got me this!"}]...
|
Title: SLACK BOT (Hackaway) by @Tekwiz17 | Stardan Title: SLACK BOT (Hackaway) by @Tekwiz17 | Stardance
Devlogs:
Wow! Finally Hackaway works! 46 mins of coding got me this!
Ships:
Wow, it works! It is shipped and works in our slack! Use /hackaway-help in slack!...
|
1793055345.8330836
|
1793141745.8330836
|
|
53709
|
oneglassOS by @Devadutt | Stardance
|
Devadutt
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:34:34Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a OS simulation that can work in web browser itself. It took me more time to understand the tutorial than writing the code because my English was not good, I used help of ai to understand the tutorial. The hardest part was creating my first app. Not to mention I don’t have any prior experience with java script", "repo": "https://github.com/Devadutt-11/ONEGLASS-OS", "demo": "https://devadutt-11.github.io/ONEGLASS-OS/"}]...
|
[{"post_id": 66712, "ts": "202 [{"post_id": 66712, "ts": "2026-09-12T16:29:32Z", "hours": 6.5564, "text": "I completed my project!"}, {"post_id": 54504, "ts": "2026-08-25T15:02:55Z", "hours": 1.9919, "text": "I made my window movable…!."}, {"post_id": 54330, "ts": "2026-08-25T09:06:04Z", "hours": 1.2308, "text": "I created a top bar displaying the time and date!."}]...
|
Title: oneglassOS by @Devadutt | Stardance
Devlog Title: oneglassOS by @Devadutt | Stardance
Devlogs:
I created a top bar displaying the time and date!.
I made my window movable…!.
I completed my project!
Ships:
I made a OS simulation that can work in web browser itself. It took me more time to understand the tutorial than writing the code because my English was not good, I used help of ai to understand the tutorial. The hardest part was creating my first app. Not to mention I don’t have any prior experience with java script...
|
1793008101.9696817
|
1793094501.9696817
|
|
58062
|
Personal Site by @BigBrainNevin | Stardance
|
BigBrainNevin
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:32:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website. I know it doesn’t look as polished but I hope to improve it one day and make it seem more beautiful. The most challenging part was the CSS. There is so much stuff in CSS I did eventually use the documentation so that’s a W. But of course there is a bunch to learn!", "repo": "https://github.com/Nevin-Thomas1810/Personal-Website", "demo": "https://nevin-thomas1810.github.io/Personal-Website/"}]...
|
[{"post_id": 66378, "ts": "202 [{"post_id": 66378, "ts": "2026-09-12T05:28:54Z", "hours": 0.2533, "text": "Gonna ship my project i know it doesnt look good but i dont know css and i dont know how to have those cool layouts and stuff"}, {"post_id": 64190, "ts": "2026-09-08T12:46:43Z", "hours": 1.6139, "text": "I am writing a personal website"}]...
|
Title: Personal Site by @BigBrainNevin | Stardance Title: Personal Site by @BigBrainNevin | Stardance
Devlogs:
I am writing a personal website
Gonna ship my project i know it doesnt look good but i dont know css and i dont know how to have those cool layouts and stuff
Ships:
I made a personal website. I know it doesn’t look as polished but I hope to improve it one day and make it seem more beautiful. The most challenging part was the CSS. There is so much stuff in CSS I did eventually use the documentation so that’s a W. But of course there is a bunch to learn!...
|
1793008057.1870997
|
1793094457.1870997
|
|
58611
|
Personal-Site by @Duxredux | Stardance
|
Duxredux
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:28:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my very own Personal Website. It features a simple Linux terminal styled layout because I love Linux terminals. A few deatails about myself and a typewriter animation for the header line. It is pretty basic website made with HTML and CSS. Hope you like the design because I spent a lot of time personally to select all the colours and schemes. Used a bit of AI recommendation for the color schemes as I am really bad with colours and couldn’t find the exact colours", "repo": "https://github.com/Sohan-r07/Personal-Site", "demo": "https://sohan-r07.github.io/Personal-Site/"}]...
|
[{"post_id": 65440, "ts": "202 [{"post_id": 65440, "ts": "2026-09-10T16:01:58Z", "hours": 0.7661, "text": "Added the Footer styling and a projects section that displays all my ongoing projects. Pretty pleased with what I have come up with."}, {"post_id": 63685, "ts": "2026-09-07T16:51:19Z", "hours": 0.4728, "text": "Worked a lot on the UI, Changed it from looking like a generic website to a linux shell style because I like Linux shells a lot. A few more additions ill add later to finish it off. Logging off for the night!"}, {"post_id": 63589, "ts": "2026-09-07T14:46:38Z", "hours": 0.6728, "text": "Worked on the Basic Structure of the Website, Its still incomplete but the basic layout looks good"}]...
|
Title: Personal-Site by @Duxredux | Stardance
Dev Title: Personal-Site by @Duxredux | Stardance
Devlogs:
Worked on the Basic Structure of the Website, Its still incomplete but the basic layout looks good
Worked a lot on the UI, Changed it from looking like a generic website to a linux shell style because I like Linux shells a lot. A few more additions ill add later to finish it off. Logging off for the night!
Added the Footer styling and a projects section that displays all my ongoing projects. Pretty pleased with what I have come up with.
Ships:
This is my very own Personal Website. It features a simple Linux terminal styled layout because I love Linux terminals. A few deatails about myself and a typewriter animation for the header line. It is pretty basic website made with HTML and CSS. Hope you like the design because I spent a lot of time personally to select all the colours and schemes. Used a bit of AI recommendation for the color schemes as I am really bad with colours and couldn’t find the exact colours...
|
1793008100.872344
|
1793094500.872344
|
|
58484
|
New Tab by @aarav_shrivastava | Stardance
|
aarav_shrivastava
|
1
|
6.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:05:32Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a custom new browser tab it has some shortcuts, month calendar, search bar, time & date and NASA’s image of the day background. I have first time used vite so it was difficult to do its setup. To try project just click “Try project” button below.", "repo": "https://github.com/aaravshrivastava4129/New-Tab", "demo": "https://aaravshrivastava4129.github.io/New-Tab/"}]...
|
[{"post_id": 67153, "ts": "202 [{"post_id": 67153, "ts": "2026-09-13T07:04:35Z", "hours": 0.3036, "text": "New Tab Added favicon and removed calendar. This is for the reviewer -> I have used AI only to get theme color and for making calendar. So I have removed calendar. Every other this is made my me. Edit- I forgot to change banner image and I have shipped it."}, {"post_id": 66695, "ts": "2026-09-12T15:59:32Z", "hours": 2.1214, "text": "New Tab Added calendar, settings and Image of the day article redirect on clicking info at bottom left."}, {"post_id": 66041, "ts": "2026-09-11T16:23:21Z", "hours": 3.5714, "text": "New Tab Added background image from NASA API, also added date, time, search bar and 4 shortcuts."}]...
|
Title: New Tab by @aarav_shrivastava | Stardance
Title: New Tab by @aarav_shrivastava | Stardance
Devlogs:
New Tab Added background image from NASA API, also added date, time, search bar and 4 shortcuts.
New Tab Added calendar, settings and Image of the day article redirect on clicking info at bottom left.
New Tab Added favicon and removed calendar. This is for the reviewer -> I have used AI only to get theme color and for making calendar. So I have removed calendar. Every other this is made my me. Edit- I forgot to change banner image and I have shipped it.
Ships:
I have made a custom new browser tab it has some shortcuts, month calendar, search bar, time & date and NASA’s image of the day background. I have first time used vite so it was difficult to do its setup. To try project just click “Try project” button below....
|
1793008094.9273882
|
1793094494.9273882
|
|
60014
|
Personal Site by @polycarbohydrate | Stardance
|
polycarbohydrate
|
1
|
12.0
|
164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:01:02Z", "hours": 12.0, "multiplier": 11.29, "payout": 164, "blessing": "neutral", "text": "I created my personal website using the Rust Programming Langauge. Traditionally websites use HTML, CSS, and/or Javascript. I decided down a more questionable route… I am using the egui Rust crate for the GUI library. The GUI framework is eframe. In order to bundle all of the Rust code into something a browser can render, I use trunk, which compiles my code and assets into a WebAssembly binary (.wasm). When the site first launches, there is a loading screen which is HTML and CSS. Javascript loads the WASM. Everything you see is rendered using textured triangles. There is no HTML, CSS, JS, or DOM. WebGL and WebGPU do the rendering. Every movement of the mouse causes the entire frame to be redrawn. This is not the most optimal way for a personal static site, but allows me to create fast interactive portions of my site in the future. The majority of my time was spent in compilation and reading documentation. Compiling takes over 5 minutes for me (for a full rebuild). I hope you enjoy!", "repo": "https://codeberg.org/polycarbohydrate/personal-website", "demo": "https://my-site-bnr.pages.dev/"}]...
|
[{"post_id": 66694, "ts": "202 [{"post_id": 66694, "ts": "2026-09-12T15:55:07Z", "hours": 2.2492, "text": "I think I am done with the first version of the site. It obviously can have some additional features and polishing but for the most part, it doens’t look bad. I added 2 sections in the middle that reflect my personal interests. I fixed a typo in the about website section and also added a version and time changed text at the bottom of the site. Today’s challenge was layouting again. As you may tell, the last section has misalignment (as well as the top right section)… Next time I work on this, I am probably going to work on code restructuring and implementing functions to get rid of many lines of code. Currently it takes me over 5 minutes to compile the 273 dependencies. The Cargo.lock file has over 5500+ lines of dependencies 💀. I am going to read trunk ’s (the wasm packager I use) documentation to see if I can optimize my dev and release builds more. The .wasm size is 12MB. The HTML is only 107 lines. I added both horizontal and verticle scrolling just in case someone viewed the page on a small screen. In the future I plan to add text wrapping on window resizing. Currently it just disappears and the scroll bars appear. As simple as it may appear, this took way too long. I assume if one used html and css to do this would take maybe a quarter of the time I spent on this."}, {"post_id": 66301, "ts": "2026-09-12T01:57:42Z", "hours": 1.6789, "text": "Today I added a horizontal seciton with a GitHub button and started on my own activities section. As shown in the image, I am having trouble load an external .png to the site. Maybe I need to configure my image loaders differently. That is what I will figure out tommarrow. Hopefully I will finish the site this weekend. I spent many minutes compiling additional dependencies due to the svg in the GitHub button needed to be loaded. These sections will be most of the site and then in the empty space in the top section I will put something fun/interactive. In the about site section, I may change the formatting or add some additional details. Next steps are to finish the 2 columns."}, {"post_id": 64542, "ts": "2026-09-09T01:08:41Z", "hours": 8.1681, "text": "Most sites use HTML, CSS, and/or JavaScript. However most people don’t even realize our browsers can run also run WebAssemby (wasm). I decided to create my personal website in pure Rust. This is a difficult endeavour as Rust is typically used for backend, not frontend. I am using egui for the GUI library. I use trunk to bundle my application into a .wasm file along with bare html and js (to load wasm into the browser). I have spent countless hours reading documentation and experimenting with layouts (egui is wonky with this), and have successfully done the layout to my liking. Currently, my site is looking half-finished. I am going to add a few more sections and some fun simulations that will render in the browser. Everything you see is textured triangles. There is no HTML, CSS, JS, or DOM. Everytime the cursor is moved the page is redrawn. Rendering is done with WebGL or WGPU. JavaScript is required for the site to work (in order to load WebAssembly)."}]...
|
Title: Personal Site by @polycarbohydrate | Starda Title: Personal Site by @polycarbohydrate | Stardance
Devlogs:
Most sites use HTML, CSS, and/or JavaScript. However most people don’t even realize our browsers can run also run WebAssemby (wasm). I decided to create my personal website in pure Rust. This is a difficult endeavour as Rust is typically used for backend, not frontend. I am using egui for the GUI library. I use trunk to bundle my application into a .wasm file along with bare html and js (to load wasm into the browser). I have spent countless hours reading documentation and experimenting with layouts (egui is wonky with this), and have successfully done the layout to my liking. Currently, my site is looking half-finished. I am going to add a few more sections and some fun simulations that will render in the browser. Everything you see is textured triangles. There is no HTML, CSS, JS, or DOM. Everytime the cursor is moved the page is redrawn. Rendering is done with WebGL or WGPU. JavaScript is required for the site to work (in order to load WebAssembly).
Today I added a horizontal seciton with a GitHub button and started on my own activities section. As shown in the image, I am having trouble load an external .png to the site. Maybe I need to configure my image loaders differently. That is what I will figure out tommarrow. Hopefully I will finish the site this weekend. I spent many minutes compiling additional dependencies due to the svg in the GitHub button needed to be loaded. These sections will be most of the site and then in the empty space in the top section I will put something fun/interactive. In the about site section, I may change the formatting or add some additional details. Next steps are to finish the 2 columns.
I think I am done with the first version of the site. It obviously can have some additional features and polishing but for the most part, it doens’t look bad. I added 2 sections in the middle that reflect my personal interests. I fixed a typo in the about website section and also added a version and time changed text at the bottom of the site. Today’s challenge was layouting again. As you may tell, the last section has misalignment (as well as the top right section)… Next time I work on this, I am probably going to work on code restructuring and implementing functions to get rid of many lines of code. Currently it takes me over 5 minutes to compile the 273 dependencies. The Cargo.lock file has over 5500+ lines of dependencies 💀. I am going to read trunk ’s (the wasm packager I use) documentation to see if I can optimize my dev and release builds more. The .wasm size is 12MB. The HTML is only 107 lines. I added both horizontal and verticle scrolling just in case someone viewed the page on a small screen. In the future I plan to add text wrapping on window resizing. Currently it just disappears and the scroll bars appear. As simple as it may appear, this took way too long. I assume if one used html and css to do this would take maybe a quarter of the time I spent on this.
Ships:
I created my personal website using the Rust Programming Langauge. Traditionally websites use HTML, CSS, and/or Javascript. I decided down a more questionable route… I am using the egui Rust crate for the GUI library. The GUI framework is eframe. In order to bundle all of the Rust code into something a browser can render, I use trunk, which compiles my code and assets into a WebAssembly binary (.wasm). When the site first launches, there is a loading screen which is HTML and CSS. Javascript loads the WASM. Everything you see is rendered using textured triangles. There is no HTML, CSS, JS, or DOM. WebGL and WebGPU do the rendering. Every movement of the mouse causes the entire frame to be redrawn. This is not the most optimal way for a personal static site, but allows me to create fast interactive portions of my site in the future. The majority of my time was spent in compilation and reading documentation. Compiling takes over 5 minutes for me (for a full rebuild). I hope you enjoy!...
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1793055114.8245032
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1793141514.8245032
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34506
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Grex by @Benkralex | Stardance
|
Benkralex
|
1
|
66.28
|
799
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T15:49:29Z", "hours": 49.0, "multiplier": 16.43, "payout": 799, "blessing": "neutral", "text": "I’m very proud, that I got to a point, where I can ship the project in just about 2 months. Thats when I started the new codebase. I learned a LOT developing the plattform with Next.js (old) and also learned, that I need better types, seperate server and client, … I just don’t like the structure, but now with Kotlin and Ktor on the server and JS on the client I am very satisfied. If you try the project keep in mind, that many features were in the old project and the most time I spent, was creating the base on the new version. This ship ships the foundation on which I will build many more (hopefully cool and usefull) features. Also try the web-client on mobile. I coded responsive for displayes of (hopefully) any size. I’m sorry, that I have no demo-instance, but it is to insecure for me to host a public instance for everyone. Maybe in the next ship I will have a solution for that. Hope you like the project!", "repo": "https://codeberg.org/Benkralex/Grex", "demo": "https://grex.benkralex.hackclub.app/register"}]...
|
[{"post_id": 78070, "ts": "202 [{"post_id": 78070, "ts": "2026-10-09T13:44:49Z", "hours": 6.3953, "text": "I clean up the code and made many fixes! I also added new features: You can upload profile pictures and the admins can allow bypassing the invite code for the instance."}, {"post_id": 74075, "ts": "2026-09-26T17:01:48Z", "hours": 3.3961, "text": "Added search to quotes and account settings"}, {"post_id": 72837, "ts": "2026-09-23T20:46:14Z", "hours": 6.0969, "text": "Add Settings Page with the option to choose a theme. I also changed some Database Stuff and added a user page."}, {"post_id": 70252, "ts": "2026-09-18T20:11:00Z", "hours": 1.3911, "text": "Add table for admins so they can see all registered users."}, {"post_id": 65981, "ts": "2026-09-11T14:14:21Z", "hours": 0.3258, "text": "Small fixes: Icons on login/register page Title support for my own client router Fix popups on mobile"}, {"post_id": 65964, "ts": "2026-09-11T13:43:52Z", "hours": 1.3897, "text": "I’ve added a /qpi/quotes/delete endpoint, where the poster or admins can delete a quote and also the button for it is in the UI. If you click it a confirmation popup opens. Also the register and login forms now show, whats wrong. I noticed the bad UX, as I registered a new user and the submit button just didn’t work. In the dev tools I could see the problem, but no normal user is looking into the devtools, so now every normal creature can now see it as well. These are the last finishing touches before shiping!"}, {"post_id": 65616, "ts": "2026-09-10T21:11:00Z", "hours": 2.7175, "text": "I’ve done some little things: I added a random quote endpoint to the server and the 404 - Not Found now displays one. I also started writing the API docs."}, {"post_id": 65050, "ts": "2026-09-09T21:45:57Z", "hours": 0.8633, "text": "I got hacked!! Oh no!! How bad!! ;-D Script injections should now be GONE. (Hacker is sad now ) The edit quote funtion now has an API endpoint and a UI. You can edit a quote with the edit symbol on the quote detail page, which is only displayed, if you are the creator of the post or the admin."}, {"post_id": 63915, "ts": "2026-09-07T23:08:03Z", "hours": 6.0872, "text": "I fixed the layout on mobile devices: The navbar, the admin page, … I edited the API endpoints for quotes: Now there are 2 Endpoints for quotes: get and list I also added the code for quote editing, but the API endpoint is not implemented yet In the client I added a detail page for quotes, where you can see the users, who liked the quote and in the future the comments would also be displayed here A new get user endpoint exists, so the quote posters and the likes can display the real username and not only the user-id I fixed the logout, that was not working, because the client side navigation couldn’t load the /logout because it loads pages from /pages/… so /pages/logout was a 404. Now the logout is in the pages directory, so it works with client side navigation The most time for this devlog was invested on the layout of users who liked a post. I just wanted the users to be displayed in collumns and rows. They should be exactly underneath each other, so the like-icon aligns perfectly. Also the names shouldn’t break, because then one row is larger then the others. It was such a pain getting that “simple” thing to work. I asked multiple AIs, after I had no idea anymore and all gave me trash. The Claude used JS and not only CSS and it finally worked!! It was such a pain but in the end I am very happy with the result."}, {"post_id": 61822, "ts": "2026-09-04T22:26:17Z", "hours": 2.5244, "text": "LIKES!!!!!! Finally!!!! Again only the db held me back. I hate databases! But it has a fun little animation if you click it and it is pretty spam proof (hope so)."}, {"post_id": 60390, "ts": "2026-09-02T18:08:36Z", "hours": 1.5778, "text": "Create quotes now works!!! It was a bit of pain modifing the db. I just wanted plain timestamps in milliseconds but Exposed and SQLite don’t want that, so I setteled on just using long type."}, {"post_id": 59559, "ts": "2026-09-01T13:30:27Z", "hours": 1.2533, "text": "The Server now autmoaticly migrates the DB 🎉🎉🎉🎉🎉🎉 It was not that easy, because Exposed (DB lib for Kotlin) doesn’t automaticly apply migrations. I can generate migration scripts with it but the execution and check if it was already executed I have to do on my own. But I learned a lot in the process."}, {"post_id": 59231, "ts": "2026-08-31T22:04:35Z", "hours": 1.3075, "text": "Now Woodpecker builds the server and client docker-image and releases it on codeberg.org docker registry! Yay!"}, {"post_id": 58878, "ts": "2026-08-31T13:33:37Z", "hours": 2.1544, "text": "I’ve added a form for admins to create invites so you don’t have to interact with the DB or the API manually ;-) Also the first user, that registers doesn’t need an invitation Code and automaticly is an admin. I also started creating the form to create quotes, but it has no functionality at the moment. My next steps that are planed at the moment: Add create quote form functionality Put everything in docker (Add QoL like display all invites & users for admins, display active sessions, …) First RELEASE/SHIP"}, {"post_id": 54823, "ts": "2026-08-25T23:47:38Z", "hours": 0.9147, "text": "New design for the quotes. Now it’s not a boring list but cards that look a lot better."}, {"post_id": 54795, "ts": "2026-08-25T22:23:16Z", "hours": 1.6778, "text": "I’ve added two new themes. Also the theme is now loaded via js, so at a later point the js could read the cookies and load a theme dynamicly."}, {"post_id": 54680, "ts": "2026-08-25T18:51:09Z", "hours": 0.9175, "text": "I’ve now added a logout api endpoint and an option to logout via web client. The difficult part is, that I can’t access the GREX_SESSION cookie via JS, so I have to set another cookie, to know, if the user is logged in. But now it works fine. I hope, that I’m not finding as many bugs if I’m testing the login/logout/register functions."}, {"post_id": 54143, "ts": "2026-08-24T23:40:24Z", "hours": 3.9428, "text": "Not much to say for this devlog, I only created the register form and designed it and the login form."}, {"post_id": 49485, "ts": "2026-08-18T11:02:36Z", "hours": 1.0444, "text": "I improved the navbar and designed an icon as a placeholder for the moment: At a later point the icon should be changable by admins and I think, I will also improve the default icon."}, {"post_id": 48096, "ts": "2026-08-16T11:55:29Z", "hours": 0.9681, "text": "The navigation now works…. But I’m not really happy about it. But for now I started styling a bit (also that I’m not getting flashbanged). How I implemented the client nav at the moment The server now returns the same index.html file for every page and js loads the page-content. This lags sometimes and is not very performant… Style and Themes I’ve started styling. All the colors and also some other properties are specified in a theme-css file, so later you could have your own theme as a css file with only vars or if you want to style even more, you can add custom styles for specifc components, thats the plan for theming."}, {"post_id": 47735, "ts": "2026-08-15T21:02:13Z", "hours": 1.1553, "text": "Started building the real client (at least a concept). I’m currently trying to figure client-side navigation out. I think I have to watch some tutorials…"}, {"post_id": 43988, "ts": "2026-08-09T14:02:55Z", "hours": 1.0517, "text": "I fixed, that if you are already logged in, it still showed the login-form. Also I added a createQuote function (not in the UI yet) and tried fixing the cookie, that don’t want to be saved because of security. I have not comittet the code, because it is at the moment just for me testing, until it can do the most part of the API and is a bit better designed."}, {"post_id": 39681, "ts": "2026-08-02T20:19:03Z", "hours": 1.3894, "text": "I started with a very simple UI (without CSS) to test if the API would work. At the moment you can only login and get all quotes."}, {"post_id": 39604, "ts": "2026-08-02T18:08:59Z", "hours": 1.5794, "text": "I cleaned up even more: Common RequestResult Interface RequestErrors combined into one enum Split the routing config into diffrent files I also added an api endpoint for getting quotes"}, {"post_id": 38407, "ts": "2026-07-31T19:14:05Z", "hours": 1.0397, "text": "I cleaned up the code and added an api endpoint for getting invites"}, {"post_id": 36505, "ts": "2026-07-28T17:40:25Z", "hours": 0.7836, "text": "server: The API now includes the creation of quotes"}, {"post_id": 36404, "ts": "2026-07-28T14:31:13Z", "hours": 1.1194, "text": "server: Now you also can create an account (only with invite) and admins can create invites."}, {"post_id": 35986, "ts": "2026-07-27T19:43:36Z", "hours": 2.0539, "text": "I’ve added DB tables and started with auth. Login works and register is on it’s way!"}, {"post_id": 35846, "ts": "2026-07-27T15:24:34Z", "hours": 1.1892, "text": "I started with a new codebase, because I was not happy with Next.js. Now I want to separate the server from the client for a cleaner architecture. I initalized the new repo I started the base for the server (Kotlin + sqlite)"}, {"post_id": 30137, "ts": "2026-07-17T14:04:35Z", "hours": 0.6931, "text": "IT WORKS!!!! And yea, I’rich, but in the negatives ;-). I just forgot to set a hidden value for the form."}, {"post_id": 29700, "ts": "2026-07-16T19:48:42Z", "hours": 0.8956, "text": "Now you can create transactions! Or can you? It doesn’t work :-( But I can’t find the mistake, I’ll hopefully do tomorrow"}, {"post_id": 28987, "ts": "2026-07-15T16:50:40Z", "hours": 1.5144, "text": "I’ve added the create quote form and the backend used for it. Also if you edit your account, it now uses the new backend."}, {"post_id": 28509, "ts": "2026-07-14T20:10:56Z", "hours": 0.7781, "text": "I finally did the woodpecker build 🎉🎉 I also updated the installer and the README for installation. Now you can test it easiely at home 😉"}, {"post_id": 28476, "ts": "2026-07-14T18:53:02Z", "hours": 2.4917, "text": "I’ve started implementing the backend from ground new, with a cleaner structure, because it was to unclean for me to do work in it. It is not finished, but everything should work at the moment with a mix of old- and new-backend."}, {"post_id": 27841, "ts": "2026-07-13T18:42:24Z", "hours": 0.8558, "text": "I’ve added quotes to the plattform. You can’t create them at the moment, but they are read from the db."}, {"post_id": 27766, "ts": "2026-07-13T16:40:58Z", "hours": 0.3986, "text": "I’ve tried adding woodpecker/forgejo actions for automatic docker builds. I haven’t got it working, but I applied to Codebergs Woodpecker."}]...
|
Title: Grex by @Benkralex | Stardance
Devlogs:
I’ Title: Grex by @Benkralex | Stardance
Devlogs:
I’ve tried adding woodpecker/forgejo actions for automatic docker builds. I haven’t got it working, but I applied to Codebergs Woodpecker.
I’ve added quotes to the plattform. You can’t create them at the moment, but they are read from the db.
I’ve started implementing the backend from ground new, with a cleaner structure, because it was to unclean for me to do work in it. It is not finished, but everything should work at the moment with a mix of old- and new-backend.
I finally did the woodpecker build 🎉🎉 I also updated the installer and the README for installation. Now you can test it easiely at home 😉
I’ve added the create quote form and the backend used for it. Also if you edit your account, it now uses the new backend.
Now you can create transactions! Or can you? It doesn’t work :-( But I can’t find the mistake, I’ll hopefully do tomorrow
IT WORKS!!!! And yea, I’rich, but in the negatives ;-). I just forgot to set a hidden value for the form.
I started with a new codebase, because I was not happy with Next.js. Now I want to separate the server from the client for a cleaner architecture. I initalized the new repo I started the base for the server (Kotlin + sqlite)
I’ve added DB tables and started with auth. Login works and register is on it’s way!
server: Now you also can create an account (only with invite) and admins can create invites.
server: The API now includes the creation of quotes
I cleaned up the code and added an api endpoint for getting invites
I cleaned up even more: Common RequestResult Interface RequestErrors combined into one enum Split the routing config into diffrent files I also added an api endpoint for getting quotes
I started with a very simple UI (without CSS) to test if the API would work. At the moment you can only login and get all quotes.
I fixed, that if you are already logged in, it still showed the login-form. Also I added a createQuote function (not in the UI yet) and tried fixing the cookie, that don’t want to be saved because of security. I have not comittet the code, because it is at the moment just for me testing, until it can do the most part of the API and is a bit better designed.
Started building the real client (at least a concept). I’m currently trying to figure client-side navigation out. I think I have to watch some tutorials…
The navigation now works…. But I’m not really happy about it. But for now I started styling a bit (also that I’m not getting flashbanged). How I implemented the client nav at the moment The server now returns the same index.html file for every page and js loads the page-content. This lags sometimes and is not very performant… Style and Themes I’ve started styling. All the colors and also some other properties are specified in a theme-css file, so later you could have your own theme as a css file with only vars or if you want to style even more, you can add custom styles for specifc components, thats the plan for theming.
I improved the navbar and designed an icon as a placeholder for the moment: At a later point the icon should be changable by admins and I think, I will also improve the default icon.
Not much to say for this devlog, I only created the register form and designed it and the login form.
I’ve now added a logout api endpoint and an option to logout via web client. The difficult part is, that I can’t access the GREX_SESSION cookie via JS, so I have to set another cookie, to know, if the user is logged in. But now it works fine. I hope, that I’m not finding as many bugs if I’m testing the login/logout/register functions.
I’ve added two new themes. Also the theme is now loaded via js, so at a later point the js could read the cookies and load a theme dynamicly.
New design for the quotes. Now it’s not a boring list but cards that look a lot better.
I’ve added a form for admins to create invites so you don’t have to interact with the DB or the API manually ;-) Also the first user, that registers doesn’t need an invitation Code and automaticly is an admin. I also started creating the form to create quotes, but it has no functionality at the moment. My next steps that are planed at the moment: Add create quote form functionality Put everything in docker (Add QoL like display all invites & users for admins, display active sessions, …) First RELEASE/SHIP
Now Woodpecker builds the server and client docker-image and releases it on codeberg.org docker registry! Yay!
The Server now autmoaticly migrates the DB 🎉🎉🎉🎉🎉🎉 It was not that easy, because Exposed (DB lib for Kotlin) doesn’t automaticly apply migrations. I can generate migration scripts with it but the execution and check if it was already executed I have to do on my own. But I learned a lot in the process.
Create quotes now works!!! It was a bit of pain modifing the db. I just wanted plain timestamps in milliseconds but Exposed and SQLite don’t want that, so I setteled on just using long type.
LIKES!!!!!! Finally!!!! Again only the db held me back. I hate databases! But it has a fun little animation if you click it and it is pretty spam proof (hope so).
I fixed the layout on mobile devices: The navbar, the admin page, … I edited the API endpoints for quotes: Now there are 2 Endpoints for quotes: get and list I also added the code for quote editing, but the API endpoint is not implemented yet In the client I added a detail page for quotes, where you can see the users, who liked the quote and in the future the comments would also be displayed here A new get user endpoint exists, so the quote posters and the likes can display the real username and not only the user-id I fixed the logout, that was not working, because the client side navigation couldn’t load the /logout because it loads pages from /pages/… so /pages/logout was a 404. Now the logout is in the pages directory, so it works with client side navigation The most time for this devlog was invested on the layout of users who liked a post. I just wanted the users to be displayed in collumns and rows. They should be exactly underneath each other, so the like-icon aligns perfectly. Also the names shouldn’t break, because then one row is larger then the others. It was such a pain getting that “simple” thing to work. I asked multiple AIs, after I had no idea anymore and all gave me trash. The Claude used JS and not only CSS and it finally worked!! It was such a pain but in the end I am very happy with the result.
I got hacked!! Oh no!! How bad!! ;-D Script injections should now be GONE. (Hacker is sad now ) The edit quote funtion now has an API endpoint and a UI. You can edit a quote with the edit symbol on the quote detail page, which is only displayed, if you are the creator of the post or the admin.
I’ve done some little things: I added a random quote endpoint to the server and the 404 - Not Found now displays one. I also started writing the API docs.
I’ve added a /qpi/quotes/delete endpoint, where the poster or admins can delete a quote and also the button for it is in the UI. If you click it a confirmation popup opens. Also the register and login forms now show, whats wrong. I noticed the bad UX, as I registered a new user and the submit button just didn’t work. In the dev tools I could see the problem, but no normal user is looking into the devtools, so now every normal creature can now see it as well. These are the last finishing touches before shiping!
Small fixes: Icons on login/register page Title support for my own client router Fix popups on mobile
Add table for admins so they can see all registered users.
Add Settings Page with the option to choose a theme. I also changed some Database Stuff and added a user page.
Added search to quotes and account settings
I clean up the code and made many fixes! I also added new features: You can upload profile pictures and the admins can allow bypassing the invite code for the instance.
Ships:
I’m very proud, that I got to a point, where I can ship the project in just about 2 months. Thats when I started the new codebase. I learned a LOT developing the plattform with Next.js (old) and also learned, that I need better types, seperate server and client, … I just don’t like the structure, but now with Kotlin and Ktor on the server and JS on the client I am very satisfied. If you try the project keep in mind, that many features were in the old project and the most time I spent, was creating the base on the new version. This ship ships the foundation on which I will build many more (hopefully cool and usefull) features. Also try the web-client on mobile. I coded responsive for displayes of (hopefully) any size. I’m sorry, that I have no demo-instance, but it is to insecure for me to host a public instance for everyone. Maybe in the next ship I will have a solution for that. Hope you like the project!...
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1793004712.8044462
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1793091112.8044462
|
|
44477
|
MeowGame! by @CharlieCatMeow | Stardance
|
CharlieCatMeow
|
2
|
34.0
|
431
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T15:23:00Z", "hours": 29.0, "multiplier": 14.72, "payout": 431, "blessing": "neutral", "text": "MeowGame MeowGame is a forest-themed WarioWare style game featuring 7 minigames! All art is drawn by me, it’s my first time doing this, so don’t expect it to look fabulous. The minigames: Platformer Clicking Game Fly through obstacles (Like Flappy Bird) Collect falling fruit Jump over spiky bushes Climb to the top (Kind of like Doodle Jump) Maneuver a raft There’s also a pause menu, just press the Esc key. If you’re stuck, the controls are shown during the intermission just before the game. It took me quite a while to get accustomed to everything, from the basic Godot UI to drawing the pixel art. I learned quite a lot throughout this whole process and am pretty happy about the result. Looking back, there are definitely things I would’ve done differently, but as my first step into game development this is pretty good I think. I redid a bunch of stuff on the way and kept changing stuff. it took me a while to get a unified theme going (forest and stuff) Also if you haven’t noticed, the character I drew is inspired from Sekiro. Drawing that character was the hardest, especially the walking animation.", "repo": "https://github.com/CharlieTheCatMeow/WarioWare-Game", "demo": "https://charliecatmeow.itch.io/meowgame"}, {"ship_num": 2, "ts": "2026-08-06T16:08:52Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "(Please read the README first) MeowGame! is a WarioWare inspired game with two minigames: A platformer and a clicker game. The difficulty is very easy please keep that in mind. The art is all drawn by hand so it may look a bit silly. Quite a fun experience creating my first game. I got a grasp of the basics of Godot now and am excited to further develog this game.", "repo": "https://github.com/CharlieTheCatMeow/WarioWare-Game", "demo": "https://charliecatmeow.itch.io/meowgame"}]...
|
[{"post_id": 66655, "ts": "202 [{"post_id": 66655, "ts": "2026-09-12T14:47:10Z", "hours": 2.9856, "text": "MeowGame Devlog #12 Even more fixes and small changes Some more decoration and visual stuff I added some bushes in the background of two minigames. I also adjusted the lighting a bit. Particle changes I changed the particles a bit. Some of them should be more noticable now. Pause menu update You can now find settings inside the pause menu. Audio fix I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that. Timer changes I changed the timers on some minigames so the game is a bit more balanced. Clicking sound There is now a sound when you click menu buttons because why not Timer visibility The timer wasn’t visible in one or two minigames, so that’s fixed too. README I also updated the README a bit in preperation for shipping. That should be all"}, {"post_id": 61577, "ts": "2026-09-04T15:36:35Z", "hours": 2.7022, "text": "MeowGame Devlog #11 More stuff Pause menu I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea. Some particles I added a few particles to some levels. The first minigame I changed it a bit and also added some lanterns Controls Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls. Ambient sound I added ambient sound to all levels (I think)"}, {"post_id": 57420, "ts": "2026-08-29T15:43:02Z", "hours": 3.0892, "text": "MeowGame Devlog #10 (Wow a 10th devlog already) Normal maps and god rays God rays I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are Normal Maps I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool."}, {"post_id": 52884, "ts": "2026-08-23T08:19:18Z", "hours": 2.0542, "text": "MeowGame Devlog #9 Some small stuff I did some performance improvements and added some particle effects. I added a falling leaves effect to the 4th minigame (I think) and added some wind particles to a few other minigames. I had to change the particles from GPUParticles2d to CPUParticles2d, otherwise the browser lags for some reason. I forgot what else I may have done that wasn’t there before."}, {"post_id": 48062, "ts": "2026-08-16T10:50:12Z", "hours": 7.5864, "text": "MeowGame! Devlog #8 It’s a long one, I got a bit carried away I changed some minigames so that it all fits one theme (forests and stuff) Changed the Pong minigame into a game where you have to collect fruit that falls from a tree. Also replaced the racing game with a minigame kinda like Geometry Dash. Changed the art on the flappy bird game to fit the forest theme more. More minigames! I added two more minigames (I think) A doodle jump game where you have to reach the top. A game where you have to maneuver a raft through obstacles Also did some minor quality of life improvements. That’s all :D"}, {"post_id": 44762, "ts": "2026-08-10T19:14:10Z", "hours": 2.2844, "text": "Let there be light MeowGame! Devlog #7 I started experimenting with lights. I recently found out that lights and stuff exist in 2d, so I experimented a bit. I added some lights and glow to my first platformer minigame. I also spent some time redrawing the player sprite. I wanted to have one that’s a bit more detailed to avoid a big difference in pixel size. That’s all :D"}, {"post_id": 43963, "ts": "2026-08-09T12:59:02Z", "hours": 3.2581, "text": "MeowGame! Devlog #6 Top down racing game I added a top down racing game, you have to complete one lap before the timer ends. I also experimented a bit with lighting and stuff. I don’t quite understand it yet but it looks fun."}, {"post_id": 43259, "ts": "2026-08-08T12:47:03Z", "hours": 2.4878, "text": "MeowGame! Devlog #5 I added a Pong game I added a simple pong minigame. There’s not much to say about that, it’s pretty self-explanatory. Also, particles I figured out how the particle system works and have implemented some in a few places. Sounds! I added a coin pickup sound. That’s all, cheers!"}, {"post_id": 42557, "ts": "2026-08-07T11:41:09Z", "hours": 2.8578, "text": "MeowGame! Devlog #4 Added a Flappy Bird game I added a space themed flappy bird game. This was my first time doing a bit of proper coding in GDscript, everything is still a bit weird for me. Redid some art. I updated the art for the platformer minigame, I hope it looks a bit better now."}, {"post_id": 42005, "ts": "2026-08-06T15:28:32Z", "hours": 1.1956, "text": "MeowGame! Devlog #3 Spent a bit of time on art and polishing the game. I added: Flasks as a life counter New Background ✨ Animated character for the platformer minigame Polished some small stuff Overall very enjoyable project, I hope my drawing skills aren’t too bad Will ship now."}, {"post_id": 41904, "ts": "2026-08-06T12:30:31Z", "hours": 3.0183, "text": "MeowGame! Devlog #2 Pretty much finished the guide now I added two minigames, a win screen and a lose screen. It got a lot easier after understanding the basics of how Godot works and I got through it fairly easily. I really enjoyed creating my own custom textures (first time doing this). Some of it is nightmare fuel though (I can’t draw cats) I’m still in the process of refining some stuff and hope I can get to the 5 hour requirement while doing so."}, {"post_id": 41814, "ts": "2026-08-06T08:17:58Z", "hours": 0.9336, "text": "MeowGame! Devlog #1 First Devlog of this project! Godot is completely new to me, so I used the first hour to follow the guide and get a grasp on the basics. I added a start menu and the level_scene as told by the guide. Looking forward to continue working on this project."}]...
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Title: MeowGame! by @CharlieCatMeow | Stardance
D Title: MeowGame! by @CharlieCatMeow | Stardance
Devlogs:
MeowGame! Devlog #1 First Devlog of this project! Godot is completely new to me, so I used the first hour to follow the guide and get a grasp on the basics. I added a start menu and the level_scene as told by the guide. Looking forward to continue working on this project.
MeowGame! Devlog #2 Pretty much finished the guide now I added two minigames, a win screen and a lose screen. It got a lot easier after understanding the basics of how Godot works and I got through it fairly easily. I really enjoyed creating my own custom textures (first time doing this). Some of it is nightmare fuel though (I can’t draw cats) I’m still in the process of refining some stuff and hope I can get to the 5 hour requirement while doing so.
MeowGame! Devlog #3 Spent a bit of time on art and polishing the game. I added: Flasks as a life counter New Background ✨ Animated character for the platformer minigame Polished some small stuff Overall very enjoyable project, I hope my drawing skills aren’t too bad Will ship now.
MeowGame! Devlog #4 Added a Flappy Bird game I added a space themed flappy bird game. This was my first time doing a bit of proper coding in GDscript, everything is still a bit weird for me. Redid some art. I updated the art for the platformer minigame, I hope it looks a bit better now.
MeowGame! Devlog #5 I added a Pong game I added a simple pong minigame. There’s not much to say about that, it’s pretty self-explanatory. Also, particles I figured out how the particle system works and have implemented some in a few places. Sounds! I added a coin pickup sound. That’s all, cheers!
MeowGame! Devlog #6 Top down racing game I added a top down racing game, you have to complete one lap before the timer ends. I also experimented a bit with lighting and stuff. I don’t quite understand it yet but it looks fun.
Let there be light MeowGame! Devlog #7 I started experimenting with lights. I recently found out that lights and stuff exist in 2d, so I experimented a bit. I added some lights and glow to my first platformer minigame. I also spent some time redrawing the player sprite. I wanted to have one that’s a bit more detailed to avoid a big difference in pixel size. That’s all :D
MeowGame! Devlog #8 It’s a long one, I got a bit carried away I changed some minigames so that it all fits one theme (forests and stuff) Changed the Pong minigame into a game where you have to collect fruit that falls from a tree. Also replaced the racing game with a minigame kinda like Geometry Dash. Changed the art on the flappy bird game to fit the forest theme more. More minigames! I added two more minigames (I think) A doodle jump game where you have to reach the top. A game where you have to maneuver a raft through obstacles Also did some minor quality of life improvements. That’s all :D
MeowGame Devlog #9 Some small stuff I did some performance improvements and added some particle effects. I added a falling leaves effect to the 4th minigame (I think) and added some wind particles to a few other minigames. I had to change the particles from GPUParticles2d to CPUParticles2d, otherwise the browser lags for some reason. I forgot what else I may have done that wasn’t there before.
MeowGame Devlog #10 (Wow a 10th devlog already) Normal maps and god rays God rays I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are Normal Maps I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool.
MeowGame Devlog #11 More stuff Pause menu I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea. Some particles I added a few particles to some levels. The first minigame I changed it a bit and also added some lanterns Controls Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls. Ambient sound I added ambient sound to all levels (I think)
MeowGame Devlog #12 Even more fixes and small changes Some more decoration and visual stuff I added some bushes in the background of two minigames. I also adjusted the lighting a bit. Particle changes I changed the particles a bit. Some of them should be more noticable now. Pause menu update You can now find settings inside the pause menu. Audio fix I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that. Timer changes I changed the timers on some minigames so the game is a bit more balanced. Clicking sound There is now a sound when you click menu buttons because why not Timer visibility The timer wasn’t visible in one or two minigames, so that’s fixed too. README I also updated the README a bit in preperation for shipping. That should be all
Ships:
(Please read the README first) MeowGame! is a WarioWare inspired game with two minigames: A platformer and a clicker game. The difficulty is very easy please keep that in mind. The art is all drawn by hand so it may look a bit silly. Quite a fun experience creating my first game. I got a grasp of the basics of Godot now and am excited to further develog this game.
MeowGame MeowGame is a forest-themed WarioWare style game featuring 7 minigames! All art is drawn by me, it’s my first time doing this, so don’t expect it to look fabulous. The minigames: Platformer Clicking Game Fly through obstacles (Like Flappy Bird) Collect falling fruit Jump over spiky bushes Climb to the top (Kind of like Doodle Jump) Maneuver a raft There’s also a pause menu, just press the Esc key. If you’re stuck, the controls are shown during the intermission just before the game. It took me quite a while to get accustomed to everything, from the basic Godot UI to drawing the pixel art. I learned quite a lot throughout this whole process and am pretty happy about the result. Looking back, there are definitely things I would’ve done differently, but as my first step into game development this is pretty good I think. I redid a bunch of stuff on the way and kept changing stuff. it took me a while to get a unified theme going (forest and stuff) Also if you haven’t noticed, the character I drew is inspired from Sekiro. Drawing that character was the hardest, especially the walking animation....
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1792976101.1188362
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1793062501.1188362
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27703
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Dance App by @Venkatesh | Stardance
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Venkatesh
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1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T15:19:10Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Before you guys review this project poorly for the usage of AI, I would wanna make it clear that i still learnt a really good amount of development. At the end of the day software development is about shaping the user experience and design a product that solved the problem and is worth using. I used AI to aid me with the tedious work that would have otherwise been impossible within my timeframe of less than 2 weeks. ⠀ Cutting to the chase this dance game was made for a local competition in my country. The theme for the competition was about how culture can be preserved using technology. The full project also includes a physical arcade style device with a dancing servo robot with 6 joints (excluding knees). ⠀ The goal of the project is to act as an entry point for students in Singapore to learn more about cultural dances in Singapore. I chose to approach the preservation of culture via learning cultural dances as it bypasses any linguistic barriers to make it more widely accessible to better serve as an entry point for younger kids to have at least a faint idea on how other cultures are like. ⠀ With about 28 hours spent on coding this and countless more on the hardware, ideation, documentation, admin and much more, I managed to clench first place in the competition. I also feel that the current state of the app is satisfactory as a prototype. ⠀ Even though quite buggy and somewhat unstable, I would potentially update the project near the end of the year, until then i would be moving onto other projects! I hope yall find this attempt at preserving culture with technology meaningful, fun or at least interesting, thanks for reading!", "repo": "https://github.com/vensah-dev/wro-project", "demo": "https://vensah.dev/wro-project"}]...
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[{"post_id": 64843, "ts": "202 [{"post_id": 64843, "ts": "2026-09-09T15:14:56Z", "hours": 5.7175, "text": "Added: Made all the songs more stable and lenient in detection for compete mode (took up a lot of time) added fun facts for each mode Made the select mode have a bg The grading system us revised to work on score rather than accuracy percentage Leaderboard badges"}, {"post_id": 64145, "ts": "2026-09-08T10:50:22Z", "hours": 12.1842, "text": "Features added: Working main menu page hosted on github itself to try ability to send serial input to an ESP controlled robot doll Additional Screen Effects added Leaderboards system to help compete mode"}, {"post_id": 48892, "ts": "2026-08-17T13:39:07Z", "hours": 7.9083, "text": "I am working on a dance app for a local competition where the theme is robots meet culture, so the idea is to make a software based dance game that will help users traditional dances and compete with their friends through dancing. Thus far, i have added in the ability to dance to a song and a learn mode which lets you move ur body to the different dance moves at ur own pace. Selection menu to choose song and select whether they wanna learn or dance (compete mode) to that song Soon i will be making compete mode a local 1v1 and add in a main menu like in minecraft for settings, quitting and entering the actual game."}, {"post_id": 28689, "ts": "2026-07-15T02:57:24Z", "hours": 1.7333, "text": "An app where an AI model will be able to detect the movement of body joints to verify if the player is dancing a certain dance. planned features: users can compete with someone else in real life by taking turns doing a certain dance. The ‘accuracy’ of the dance will affect the scoring users can learn how to dance by dancing certain moves until they get it correct current state: currently I have setup the Google MediaPipe Pose Landmarks model to detect realtime body movement, tuned to be able to track well in differig lighting conditions"}]...
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Title: Dance App by @Venkatesh | Stardance
Devlog Title: Dance App by @Venkatesh | Stardance
Devlogs:
An app where an AI model will be able to detect the movement of body joints to verify if the player is dancing a certain dance. planned features: users can compete with someone else in real life by taking turns doing a certain dance. The ‘accuracy’ of the dance will affect the scoring users can learn how to dance by dancing certain moves until they get it correct current state: currently I have setup the Google MediaPipe Pose Landmarks model to detect realtime body movement, tuned to be able to track well in differig lighting conditions
I am working on a dance app for a local competition where the theme is robots meet culture, so the idea is to make a software based dance game that will help users traditional dances and compete with their friends through dancing. Thus far, i have added in the ability to dance to a song and a learn mode which lets you move ur body to the different dance moves at ur own pace. Selection menu to choose song and select whether they wanna learn or dance (compete mode) to that song Soon i will be making compete mode a local 1v1 and add in a main menu like in minecraft for settings, quitting and entering the actual game.
Features added: Working main menu page hosted on github itself to try ability to send serial input to an ESP controlled robot doll Additional Screen Effects added Leaderboards system to help compete mode
Added: Made all the songs more stable and lenient in detection for compete mode (took up a lot of time) added fun facts for each mode Made the select mode have a bg The grading system us revised to work on score rather than accuracy percentage Leaderboard badges
Ships:
Before you guys review this project poorly for the usage of AI, I would wanna make it clear that i still learnt a really good amount of development. At the end of the day software development is about shaping the user experience and design a product that solved the problem and is worth using. I used AI to aid me with the tedious work that would have otherwise been impossible within my timeframe of less than 2 weeks. ⠀ Cutting to the chase this dance game was made for a local competition in my country. The theme for the competition was about how culture can be preserved using technology. The full project also includes a physical arcade style device with a dancing servo robot with 6 joints (excluding knees). ⠀ The goal of the project is to act as an entry point for students in Singapore to learn more about cultural dances in Singapore. I chose to approach the preservation of culture via learning cultural dances as it bypasses any linguistic barriers to make it more widely accessible to better serve as an entry point for younger kids to have at least a faint idea on how other cultures are like. ⠀ With about 28 hours spent on coding this and countless more on the hardware, ideation, documentation, admin and much more, I managed to clench first place in the competition. I also feel that the current state of the app is satisfactory as a prototype. ⠀ Even though quite buggy and somewhat unstable, I would potentially update the project near the end of the year, until then i would be moving onto other projects! I hope yall find this attempt at preserving culture with technology meaningful, fun or at least interesting, thanks for reading!...
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1793004749.259167
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1793091149.259167
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57515
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Web Beats by @lantern | Stardance
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lantern
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1
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37.0
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236
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:38:31Z", "hours": 37.0, "multiplier": 6.45, "payout": 236, "blessing": "neutral", "text": "An interactive, zero-latency browser synthesizer and real-time audio visualizer:- It uses uses native web midi to talk to external keyboards. Reads time-domain audio data straight from an analyser node to draw live, low-latency waveforms. It has release, and filter knobs, then save your setups locally or dump them into a json file to share", "repo": "https://github.com/jigneshphalsawal-cloud/Web-Beats", "demo": "https://jigneshphalsawal-cloud.github.io/Web-Beats/"}]...
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[{"post_id": 66568, "ts": "202 [{"post_id": 66568, "ts": "2026-09-12T12:29:26Z", "hours": 6.2619, "text": "Progress:- Completed the style.css Made the Live visualizer work by connecting analyserNode directly into the Web Audio processing graph. Added 3 modes to change the sounds of the midi 4 effects to change the sound of midi - Volume, Filter cutoff, delay time and delay feedback"}, {"post_id": 65934, "ts": "2026-09-11T12:32:13Z", "hours": 6.2167, "text": "Working on the style.css , had to debug the script the midi buttons were not working…"}, {"post_id": 65312, "ts": "2026-09-10T11:39:47Z", "hours": 9.6836, "text": "style.css in progress"}, {"post_id": 64045, "ts": "2026-09-08T05:31:08Z", "hours": 4.0633, "text": "Finally made the script working after facing some errors , now i will design the site!!"}, {"post_id": 62731, "ts": "2026-09-06T07:10:57Z", "hours": 6.1333, "text": "Progress :- Completed the main format(index.html) of the site. Working on the audio engine script ( this is a little hard step , using online articles to learn more about writing code for this ). -next i will try to get ideas for new features that i can add to the site and style the site"}, {"post_id": 60681, "ts": "2026-09-03T06:38:12Z", "hours": 4.1833, "text": "Working on this new project , its called Web Midi . Its purpose is :- To be able to play notes like midi keyboard but using your key board Customize the tone of the sound like filter cutoff,delay, distortion…etc to be able to record and loop the beats to add more instruments to it It will have a Live visualizer which will react to sounds played"}]...
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Title: Web Beats by @lantern | Stardance
Devlogs: Title: Web Beats by @lantern | Stardance
Devlogs:
Working on this new project , its called Web Midi . Its purpose is :- To be able to play notes like midi keyboard but using your key board Customize the tone of the sound like filter cutoff,delay, distortion…etc to be able to record and loop the beats to add more instruments to it It will have a Live visualizer which will react to sounds played
Progress :- Completed the main format(index.html) of the site. Working on the audio engine script ( this is a little hard step , using online articles to learn more about writing code for this ). -next i will try to get ideas for new features that i can add to the site and style the site
Finally made the script working after facing some errors , now i will design the site!!
style.css in progress
Working on the style.css , had to debug the script the midi buttons were not working…
Progress:- Completed the style.css Made the Live visualizer work by connecting analyserNode directly into the Web Audio processing graph. Added 3 modes to change the sounds of the midi 4 effects to change the sound of midi - Volume, Filter cutoff, delay time and delay feedback
Ships:
An interactive, zero-latency browser synthesizer and real-time audio visualizer:- It uses uses native web midi to talk to external keyboards. Reads time-domain audio data straight from an analyser node to draw live, low-latency waveforms. It has release, and filter knobs, then save your setups locally or dump them into a json file to share...
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1792958078.904945
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1793822078.904945
|
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55126
|
GameID by @yourfiyan | Stardance
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yourfiyan
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:18:08Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Game ID is a gaming ownership and library analytics dashboard, Instead of seeing giant lists of games in a launcher without proper info on how much the account is actually worth? Game ID solves it by taking your official Epic Games account export, then turning it into a dashboard where you see statistical information and understand what your library is actually worth. It has a search option with different views, filter, etc. Everything happens entirely in your browser locally using JSZip and PDF.js to extracts your library and account data and stores the results locally on your device. There is also an example export file in the GitHub repo", "repo": "https://github.com/Yourfiyan/game-id", "demo": "https://yourfiyan.is-a.dev/game-id/app"}]...
|
[{"post_id": 66624, "ts": "202 [{"post_id": 66624, "ts": "2026-09-12T13:59:10Z", "hours": 1.9272, "text": "After a lot of work, the project is finally at a point where I can call it a fully working version and get it ready to publish as an MVP. Unfortunately, I lost most of my recorded working hours. I ended up using another IDE that didn’t have the time counter running, so that work didn’t get tracked. The new update contains: Add your own Epic Games account See how much you’ve saved I have also added a dummy account’s zip export for testing."}, {"post_id": 58707, "ts": "2026-08-31T07:48:46Z", "hours": 15.5328, "text": "so Game ID is a project I’ve been quietly building for a while now. the idea is simple I own games across multiple stores and keep losing track of what I actually have and what’s worth playing. Looking to buy a game, only to find out I already owned it. so I’m building my own read-only intelligence dashboard for my game library. I have tested it against my own game library after importing my games. It cross-references the library with Steam and IGDB, producing enriched records with genres, ratings, release dates, confidence scores, and other metadata. i will be adding a proper import/export system later."}]...
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Title: GameID by @yourfiyan | Stardance
Devlogs:
Title: GameID by @yourfiyan | Stardance
Devlogs:
so Game ID is a project I’ve been quietly building for a while now. the idea is simple I own games across multiple stores and keep losing track of what I actually have and what’s worth playing. Looking to buy a game, only to find out I already owned it. so I’m building my own read-only intelligence dashboard for my game library. I have tested it against my own game library after importing my games. It cross-references the library with Steam and IGDB, producing enriched records with genres, ratings, release dates, confidence scores, and other metadata. i will be adding a proper import/export system later.
After a lot of work, the project is finally at a point where I can call it a fully working version and get it ready to publish as an MVP. Unfortunately, I lost most of my recorded working hours. I ended up using another IDE that didn’t have the time counter running, so that work didn’t get tracked. The new update contains: Add your own Epic Games account See how much you’ve saved I have also added a dummy account’s zip export for testing.
Ships:
Game ID is a gaming ownership and library analytics dashboard, Instead of seeing giant lists of games in a launcher without proper info on how much the account is actually worth? Game ID solves it by taking your official Epic Games account export, then turning it into a dashboard where you see statistical information and understand what your library is actually worth. It has a search option with different views, filter, etc. Everything happens entirely in your browser locally using JSZip and PDF.js to extracts your library and account data and stores the results locally on your device. There is also an example export file in the GitHub repo...
|
1793001175.9698856
|
1793087575.9698856
|
|
61369
|
Article Annotater by @bobafrog282 | Stardance
|
bobafrog282
|
1
|
11.91
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:11:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I, with three other people, created a chrome extension that has the ability to help students around the world! This extension, the Article Annotator, allows you to take notes, have an AI summary, define specific words, and save highlighted/annotated sentences, so that the next time you open up the article, you can see what exactly you wanted to remember! This project allows everything to happen in one tab, rather than switching between many different tabs. There are more updates that I want to create, like a sync to Google Docs for all notes to be transferred! Enjoy, students!", "repo": "https://github.com/normalcivilian0343/ChromeExtensionProject", "demo": "https://github.com/normalcivilian0343/ChromeExtensionProject/releases/tag/v1.0.0"}]...
|
[{"post_id": 80535, "ts": "202 [{"post_id": 80535, "ts": "2026-10-18T02:57:12Z", "hours": 3.1806, "text": "What did I do? Recently, my chrome extension has just stopped working, ever since I finally finished it in the summer, and I don’t know why! It’s super weird and I’m trying to troubleshoot WITHOUT changing too much because I would to preserve the integrity of the project"}, {"post_id": 78920, "ts": "2026-10-12T01:43:57Z", "hours": 0.3083, "text": "What did I do? With AI, I was able to adjust my define feature to make sure that it was functional. However it still isn’t completely functional, I need some minor adjustments, but I have no idea how to get started without any suggestions from AI. What’s next? I’ll ask AI which files to fix and I guess I’ll learn how to code from that!"}, {"post_id": 78521, "ts": "2026-10-11T02:36:49Z", "hours": 0.3072, "text": "What did I do? Still not find the error :("}, {"post_id": 77946, "ts": "2026-10-08T22:07:41Z", "hours": 0.2572, "text": "What did I do? I’m trying to figure out what file works, and which one doesn’t to try to get all the features working"}, {"post_id": 77465, "ts": "2026-10-07T03:18:21Z", "hours": 0.2822, "text": "What did I do? I had two popup.js files, and I tried deleting each one to see what each of them does, and I think they are both crucial, but I figured out the one with the most importance, so now I can analyze what is missing from there and what I should be changing to make this fully functional once again!"}, {"post_id": 77208, "ts": "2026-10-06T03:04:47Z", "hours": 0.2731, "text": "What did I do? I fixed my file, restored it to its original version, and deleted the mess with the branch from last time. What next? Try to troubleshoot my project, either with the help of AI, or simply dissecting code I’ve never seen."}, {"post_id": 76932, "ts": "2026-10-05T03:35:27Z", "hours": 0.3572, "text": "What did I do? I realized I had two popup.js files, and after reviewing my project, one had been human written, troubleshooted with AI, and one had been completely human written. I deleted the AI one and chose the human one, but my features still weren’t working, so it had to be something else, but now I have a version control issue - kinda. What do I need to do next? Figure out all the branches, and how I can fix all these weird issues. Merge issues are very bad"}, {"post_id": 76596, "ts": "2026-10-04T03:31:59Z", "hours": 0.2575, "text": "What did I do? I’m trying to figure out how to make my project work!"}, {"post_id": 76294, "ts": "2026-10-03T03:21:13Z", "hours": 0.2578, "text": "What did I do? Ponder why my AI summary in my extension keeps not working for others! Also, plead that my sticky streak can get restored because of that glitch."}, {"post_id": 76016, "ts": "2026-10-02T02:25:16Z", "hours": 0.2633, "text": "What did I do? Try to restore my sticky streak and ship a projedct that has been rejected for multiple reasons."}, {"post_id": 75763, "ts": "2026-10-01T01:11:22Z", "hours": 0.3983, "text": "What did I do? I tried to fix the errors with the AI summary, because my project keeps getting rejected for different reasons!! Also unrelated, but my hackatime is glitching and I’ve lost my streak!!!"}, {"post_id": 75080, "ts": "2026-09-29T02:51:59Z", "hours": 0.2528, "text": "What did I do? I didn’t really do much!"}, {"post_id": 74734, "ts": "2026-09-28T02:55:06Z", "hours": 0.2625, "text": "What I did? Tried doing the sixth step of the guide again, but it failed, and I don’t have time today to fix it again."}, {"post_id": 72499, "ts": "2026-09-23T02:35:14Z", "hours": 0.2514, "text": "What did I do? I updated the READ.me because the way the extension works is a little different, and then it is assumed to not work, because of it, so I wanted to add some clarification. Also, as seen in the picture, I updated the manifest to create a cool new feature! What’s next? Create a feature where the information you write can easily be transferred into a Google Doc, again, for more connivence."}, {"post_id": 66617, "ts": "2026-09-12T13:51:25Z", "hours": 5.1714, "text": "It is finally functional! After five hours of coding, along with collaborating with an amazing team, this project works! What’s coming next? I want to add a feature where all the annotations can sync with a Google Doc, to make student’s lives a bit easier!"}]...
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Title: Article Annotater by @bobafrog282 | Stardan Title: Article Annotater by @bobafrog282 | Stardance
Devlogs:
It is finally functional! After five hours of coding, along with collaborating with an amazing team, this project works! What’s coming next? I want to add a feature where all the annotations can sync with a Google Doc, to make student’s lives a bit easier!
What did I do? I updated the READ.me because the way the extension works is a little different, and then it is assumed to not work, because of it, so I wanted to add some clarification. Also, as seen in the picture, I updated the manifest to create a cool new feature! What’s next? Create a feature where the information you write can easily be transferred into a Google Doc, again, for more connivence.
What I did? Tried doing the sixth step of the guide again, but it failed, and I don’t have time today to fix it again.
What did I do? I didn’t really do much!
What did I do? I tried to fix the errors with the AI summary, because my project keeps getting rejected for different reasons!! Also unrelated, but my hackatime is glitching and I’ve lost my streak!!!
What did I do? Try to restore my sticky streak and ship a projedct that has been rejected for multiple reasons.
What did I do? Ponder why my AI summary in my extension keeps not working for others! Also, plead that my sticky streak can get restored because of that glitch.
What did I do? I’m trying to figure out how to make my project work!
What did I do? I realized I had two popup.js files, and after reviewing my project, one had been human written, troubleshooted with AI, and one had been completely human written. I deleted the AI one and chose the human one, but my features still weren’t working, so it had to be something else, but now I have a version control issue - kinda. What do I need to do next? Figure out all the branches, and how I can fix all these weird issues. Merge issues are very bad
What did I do? I fixed my file, restored it to its original version, and deleted the mess with the branch from last time. What next? Try to troubleshoot my project, either with the help of AI, or simply dissecting code I’ve never seen.
What did I do? I had two popup.js files, and I tried deleting each one to see what each of them does, and I think they are both crucial, but I figured out the one with the most importance, so now I can analyze what is missing from there and what I should be changing to make this fully functional once again!
What did I do? I’m trying to figure out what file works, and which one doesn’t to try to get all the features working
What did I do? Still not find the error :(
What did I do? With AI, I was able to adjust my define feature to make sure that it was functional. However it still isn’t completely functional, I need some minor adjustments, but I have no idea how to get started without any suggestions from AI. What’s next? I’ll ask AI which files to fix and I guess I’ll learn how to code from that!
What did I do? Recently, my chrome extension has just stopped working, ever since I finally finished it in the summer, and I don’t know why! It’s super weird and I’m trying to troubleshoot WITHOUT changing too much because I would to preserve the integrity of the project
Ships:
I, with three other people, created a chrome extension that has the ability to help students around the world! This extension, the Article Annotator, allows you to take notes, have an AI summary, define specific words, and save highlighted/annotated sentences, so that the next time you open up the article, you can see what exactly you wanted to remember! This project allows everything to happen in one tab, rather than switching between many different tabs. There are more updates that I want to create, like a sync to Google Docs for all notes to be transferred! Enjoy, students!...
|
1793055337.4368691
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1793141737.4368691
|
|
59812
|
Cyber3000 by @Srikar1705 | Stardance
|
Srikar1705
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:08:01Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cyber3000 is a Slack bot made for people obsessed over the 2000s era or who are interested on knowing more about it. This bot brings back a wave of nostalgia and retro technology. Coded in Node.js using Slack’s Bolt Framework, also developed two API Endpoints as part of this project (data formatted in JSON). Commands: /cyber3000-y2ktech - Gives a piece of info about iconic tech devices from the 2000s era. /cyber3000-nostalgia - Drops a nostalgic memory from the 1990s-2010s. /cyber3000-seek - Gives a summary about the keyword entered. /cyber3000-ascii - Converts the given text into ASCII Art and displays it. /cyber3000-advice - Drops a random piece of advice. /cyber3000-help and /cyber3000-ping - Basic commands What I Learnt Thanks to Stardance, I developed my first Slack bot in NodeJS. It was a great experience to express my interests and make a bot on it. Following the guide, writing the code, debugging, writing devlogs and good git commits was a really good journey. For a person like me, who’s very much interested in programming, I loved the idea of proper documentation for a project right from writing my first devlog to what I’m writing now. I learnt many things during the course of developing this bot, especially that coding is not the whole part and presentation is what makes your project the best! Where I Struggled Though this project being my first time writing the code for a Slackbot, I did not feel it to be very tough except for displaying the result from the API Endpoint as a response to the user on Slack, which returned [object Object] and [object Promise] multiple times but I soon learnt the reason behind it and solved it. I also didn’t know where know where to use async and await until my project came to an end. Thanks, Srikar.", "repo": "https://github.com/SRIKAR-B-S-S/Cyber3000", "demo": "https://hackclub.enterprise.slack.com/archives/C0C1MBX3RA8"}]...
|
[{"post_id": 66585, "ts": "202 [{"post_id": 66585, "ts": "2026-09-12T13:03:16Z", "hours": 0.6617, "text": "Devlog 5 - Ephemeral?? I have added all the commands to Cyber3000 which I wanted to and today is the day to run it 24/7 on Nest. I started seting up my bot on Nest from my command prompt, following the guide… And after I’ve done it, I opened Slack to try out my bot, just to get shocked that the responses were only visible to me! Throwback to 3 days ago, while testing my bot on Slack during the time of running my bot locally, I saw that all of it’s responses were ephemeral. I mistook that it was happening because I was running my bot locally. I had to add a line of code for every response in my code to fix it and I edited the index.js file from my command prompt itself using the command nano index.js (Nano is CLI-based text editor) and restarted the container from Nest. Now that everything is fixed, I’ve added the demo url to README.md on my Github Repo. Tested all the commands of my bot again and now I think am sure that my project is ready to be shipped! Do checkout the responses of the bot (it’s not ephemeral anymore!!) 👇🏻"}, {"post_id": 66006, "ts": "2026-09-11T15:00:10Z", "hours": 1.3344, "text": "Devlog 4 - The ASCII Art I was tinkering with my project, wondering which feature to add next. That’s when the ASCII Art came into my mind… For those who don’t know, ASCII was a character encoding standard and ASCII Art was a graphic design technique which used the those characters for art which was widely used during the 80s. I had known this art for a while and for Cyber3000’s theme, I thought it would be very cool to add it. Also added a help command for the bot. Do check out the ASCII Art below!"}, {"post_id": 65373, "ts": "2026-09-10T13:55:55Z", "hours": 1.6611, "text": "Devlog 3 - My Own API Endpoint for Cyber3000 Two days ago, I’ve just read the Hackclub guide on making a Slackbot which uses APIs to retrieve data such as a random cat image or a random joke.. And I found APIs interesting right from the start when I was trying to find a theme for making my Slack bot. I did some research on how basic API Endpoints work and how they retrieve and manage data formatted in JSON. Today, I started gathering a lot of information about 2000s tech and nostalgic memories of the 1990s-2010s(early) era and I have made two JSON files with the data from which my bot can retrieve the info and drop a random info. about 2000s tech or a nostalgic memory. Though I was not born in that era, I’m definitely very fond of it. I have added two commands for the above: /cyber3000-y2ktech /cyber3000-nostalgia Below attached are their screenshots:"}, {"post_id": 65247, "ts": "2026-09-10T07:38:40Z", "hours": 1.5194, "text": "Devlog 2 - The Seek Command Thought of adding a command which gives a summary of any keyword entered and went for the DuckDuckGO API. Struggled with catching the proper part I needed from the API and displaying it to the user. As the it returned a lot of information about the keyword(such as links and a lot of specifications related to it), I had to filter the result only to get the short summary. The bot was replying with [object Promise] until I realised that I’ve missed await when calling the function. The silly part was I’ve entered = instead of === in an if statement. Sorted everything at the end! The Seek Command! 👇🏻"}, {"post_id": 64934, "ts": "2026-09-09T17:35:42Z", "hours": 0.7225, "text": "Devlog 1 - The First Commit Started with setting up my bot on Slack API website and wrote the boilerplate code for the bot on VSC in Node.js. Thanks to the Hackclub guide on making a Slack bot, it made my work easy. Struggled with testing my bot on Slack channel until I realised that my ‘node index.js’ was not running on my Terminal. Added a ‘/cyber3000-advice’ command which fetches a random advice from the AdviceSlip API Lastly, committed everything into my Github Repo The advice command:"}]...
|
Title: Cyber3000 by @Srikar1705 | Stardance
Devlo Title: Cyber3000 by @Srikar1705 | Stardance
Devlogs:
Devlog 1 - The First Commit Started with setting up my bot on Slack API website and wrote the boilerplate code for the bot on VSC in Node.js. Thanks to the Hackclub guide on making a Slack bot, it made my work easy. Struggled with testing my bot on Slack channel until I realised that my ‘node index.js’ was not running on my Terminal. Added a ‘/cyber3000-advice’ command which fetches a random advice from the AdviceSlip API Lastly, committed everything into my Github Repo The advice command:
Devlog 2 - The Seek Command Thought of adding a command which gives a summary of any keyword entered and went for the DuckDuckGO API. Struggled with catching the proper part I needed from the API and displaying it to the user. As the it returned a lot of information about the keyword(such as links and a lot of specifications related to it), I had to filter the result only to get the short summary. The bot was replying with [object Promise] until I realised that I’ve missed await when calling the function. The silly part was I’ve entered = instead of === in an if statement. Sorted everything at the end! The Seek Command! 👇🏻
Devlog 3 - My Own API Endpoint for Cyber3000 Two days ago, I’ve just read the Hackclub guide on making a Slackbot which uses APIs to retrieve data such as a random cat image or a random joke.. And I found APIs interesting right from the start when I was trying to find a theme for making my Slack bot. I did some research on how basic API Endpoints work and how they retrieve and manage data formatted in JSON. Today, I started gathering a lot of information about 2000s tech and nostalgic memories of the 1990s-2010s(early) era and I have made two JSON files with the data from which my bot can retrieve the info and drop a random info. about 2000s tech or a nostalgic memory. Though I was not born in that era, I’m definitely very fond of it. I have added two commands for the above: /cyber3000-y2ktech /cyber3000-nostalgia Below attached are their screenshots:
Devlog 4 - The ASCII Art I was tinkering with my project, wondering which feature to add next. That’s when the ASCII Art came into my mind… For those who don’t know, ASCII was a character encoding standard and ASCII Art was a graphic design technique which used the those characters for art which was widely used during the 80s. I had known this art for a while and for Cyber3000’s theme, I thought it would be very cool to add it. Also added a help command for the bot. Do check out the ASCII Art below!
Devlog 5 - Ephemeral?? I have added all the commands to Cyber3000 which I wanted to and today is the day to run it 24/7 on Nest. I started seting up my bot on Nest from my command prompt, following the guide… And after I’ve done it, I opened Slack to try out my bot, just to get shocked that the responses were only visible to me! Throwback to 3 days ago, while testing my bot on Slack during the time of running my bot locally, I saw that all of it’s responses were ephemeral. I mistook that it was happening because I was running my bot locally. I had to add a line of code for every response in my code to fix it and I edited the index.js file from my command prompt itself using the command nano index.js (Nano is CLI-based text editor) and restarted the container from Nest. Now that everything is fixed, I’ve added the demo url to README.md on my Github Repo. Tested all the commands of my bot again and now I think am sure that my project is ready to be shipped! Do checkout the responses of the bot (it’s not ephemeral anymore!!) 👇🏻
Ships:
Cyber3000 is a Slack bot made for people obsessed over the 2000s era or who are interested on knowing more about it. This bot brings back a wave of nostalgia and retro technology. Coded in Node.js using Slack’s Bolt Framework, also developed two API Endpoints as part of this project (data formatted in JSON). Commands: /cyber3000-y2ktech - Gives a piece of info about iconic tech devices from the 2000s era. /cyber3000-nostalgia - Drops a nostalgic memory from the 1990s-2010s. /cyber3000-seek - Gives a summary about the keyword entered. /cyber3000-ascii - Converts the given text into ASCII Art and displays it. /cyber3000-advice - Drops a random piece of advice. /cyber3000-help and /cyber3000-ping - Basic commands What I Learnt Thanks to Stardance, I developed my first Slack bot in NodeJS. It was a great experience to express my interests and make a bot on it. Following the guide, writing the code, debugging, writing devlogs and good git commits was a really good journey. For a person like me, who’s very much interested in programming, I loved the idea of proper documentation for a project right from writing my first devlog to what I’m writing now. I learnt many things during the course of developing this bot, especially that coding is not the whole part and presentation is what makes your project the best! Where I Struggled Though this project being my first time writing the code for a Slackbot, I did not feel it to be very tough except for displaying the result from the API Endpoint as a response to the user on Slack, which returned [object Object] and [object Promise] multiple times but I soon learnt the reason behind it and solved it. I also didn’t know where know where to use async and await until my project came to an end. Thanks, Srikar....
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1793055084.6645055
|
1793141484.6645055
|
|
57805
|
Macro pad from scratch by @Abis-Aman | Stardance
|
Abis-Aman
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:06:59Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made a macropad fully from scartch like from switch to case the only think that is not custom is the esp82 and the reason that it is not builded in ki cad or somthing like that is dues me not havimg a pc at first i was stuck on the switch design then i looked online and got some i deas and moddified it to be more simple the second problem was after the upload the esp wont connect to modem but with some thing i fixed it like not fixing it i found that the problem was parental control on wifi so qith some little talk which tuke me 3 days i finally soaped my mother to allow the macropad the main problem of mine is me not having that much support form my family and if u gusys wanna know more read my read me file qjich is not also that great 😁😁", "repo": "https://github.com/AbisAman-Dev/Macro-pad-from-scratch", "demo": ""}]...
|
[{"post_id": 64337, "ts": "202 [{"post_id": 64337, "ts": "2026-09-08T17:13:46Z", "hours": 0.2833, "text": "**Dev log 16: ** so guys iam happy to announce that i habe findished my macropad from scratch project and afyer this post i will ship it. And thtnks for all for supporting me from the fist devlog i realy appreciate that"}, {"post_id": 64262, "ts": "2026-09-08T15:10:41Z", "hours": 0.4, "text": "Dev log 15 : So iam happy to announce to you guys that the building of macropad is finished even though not fully covere on top the top cover wont fit as it will remove the movement of switches now i need to make github page and read me.and one more thing do you guys know like what ishould add in my github repo for this project"}, {"post_id": 64246, "ts": "2026-09-08T14:40:40Z", "hours": 0.5, "text": "**Dev log 14: iam still building the case and it looked kind of sick"}, {"post_id": 64224, "ts": "2026-09-08T14:04:55Z", "hours": 0.3375, "text": "Dev log 13: so this is just me trying to build the case😁😁"}, {"post_id": 64184, "ts": "2026-09-08T12:33:47Z", "hours": 0.4483, "text": "So after many cutting and wiring the part of connection and electronics is over now only the frame build is left"}, {"post_id": 63516, "ts": "2026-09-07T12:47:47Z", "hours": 0.3, "text": "S now the base is done the only part left is the cover or to finish the case and the coding on esp"}, {"post_id": 63048, "ts": "2026-09-06T16:54:31Z", "hours": 0.3167, "text": "Dev log 10 : so i finished the first four switcjes and due to mma calling me for food iam stoppig here"}, {"post_id": 63032, "ts": "2026-09-06T16:31:55Z", "hours": 0.5833, "text": "Dev log-9 : so i started doig the base o the micro pad and it realy workd as i expected"}, {"post_id": 63001, "ts": "2026-09-06T15:54:07Z", "hours": 0.6167, "text": "Dev log -8 : so to clarify the reason why iam doing dev log very quickly or with little gap is that the phone can be taken at any time ad iam scared that the time would not sync so that why"}, {"post_id": 62954, "ts": "2026-09-06T14:51:16Z", "hours": 0.4, "text": "Dev log -7 started building the swithes full with function in the post space i dont know why but cant click enter"}, {"post_id": 62903, "ts": "2026-09-06T13:11:06Z", "hours": 0.6, "text": "Dev log-6 Done the electrinical and mechanical parts of a switch and it really worked iam really happy 😁"}, {"post_id": 62880, "ts": "2026-09-06T12:31:36Z", "hours": 0.45, "text": "Dev log-5 Finished all the switches Only frame"}, {"post_id": 62856, "ts": "2026-09-06T11:57:02Z", "hours": 0.4, "text": "Dev log-4 2 new switche frames"}, {"post_id": 62739, "ts": "2026-09-06T07:51:12Z", "hours": 0.3864, "text": "Dev log-3 Just made the switch deaign good"}, {"post_id": 62164, "ts": "2026-09-05T12:54:09Z", "hours": 0.6008, "text": "Dev log -2 So there a big problem and iam very sad about that the thing is i started recording 2 and a half hours ago but the 2 hours hadnt been shot i dont know why buy when i checked after 2 hours the thing was still zero min yeah in that time i had deawn a diagram of the switch and designed it the right set is the one first one i built in the 2 hoirs which had not been shot and the left set is the one that i made after it it took 34mintunes and the above devlog in that the time i clicked was miscricked to another project named my awsome macropad due to its same kind of name now that thing has a four minute vs code which i had done with codespace setup time so that a thing too and if anyof u gays have any suggestions on simplifying the switch model give a comment i reads it every time"}, {"post_id": 60839, "ts": "2026-09-03T13:47:59Z", "hours": 0.5897, "text": "Dev log - 1 So I started designing the macro pad on paper it real became a good better than I expected"}]...
|
Title: Macro pad from scratch by @Abis-Aman | Star Title: Macro pad from scratch by @Abis-Aman | Stardance
Devlogs:
Dev log - 1 So I started designing the macro pad on paper it real became a good better than I expected
Dev log -2 So there a big problem and iam very sad about that the thing is i started recording 2 and a half hours ago but the 2 hours hadnt been shot i dont know why buy when i checked after 2 hours the thing was still zero min yeah in that time i had deawn a diagram of the switch and designed it the right set is the one first one i built in the 2 hoirs which had not been shot and the left set is the one that i made after it it took 34mintunes and the above devlog in that the time i clicked was miscricked to another project named my awsome macropad due to its same kind of name now that thing has a four minute vs code which i had done with codespace setup time so that a thing too and if anyof u gays have any suggestions on simplifying the switch model give a comment i reads it every time
Dev log-3 Just made the switch deaign good
Dev log-4 2 new switche frames
Dev log-5 Finished all the switches Only frame
Dev log-6 Done the electrinical and mechanical parts of a switch and it really worked iam really happy 😁
Dev log -7 started building the swithes full with function in the post space i dont know why but cant click enter
Dev log -8 : so to clarify the reason why iam doing dev log very quickly or with little gap is that the phone can be taken at any time ad iam scared that the time would not sync so that why
Dev log-9 : so i started doig the base o the micro pad and it realy workd as i expected
Dev log 10 : so i finished the first four switcjes and due to mma calling me for food iam stoppig here
S now the base is done the only part left is the cover or to finish the case and the coding on esp
So after many cutting and wiring the part of connection and electronics is over now only the frame build is left
Dev log 13: so this is just me trying to build the case😁😁
**Dev log 14: iam still building the case and it looked kind of sick
Dev log 15 : So iam happy to announce to you guys that the building of macropad is finished even though not fully covere on top the top cover wont fit as it will remove the movement of switches now i need to make github page and read me.and one more thing do you guys know like what ishould add in my github repo for this project
**Dev log 16: ** so guys iam happy to announce that i habe findished my macropad from scratch project and afyer this post i will ship it. And thtnks for all for supporting me from the fist devlog i realy appreciate that
Ships:
So i made a macropad fully from scartch like from switch to case the only think that is not custom is the esp82 and the reason that it is not builded in ki cad or somthing like that is dues me not havimg a pc at first i was stuck on the switch design then i looked online and got some i deas and moddified it to be more simple the second problem was after the upload the esp wont connect to modem but with some thing i fixed it like not fixing it i found that the problem was parental control on wifi so qith some little talk which tuke me 3 days i finally soaped my mother to allow the macropad the main problem of mine is me not having that much support form my family and if u gusys wanna know more read my read me file qjich is not also that great 😁😁...
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1793005021.1086633
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1793091421.1086633
|
|
43430
|
Succend App by @Ashishdantinapalli | Stardance
|
Ashishdantinapalli
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:48:34Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have just started to make my landing site. I had used AI to make me an initial foundation, but I didn’t like a few of those components, so I decided to exchange that base code of my own code to make a landing site that appears more like a landing site for a good web application. As of right now none of the navbar links seem to work, but I’m as of right now coding them, so soon those links will start to work. If any of you are trying to test my landing site and try to login, it is probably not recommended as I don’t have a database or a backend yet, I have started with the frontend first. So once I’m done with my frontend, I will move onto my backend and database. The logo and the theme in the landing site, were by me, I spent a long time creating and deciding on a logo that would be ideal for me and my app Succend. But I’m still in the starting phases only, once I complete my web application which would be my MVP version, but later I will make a mobile version of it.", "repo": "https://github.com/ashishdantinapalli-star/succend-web", "demo": "https://succend-web.vercel.app/"}]...
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[{"post_id": 78494, "ts": "202 [{"post_id": 78494, "ts": "2026-10-10T23:26:51Z", "hours": 4.9967, "text": "Succend Landing Site Welcome back to Succend. So basically last time I had used an AI generated base for building my landing site, so I don’t have to take too long to build everything from scratch. So as you can see here, I’ve successfully accomplished a few things like the background, and light and dark mode. I made a liquid-like background that has blobs that will slowly follow the mouse. I made this background to make the landing site look better, and overall more cool for a game-like app. I have also added a dark and light mode, so users that view my landing site can change the color to their liking. I did have a lot of errors, meaning at a point the liquid-background only worked on the header or the footer, or the cards in the other sections wouldn’t show up. I did use a little bit of AI to do some of the frontend, since I was a little confused about how I can make a proper flowlike background, and I also used it to debug anything I wasn’t sure how to. After this devpost, I will go back to coding, and add a few more features. I was actually designing the ranks that will appear on the leaderboard on the landing site, and I happen to decide on creating 42 entire ranks. So once I’m done designing at least 20 of those ranks, then I’ll proceed to recreate the leveling cards that appear on the homescreen, to better fit my app’s theme. Thank you for following along with my devpost!"}, {"post_id": 62965, "ts": "2026-09-06T15:12:03Z", "hours": 4.8697, "text": "I’m building my app called Succend. Succend is supposed to be a gamified experience where a user gets levels if they complete their everyday goals. I used a little bit of AI to build me a bit of the initial foundation for my web application so I can build my actual app on top of it. I used Typescript for the application code, React for building the UI. I had several errors that I came across while I was trying to make the navigation bar more animated, and to make it move while we scroll down the page. Working on such errors helped me understand how different components of the application interact better. The other links that can be seen on the navigation bar are as of now, not functioning yet, as I need to add components to each of those pages to make them functional. I believe in the next few days I’ll be able to make my entire landing site functional, and be able to get started on my actual web application where we sign up, and get an account, and make goals, where we can gain xp and levels."}]...
|
Title: Succend App by @Ashishdantinapalli | Starda Title: Succend App by @Ashishdantinapalli | Stardance
Devlogs:
I’m building my app called Succend. Succend is supposed to be a gamified experience where a user gets levels if they complete their everyday goals. I used a little bit of AI to build me a bit of the initial foundation for my web application so I can build my actual app on top of it. I used Typescript for the application code, React for building the UI. I had several errors that I came across while I was trying to make the navigation bar more animated, and to make it move while we scroll down the page. Working on such errors helped me understand how different components of the application interact better. The other links that can be seen on the navigation bar are as of now, not functioning yet, as I need to add components to each of those pages to make them functional. I believe in the next few days I’ll be able to make my entire landing site functional, and be able to get started on my actual web application where we sign up, and get an account, and make goals, where we can gain xp and levels.
Succend Landing Site Welcome back to Succend. So basically last time I had used an AI generated base for building my landing site, so I don’t have to take too long to build everything from scratch. So as you can see here, I’ve successfully accomplished a few things like the background, and light and dark mode. I made a liquid-like background that has blobs that will slowly follow the mouse. I made this background to make the landing site look better, and overall more cool for a game-like app. I have also added a dark and light mode, so users that view my landing site can change the color to their liking. I did have a lot of errors, meaning at a point the liquid-background only worked on the header or the footer, or the cards in the other sections wouldn’t show up. I did use a little bit of AI to do some of the frontend, since I was a little confused about how I can make a proper flowlike background, and I also used it to debug anything I wasn’t sure how to. After this devpost, I will go back to coding, and add a few more features. I was actually designing the ranks that will appear on the leaderboard on the landing site, and I happen to decide on creating 42 entire ranks. So once I’m done designing at least 20 of those ranks, then I’ll proceed to recreate the leveling cards that appear on the homescreen, to better fit my app’s theme. Thank you for following along with my devpost!
Ships:
I have just started to make my landing site. I had used AI to make me an initial foundation, but I didn’t like a few of those components, so I decided to exchange that base code of my own code to make a landing site that appears more like a landing site for a good web application. As of right now none of the navbar links seem to work, but I’m as of right now coding them, so soon those links will start to work. If any of you are trying to test my landing site and try to login, it is probably not recommended as I don’t have a database or a backend yet, I have started with the frontend first. So once I’m done with my frontend, I will move onto my backend and database. The logo and the theme in the landing site, were by me, I spent a long time creating and deciding on a logo that would be ideal for me and my app Succend. But I’m still in the starting phases only, once I complete my web application which would be my MVP version, but later I will make a mobile version of it....
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1793004594.5294173
|
1793090994.5294173
|
|
14359
|
AuraCare CRM by @AuraZod | Stardance
|
AuraZod
|
1
|
55.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:45:13Z", "hours": 55.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built AuraCare CRM — a fast, lightweight healthcare and clinic management system. Most hospital software is clunky, slow, and painful to look at, so I wanted to make something modern that actually feels good to use for daily clinic rounds. It’s split into an Express.js REST API hosted on a Linux VPS behind a Cloudflare tunnel, a React 18 + Vite dashboard with Tailwind CSS and Radix UI primitives, and packaged as an Electron desktop app for clinic workstations. It covers the complete clinical flow across 6 roles (Super Admin, Admin, Doctor, Receptionist, Pharmacy, and Diagnostics) — from patient check-in and live queues to digital prescriptions, lab orders, inventory management, and PDF invoices. The most challenging part was session management and granular RBAC. In real clinics, doctors get interrupted constantly; standard 15-minute JWT timeouts were kicking them out mid-consultation. I built a 30-day extended session architecture with rolling token renewals and inactivity tracking, while ensuring cross-department data (like an Rx immediately updating pharmacy stock and billing) flows seamlessly. I’m most proud of the UI responsiveness — it switches views instantly and feels smooth, even with dark mode and live charts. To test it out: Open the live web app: https://auracare-gamma.vercel.app On the login page, click the “Sandbox Demo Login” button — you can pick any role (Doctor, Receptionist, Admin, etc.) to jump straight in without signing up! Windows desktop installer is also available in the GitHub releases: https://github.com/AuraZod/AuraCare-CRM/releases", "repo": "https://github.com/AuraZod/AuraCare-CRM", "demo": "https://auracare-gamma.vercel.app"}]...
|
[{"post_id": 66544, "ts": "202 [{"post_id": 66544, "ts": "2026-09-12T12:00:34Z", "hours": 22.8506, "text": "I had medical issues and couldn’t post more devlogs moving forward, neither I was able to finish the entire project to be supported in multiple platforms, but i’ve still made the web and desktop version of this project…….."}, {"post_id": 8123, "ts": "2026-06-13T15:48:23Z", "hours": 6.5056, "text": "Devlog 9 finally done. literally coding until my fingers are numb. completed the entire crm frontend and the desktop wrapper is fully functional. no more mock gaps or missing files. here is the breakdown of what happened: frontend modules (crmfrontend): finished the pharmacy inventory page (pharmacyinventory.tsx). it handles full batch tracking, manufacturing/expiry dates, cost/selling price margins, gst calculation (5%, 12%, 18%), and hsn codes. also threw in reorder level alerts when stock drops below threshold. built out pharmacybilling.tsx from scratch. doctors write rx, pharmacist pulls it, builds the bill with automatic gst and prints receipt. made pharmacycustomers.tsx to track loyalty points, lifetime spend, and outstanding balances. has a quick reminder trigger. wrote pharmacyprescriptions.tsx to handle the incoming doctor prescription queues. pharmacists can do complete or partial dispensing if we are short on stock. added pharmacypurchase.tsx for restock orders and supplier inventory ingestion. built pharmacyreports.tsx for tracking medicine usage patterns and monthly sales dashboards. all routes are auth-locked in app.tsx using role-based routing policies (doctor, pharmacist, receptionist, admin, super-admin). styling is built using vanilla tailwind classes alongside shadcn UI components like dialogs, tables, and dropdown menus for layout consistency. data fetching is managed using tanstack react-query to cache active lists and handles state mutators for adding/editing items. toast notifications via sonner trigger real-time updates for pharmacy sales completions and out of stock warnings. integrated standard currency formatters to display indian rupee values properly in all tables. desktop wrapper (auracaredesktop): spun up electron setup. main.js manages window dimensions (1400x900 min, resizable) and ipc communication channels. preload.js sets up contextbridge and ipcrenderer exposing window controls safely without opening nodeintegration. connection strategy: in dev, package.json uses concurrently and wait-on to launch the frontend dev server on port 8080 and then point the electron browser window loadurl to localhost:8080. for prod, we run electron-builder which bundles our assets. npm build script builds the react frontend, copies dist to desktop/frontend-dist, and main.js loads it locally via loadfile. configured cross-platform packaging target options for windows (nsis installer, portable executables), mac (dmg, zip), and linux (appimage, deb) in package.json. added native OS window hooks for minimized, maximized, and close events so client-side buttons in the custom titlebar work. added shell handler for opening external web links in native browser instead of electron window. assets folder holds local icons configured for specific OS packing rules (ico, icns, png). how it connects: the desktop shell is just a container running our react client, which talks to the node/express backend via api client calls to VITE_API_URL. ipc communication checks the app version and process platform. window actions (minimize, maximize, close) are wired back to the ipcMain handler. if backend is unreachable, the API services default to local mock fallback data so the app does not freeze. auth tokens are saved in localstorage inside the web view which carries over across app launches. took way too long to align the dist copy paths in the build script. had a dumb bug where frontend-dist was missing and loading a blank screen, but fixed the cp target path. compilation is completely green now. going to collapse."}, {"post_id": 7129, "ts": "2026-06-11T22:13:59Z", "hours": 9.46, "text": "Devlog 8 coded for 10 hours straight. brain is absolutely fried but got most of the core pages done. the lopsided progress is finally balancing out. frontend is starting to talk to the backend client. made some serious headway: user-management.tsx: admin controls, user activity graphs, and session tracking. shows average response times and role badges. billing-finance.tsx: invoice lists, revenue breakdowns (upi, cash, card), stats, and mock trends. pharmacy/pharmacy-customers.tsx: mapped patients to pharmacy profiles. tracked loyalty points and total amount spent, plus warning badges for outstanding dues. app.tsx: wired up all the protected routes and role permissions. admins, doctors, pharmacists all see different stuff now. what’s left: pharmacy-inventory.tsx is half-baked. literally stopped at line 65 state declaration because i needed a break. need to add medicine batch dialogs, GST calculations, and stock levels. missing pharmacy-prescriptions.tsx, pharmacy-purchase.tsx, and pharmacy-reports.tsx files completely. they’re imported in app.tsx but the files don’t exist on disk yet. build will crash if i try to compile right now. actual integrations testing with the express backend. right now it falls back to mock data if the local server isn’t running. need to build the electron wrapper for desktop and expo for mobile later. everything is coming together. the app finally feels like a real crm instead of just a bunch of empty files. going to sleep now. Project Screenshot The attached screenshot is ai generated as the final devlog will contain demo link to try website yourselves."}, {"post_id": 6673, "ts": "2026-06-11T05:40:01Z", "hours": 4.5169, "text": "Devlog 7 Worked a lot more on it and progress so far : Chart Checkbox Collapsible Command Context menu Dialog Drawer Dropdown Menu Form Hover Card Input otp Input Label Menubar Navigation Menu Pagination Popover Progress Radio Group Resizable Scroll Area Select Separator Sheet Sidebar, Skeleton, Slider, Sonnar, Switch, Table Tabs, Text Area, Toast, Toaster, Toggle-Group, toggle, Tooltip Use toast, Roles, auth context, use mobile, use toasts, use debounce Api, utils, Analytics, appointments billing, billing finances, compliance security."}, {"post_id": 6172, "ts": "2026-06-10T11:41:12Z", "hours": 1.4475, "text": "Devlog 6 So far so good, made a whole lot of progress : Overall Dashboard Layout completed Header, Sidebar, Accordion created Alert Dialog, Alerts & Aspect ratio completed. Avatar, Badge, Breadcrumbs Buttons Calendar Cards Carousel. around 20% frontend work finished."}, {"post_id": 6138, "ts": "2026-06-10T10:13:18Z", "hours": 1.2061, "text": "Devlog 5 Progress so far : Finished Doctor Dashboard Pharmacy Dashboard Receptionist Dashboard SuperAdmin Dashboard (In progress)"}, {"post_id": 6115, "ts": "2026-06-10T09:00:37Z", "hours": 1.4219, "text": "Devlog 4 Okay so progress so far : Built the login system flow. Defined the different variations of dashboard based on role. Admin Dashboard menu. Controls for each role seperately divided. Functionalities : added search patients functionality. Appointments list design and function. Modules overview Quick Actions Revenue Charts StatsCard Upcoming reminders Admin Dashboard Diagnostic Dashboard Doctor Dashboard For now everything is just plain frontend that contains mock data and no actual working. will take more work to finish this."}, {"post_id": 6091, "ts": "2026-06-10T07:36:38Z", "hours": 1.64, "text": "Devlog 3 Looking so far so good. worked for about 1 & half hour now and it’s looking promising. worked on login page and menu design and style (will improve more with theme customization). Worked on role management and how each role will be handled differently. Found out bugs here and there, will fix after i’m done with creating the dashboard menu and style. It still needs about 10-15hrs of code based on the speed i’m working with (not sure if it’s less or more). Debugging and implementing new features will also require time."}, {"post_id": 6059, "ts": "2026-06-10T05:44:12Z", "hours": 4.1136, "text": "Devlog 2 Been Working for whole night with backend. I have made quite a lot of progress, so far so good. Almost everything that backend will need to operate is done and what’s left of it is to actually test it out. Now after a few more checks i’ll get ahead to code the actual frontend and the design of site. After the frontend is entirely created, i’ll test out all the backend functions and see if those works or not & if needed I might’ve to work on backend too as I go along this road……….."}, {"post_id": 5758, "ts": "2026-06-09T17:36:17Z", "hours": 1.6689, "text": "Devlog 1 Needed a crm that actually works for hospitals without the usual bloat. decided to split it into clean micro-services: node/express backend, react front, electron for desktop, and expo for mobile. most of the core structure is there but progress is pretty lopsided. spent a bit of time spinning up the backend and database routes, barely touched the actual frontend pages. focus is to get all the backend api endpoints and role validations completely solid before moving on to the ui. cross-device communication is just going to be rest calls to the centralized node server."}]...
|
Title: AuraCare CRM by @AuraZod | Stardance
Devlo Title: AuraCare CRM by @AuraZod | Stardance
Devlogs:
Devlog 1 Needed a crm that actually works for hospitals without the usual bloat. decided to split it into clean micro-services: node/express backend, react front, electron for desktop, and expo for mobile. most of the core structure is there but progress is pretty lopsided. spent a bit of time spinning up the backend and database routes, barely touched the actual frontend pages. focus is to get all the backend api endpoints and role validations completely solid before moving on to the ui. cross-device communication is just going to be rest calls to the centralized node server.
Devlog 2 Been Working for whole night with backend. I have made quite a lot of progress, so far so good. Almost everything that backend will need to operate is done and what’s left of it is to actually test it out. Now after a few more checks i’ll get ahead to code the actual frontend and the design of site. After the frontend is entirely created, i’ll test out all the backend functions and see if those works or not & if needed I might’ve to work on backend too as I go along this road………..
Devlog 3 Looking so far so good. worked for about 1 & half hour now and it’s looking promising. worked on login page and menu design and style (will improve more with theme customization). Worked on role management and how each role will be handled differently. Found out bugs here and there, will fix after i’m done with creating the dashboard menu and style. It still needs about 10-15hrs of code based on the speed i’m working with (not sure if it’s less or more). Debugging and implementing new features will also require time.
Devlog 4 Okay so progress so far : Built the login system flow. Defined the different variations of dashboard based on role. Admin Dashboard menu. Controls for each role seperately divided. Functionalities : added search patients functionality. Appointments list design and function. Modules overview Quick Actions Revenue Charts StatsCard Upcoming reminders Admin Dashboard Diagnostic Dashboard Doctor Dashboard For now everything is just plain frontend that contains mock data and no actual working. will take more work to finish this.
Devlog 5 Progress so far : Finished Doctor Dashboard Pharmacy Dashboard Receptionist Dashboard SuperAdmin Dashboard (In progress)
Devlog 6 So far so good, made a whole lot of progress : Overall Dashboard Layout completed Header, Sidebar, Accordion created Alert Dialog, Alerts & Aspect ratio completed. Avatar, Badge, Breadcrumbs Buttons Calendar Cards Carousel. around 20% frontend work finished.
Devlog 7 Worked a lot more on it and progress so far : Chart Checkbox Collapsible Command Context menu Dialog Drawer Dropdown Menu Form Hover Card Input otp Input Label Menubar Navigation Menu Pagination Popover Progress Radio Group Resizable Scroll Area Select Separator Sheet Sidebar, Skeleton, Slider, Sonnar, Switch, Table Tabs, Text Area, Toast, Toaster, Toggle-Group, toggle, Tooltip Use toast, Roles, auth context, use mobile, use toasts, use debounce Api, utils, Analytics, appointments billing, billing finances, compliance security.
Devlog 8 coded for 10 hours straight. brain is absolutely fried but got most of the core pages done. the lopsided progress is finally balancing out. frontend is starting to talk to the backend client. made some serious headway: user-management.tsx: admin controls, user activity graphs, and session tracking. shows average response times and role badges. billing-finance.tsx: invoice lists, revenue breakdowns (upi, cash, card), stats, and mock trends. pharmacy/pharmacy-customers.tsx: mapped patients to pharmacy profiles. tracked loyalty points and total amount spent, plus warning badges for outstanding dues. app.tsx: wired up all the protected routes and role permissions. admins, doctors, pharmacists all see different stuff now. what’s left: pharmacy-inventory.tsx is half-baked. literally stopped at line 65 state declaration because i needed a break. need to add medicine batch dialogs, GST calculations, and stock levels. missing pharmacy-prescriptions.tsx, pharmacy-purchase.tsx, and pharmacy-reports.tsx files completely. they’re imported in app.tsx but the files don’t exist on disk yet. build will crash if i try to compile right now. actual integrations testing with the express backend. right now it falls back to mock data if the local server isn’t running. need to build the electron wrapper for desktop and expo for mobile later. everything is coming together. the app finally feels like a real crm instead of just a bunch of empty files. going to sleep now. Project Screenshot The attached screenshot is ai generated as the final devlog will contain demo link to try website yourselves.
Devlog 9 finally done. literally coding until my fingers are numb. completed the entire crm frontend and the desktop wrapper is fully functional. no more mock gaps or missing files. here is the breakdown of what happened: frontend modules (crmfrontend): finished the pharmacy inventory page (pharmacyinventory.tsx). it handles full batch tracking, manufacturing/expiry dates, cost/selling price margins, gst calculation (5%, 12%, 18%), and hsn codes. also threw in reorder level alerts when stock drops below threshold. built out pharmacybilling.tsx from scratch. doctors write rx, pharmacist pulls it, builds the bill with automatic gst and prints receipt. made pharmacycustomers.tsx to track loyalty points, lifetime spend, and outstanding balances. has a quick reminder trigger. wrote pharmacyprescriptions.tsx to handle the incoming doctor prescription queues. pharmacists can do complete or partial dispensing if we are short on stock. added pharmacypurchase.tsx for restock orders and supplier inventory ingestion. built pharmacyreports.tsx for tracking medicine usage patterns and monthly sales dashboards. all routes are auth-locked in app.tsx using role-based routing policies (doctor, pharmacist, receptionist, admin, super-admin). styling is built using vanilla tailwind classes alongside shadcn UI components like dialogs, tables, and dropdown menus for layout consistency. data fetching is managed using tanstack react-query to cache active lists and handles state mutators for adding/editing items. toast notifications via sonner trigger real-time updates for pharmacy sales completions and out of stock warnings. integrated standard currency formatters to display indian rupee values properly in all tables. desktop wrapper (auracaredesktop): spun up electron setup. main.js manages window dimensions (1400x900 min, resizable) and ipc communication channels. preload.js sets up contextbridge and ipcrenderer exposing window controls safely without opening nodeintegration. connection strategy: in dev, package.json uses concurrently and wait-on to launch the frontend dev server on port 8080 and then point the electron browser window loadurl to localhost:8080. for prod, we run electron-builder which bundles our assets. npm build script builds the react frontend, copies dist to desktop/frontend-dist, and main.js loads it locally via loadfile. configured cross-platform packaging target options for windows (nsis installer, portable executables), mac (dmg, zip), and linux (appimage, deb) in package.json. added native OS window hooks for minimized, maximized, and close events so client-side buttons in the custom titlebar work. added shell handler for opening external web links in native browser instead of electron window. assets folder holds local icons configured for specific OS packing rules (ico, icns, png). how it connects: the desktop shell is just a container running our react client, which talks to the node/express backend via api client calls to VITE_API_URL. ipc communication checks the app version and process platform. window actions (minimize, maximize, close) are wired back to the ipcMain handler. if backend is unreachable, the API services default to local mock fallback data so the app does not freeze. auth tokens are saved in localstorage inside the web view which carries over across app launches. took way too long to align the dist copy paths in the build script. had a dumb bug where frontend-dist was missing and loading a blank screen, but fixed the cp target path. compilation is completely green now. going to collapse.
I had medical issues and couldn’t post more devlogs moving forward, neither I was able to finish the entire project to be supported in multiple platforms, but i’ve still made the web and desktop version of this project……..
Ships:
I built AuraCare CRM — a fast, lightweight healthcare and clinic management system. Most hospital software is clunky, slow, and painful to look at, so I wanted to make something modern that actually feels good to use for daily clinic rounds. It’s split into an Express.js REST API hosted on a Linux VPS behind a Cloudflare tunnel, a React 18 + Vite dashboard with Tailwind CSS and Radix UI primitives, and packaged as an Electron desktop app for clinic workstations. It covers the complete clinical flow across 6 roles (Super Admin, Admin, Doctor, Receptionist, Pharmacy, and Diagnostics) — from patient check-in and live queues to digital prescriptions, lab orders, inventory management, and PDF invoices. The most challenging part was session management and granular RBAC. In real clinics, doctors get interrupted constantly; standard 15-minute JWT timeouts were kicking them out mid-consultation. I built a 30-day extended session architecture with rolling token renewals and inactivity tracking, while ensuring cross-department data (like an Rx immediately updating pharmacy stock and billing) flows seamlessly. I’m most proud of the UI responsiveness — it switches views instantly and feels smooth, even with dark mode and live charts. To test it out: Open the live web app: https://auracare-gamma.vercel.app On the login page, click the “Sandbox Demo Login” button — you can pick any role (Doctor, Receptionist, Admin, etc.) to jump straight in without signing up! Windows desktop installer is also available in the GitHub releases: https://github.com/AuraZod/AuraCare-CRM/releases...
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1793008059.1638594
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1793094459.1638594
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61360
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Capplauncher by @Thepigcat | Stardance
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Thepigcat
|
1
|
10.0
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:41:53Z", "hours": 10.0, "multiplier": 1.96, "payout": 19, "blessing": "neutral", "text": "I made a app menu for linux like wofi that is very simple and terminal-based. It gets rid of many of the issues I had with my previous app menu wofi, like the entries not being sorted alphabetically, search not working at times and so on. The most challenging part was definitely getting the terminal to work and rerouting all the keyboard and mouse events.", "repo": "https://github.com/Thepigcat76/capplauncher", "demo": "https://github.com/Thepigcat76/capplauncher/releases/tag/Initial-Release"}]...
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[{"post_id": 66607, "ts": "202 [{"post_id": 66607, "ts": "2026-09-12T13:36:12Z", "hours": 9.6944, "text": "App is ready to be used - Implemented scrolling, Arrow navigation and launching I finished the app today and I now use it instead of wofi. I added arrow key navigation, scrolling, searching and app launching. Under the hood the program uses my own .ini parser to parse .desktop files, when launching it substitutes the provided exec command with arguments like .desktop file location, translated name, icon…"}]...
|
Title: Capplauncher by @Thepigcat | Stardance
Dev Title: Capplauncher by @Thepigcat | Stardance
Devlogs:
App is ready to be used - Implemented scrolling, Arrow navigation and launching I finished the app today and I now use it instead of wofi. I added arrow key navigation, scrolling, searching and app launching. Under the hood the program uses my own .ini parser to parse .desktop files, when launching it substitutes the provided exec command with arguments like .desktop file location, translated name, icon…
Ships:
I made a app menu for linux like wofi that is very simple and terminal-based. It gets rid of many of the issues I had with my previous app menu wofi, like the entries not being sorted alphabetically, search not working at times and so on. The most challenging part was definitely getting the terminal to work and rerouting all the keyboard and mouse events....
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1793055335.669628
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1793141735.669628
|
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60314
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minecraft item effects mod by @RandomNari | Starda minecraft item effects mod by @RandomNari | Stardance...
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RandomNari
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1
|
2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:40:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Minecraft mod where if you punch mobs/other players with certain items, they get effects(like poison with a pufferfish). While coding, a problem I had for a short while was that you couldn’t give all entities an effect but only living entities but I managed to fix this after a short while by importing LivingEnities and using them for this, since you can put effects on living Entities. The mod is for 26.2 fabric. (There’s like no picture I can think of that would be good to represent this, even on my curseforge/modrinth page I just put a png of a pufferfish so I’ll just put a picture of the uploaded mod here)", "repo": "https://github.com/RandomNari/itemeffects", "demo": "https://www.curseforge.com/minecraft/mc-mods/item-effects"}]...
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[{"post_id": 66171, "ts": "202 [{"post_id": 66171, "ts": "2026-09-11T20:34:29Z", "hours": 1.0583, "text": "finished the code to give the hit entity/player an effect and added a few more items with the exact same logic and made a readme and published it to modrinth/curseforge, im just waiting for it to get approved to ship this"}, {"post_id": 64963, "ts": "2026-09-09T18:17:45Z", "hours": 0.6714, "text": "I am making a minecraft mod where you can hit entities with certain items to give them an effect (I did a Poisoneffect for hitting with a pufferfish just now). For this I wrote a PlayerMixin and Injected into the attack method"}]...
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Title: minecraft item effects mod by @RandomNari | Title: minecraft item effects mod by @RandomNari | Stardance
Devlogs:
I am making a minecraft mod where you can hit entities with certain items to give them an effect (I did a Poisoneffect for hitting with a pufferfish just now). For this I wrote a PlayerMixin and Injected into the attack method
finished the code to give the hit entity/player an effect and added a few more items with the exact same logic and made a readme and published it to modrinth/curseforge, im just waiting for it to get approved to ship this
Ships:
I made a Minecraft mod where if you punch mobs/other players with certain items, they get effects(like poison with a pufferfish). While coding, a problem I had for a short while was that you couldn’t give all entities an effect but only living entities but I managed to fix this after a short while by importing LivingEnities and using them for this, since you can put effects on living Entities. The mod is for 26.2 fabric. (There’s like no picture I can think of that would be good to represent this, even on my curseforge/modrinth page I just put a png of a pufferfish so I’ll just put a picture of the uploaded mod here)...
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1793055169.7380238
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1793141569.7380238
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55743
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SmartPing Discord by @Azazel_261 | Stardance
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Azazel_261
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1
|
19.0
|
314
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:32:33Z", "hours": 19.0, "multiplier": 16.45, "payout": 314, "blessing": "neutral", "text": "Sup, it sure has been a minute! With fully operational v1 of the bot, here’s what you need to know: The SpartPing discord bot is a bot designed to call your friends for you, literally! Mentioning users to attract their attention quickly becomes annoying, and when it’s time to assemble the crew, the message quickly becomes very long and mainly consists of “@ user1, @ user2, etc.”. Discord solved this problem by adding roles that can be pinged, but that introduces new problems, that SmartPing is designed to solve: Discord enforces a strict limit of 250 roles per server, and a large community might have better uses for those than organizing 15 people to play minecraft once a week. SmartPing solves this by organizing and mentioning users via its own system, independent of roles You need a relatively high access level within a discord server to be able to create and manage, so the amount of people capable of that is limited, especially on a large server. Solution: since SmartPing is independent of the role system, call groups can be created and managed by regular users, with server admins always being able to intervene and take control if needed Should you create a role, it is either only mentionable by administrators or everyone. Former is only viable for announcements, and cannot be used by users to organize themselves. Latter introduces the ability for users to spam the role. This is once again solved by SmartPing by enforcing a once-per-five-minutes ping policy that can only be circumvented by server admins Development of this bot touched, among other things on asynchronous python code and event listeners/handlers, the latter of which is not implemented in hikari, so the handlers for the commands, autocomplete (did i mention the bot features autocomplete for group names?) and callback actions were written by me manually! I also had to touch up on my database knowledge, which, while is kind of annoying, was a lot of fun. I deployed to my dad’s (thanks, dad!) heroku server, where it is to stay for the foreseeable future You can try the bot out yourself, today! After adding it to your server, start by using /group create to create your first call group and then go from there! All commands are available and documented through discord’s in-built slash command system Peace!", "repo": "https://github.com/azazel-261/SmartPing", "demo": "https://discord.com/oauth2/authorize?client_id=1542944613961044138"}]...
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[{"post_id": 66587, "ts": "202 [{"post_id": 66587, "ts": "2026-09-12T13:12:28Z", "hours": 0.9578, "text": "With some final touches, the bot is deployed to heroku and ready to ship!"}, {"post_id": 66480, "ts": "2026-09-12T10:08:14Z", "hours": 1.3639, "text": "The bot is nearly complete! Transferring group ownership or deleting it now brings up a dialog"}, {"post_id": 65863, "ts": "2026-09-11T09:19:50Z", "hours": 2.0178, "text": "The bot is slowly nearing completion! I’ve finished implementing rest of the commands, such as setting group parameters, added better arg parsing, etc.. All that’s left now is to polish the code, add final touches and deploy it"}, {"post_id": 64776, "ts": "2026-09-09T13:04:55Z", "hours": 1.5311, "text": "Group invites are now being handled properly! This turned out not as hard as i thought it’d be, only requiring one top-level handler function, that could be arranged similarly to the other two i had for commands and autocomplete TODO: settatr for groups"}, {"post_id": 63444, "ts": "2026-09-07T09:25:08Z", "hours": 2.4394, "text": "Most of the bot is now fully working! This includes: Creating, joining, leaving and deleting groups Calling groups Checking user eligibility to call said groups based on group policies TODO: Invites to private groups"}, {"post_id": 60353, "ts": "2026-09-02T17:19:20Z", "hours": 2.0819, "text": "Currently working on deleting and managing call groups"}, {"post_id": 58775, "ts": "2026-08-31T10:54:10Z", "hours": 1.2422, "text": "Database code now allows for creating and joining groups, honoring users with admin permissions I also created a dedicated error code system, instead of relying on try-catch to get all my info"}, {"post_id": 58247, "ts": "2026-08-30T16:40:11Z", "hours": 0.5317, "text": "After a little shenanigans, i finally got autocomplete hints to pull data from the database"}, {"post_id": 57979, "ts": "2026-08-30T09:48:54Z", "hours": 2.6764, "text": "Slowly but steadily, i’m setting up the database"}, {"post_id": 57613, "ts": "2026-08-29T20:27:39Z", "hours": 2.8086, "text": "I have rewritten the bot to use Discord’s built in interactions, which enables it to send messages visible to the command issuer TODO: database 🥲"}, {"post_id": 57190, "ts": "2026-08-29T09:24:28Z", "hours": 1.4425, "text": "Hello, world! So far i have created infrastructure that allows me to easily add and manage commands for the bot"}]...
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Title: SmartPing Discord by @Azazel_261 | Stardanc Title: SmartPing Discord by @Azazel_261 | Stardance
Devlogs:
Hello, world! So far i have created infrastructure that allows me to easily add and manage commands for the bot
I have rewritten the bot to use Discord’s built in interactions, which enables it to send messages visible to the command issuer TODO: database 🥲
Slowly but steadily, i’m setting up the database
After a little shenanigans, i finally got autocomplete hints to pull data from the database
Database code now allows for creating and joining groups, honoring users with admin permissions I also created a dedicated error code system, instead of relying on try-catch to get all my info
Currently working on deleting and managing call groups
Most of the bot is now fully working! This includes: Creating, joining, leaving and deleting groups Calling groups Checking user eligibility to call said groups based on group policies TODO: Invites to private groups
Group invites are now being handled properly! This turned out not as hard as i thought it’d be, only requiring one top-level handler function, that could be arranged similarly to the other two i had for commands and autocomplete TODO: settatr for groups
The bot is slowly nearing completion! I’ve finished implementing rest of the commands, such as setting group parameters, added better arg parsing, etc.. All that’s left now is to polish the code, add final touches and deploy it
The bot is nearly complete! Transferring group ownership or deleting it now brings up a dialog
With some final touches, the bot is deployed to heroku and ready to ship!
Ships:
Sup, it sure has been a minute! With fully operational v1 of the bot, here’s what you need to know: The SpartPing discord bot is a bot designed to call your friends for you, literally! Mentioning users to attract their attention quickly becomes annoying, and when it’s time to assemble the crew, the message quickly becomes very long and mainly consists of “@ user1, @ user2, etc.”. Discord solved this problem by adding roles that can be pinged, but that introduces new problems, that SmartPing is designed to solve: Discord enforces a strict limit of 250 roles per server, and a large community might have better uses for those than organizing 15 people to play minecraft once a week. SmartPing solves this by organizing and mentioning users via its own system, independent of roles You need a relatively high access level within a discord server to be able to create and manage, so the amount of people capable of that is limited, especially on a large server. Solution: since SmartPing is independent of the role system, call groups can be created and managed by regular users, with server admins always being able to intervene and take control if needed Should you create a role, it is either only mentionable by administrators or everyone. Former is only viable for announcements, and cannot be used by users to organize themselves. Latter introduces the ability for users to spam the role. This is once again solved by SmartPing by enforcing a once-per-five-minutes ping policy that can only be circumvented by server admins Development of this bot touched, among other things on asynchronous python code and event listeners/handlers, the latter of which is not implemented in hikari, so the handlers for the commands, autocomplete (did i mention the bot features autocomplete for group names?) and callback actions were written by me manually! I also had to touch up on my database knowledge, which, while is kind of annoying, was a lot of fun. I deployed to my dad’s (thanks, dad!) heroku server, where it is to stay for the foreseeable future You can try the bot out yourself, today! After adding it to your server, start by using /group create to create your first call group and then go from there! All commands are available and documented through discord’s in-built slash command system Peace!...
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1793004774.414829
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1793091174.414829
|
|
58262
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MY PORTFOLIO WEBSITE by @Tejveer | Stardance
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Tejveer
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1
|
5.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:31:07Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i make a website for my portfolio and add very much cool things like animations and other things i due use ai for somethings but all the written part is mine where ever i got stuck i got help from my mama ji ya thats how i made the website", "repo": "https://github.com/Flexodin/personal-site-2", "demo": "https://tejveer-portfolio.netlify.app"}]...
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[{"post_id": 66593, "ts": "202 [{"post_id": 66593, "ts": "2026-09-12T13:19:58Z", "hours": 0.9347, "text": "just added a pop up of the advancement made The end? and the form so any one can message me and become friends also added some minecraft grass and a respawn button that will get u back to the top also add the sound on the pop up"}, {"post_id": 66345, "ts": "2026-09-12T03:35:52Z", "hours": 4.3664, "text": "i just know added dark theme and my logo in the corner"}]...
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Title: MY PORTFOLIO WEBSITE by @Tejveer | Stardanc Title: MY PORTFOLIO WEBSITE by @Tejveer | Stardance
Devlogs:
i just know added dark theme and my logo in the corner
just added a pop up of the advancement made The end? and the form so any one can message me and become friends also added some minecraft grass and a respawn button that will get u back to the top also add the sound on the pop up
Ships:
so i make a website for my portfolio and add very much cool things like animations and other things i due use ai for somethings but all the written part is mine where ever i got stuck i got help from my mama ji ya thats how i made the website...
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1793008070.8830736
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1793094470.8830736
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