|
59045
|
DevOS by @Dev_L_K | Stardance
|
Dev_L_K
|
2
|
12.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T17:05:56Z", "hours": 5.0, "multiplier": 6.51, "payout": 30, "blessing": "neutral", "text": "I have made a webos project named DevOS DevOS is a web based OS website built with html css and js and Deployed via Vercel. You should read my Readme before jumping into the app https://github.com/dev-l-k/DevOS The page includes an attractive ui. It was a little bit harder in my first stages of coding", "repo": "https://github.com/dev-l-k/DevOS", "demo": "https://os.devlkakkoth.me"}, {"ship_num": 2, "ts": "2026-09-09T15:17:46Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Adding the terminal and adding dragging was a bit hard. But AI helped me in js and css to rectify errors and to learn animations.", "repo": "https://github.com/dev-l-k/DevOS", "demo": "https://os.devlkakkoth.me"}]...
|
[{"post_id": 66055, "ts": "202 [{"post_id": 66055, "ts": "2026-09-11T16:53:52Z", "hours": 0.7881, "text": "Devlog 10 DevOS(WebOS 2) New added clock app added stopwatch inside the clock debugged css and js errors"}, {"post_id": 66014, "ts": "2026-09-11T15:27:51Z", "hours": 2.5139, "text": "DevLog 9 DevOS(WebOS 2) New Added more commands in the terminal. added a new app Weather Added background image using NASA APOD. Added apps dropdown section Site is now live at https://os.devlkakkoth.me"}, {"post_id": 65672, "ts": "2026-09-10T23:44:17Z", "hours": 0.5486, "text": "DevOS made the suggested changes by the reviewer"}, {"post_id": 65089, "ts": "2026-09-09T23:46:29Z", "hours": 0.7069, "text": "DevLog 7 DevOS Made some changes in the code(css) Converted complex codes to simple ones"}, {"post_id": 64841, "ts": "2026-09-09T15:14:43Z", "hours": 1.2811, "text": "DevLog 6 DevOS Completed the project debugged Added Terminal commands added code to update clock"}, {"post_id": 64555, "ts": "2026-09-09T01:51:55Z", "hours": 1.9542, "text": "DevLog 5 DevOS added the JS functions added Calculator function JS added Notes JS added minimize and maximize and close window functions"}, {"post_id": 64287, "ts": "2026-09-08T15:49:21Z", "hours": 0.9761, "text": "Devlog 4 DevOS Completed the css of the project tried hard to make it attractive.(My best) Now going to add JS to the OS. To make it fully functional"}, {"post_id": 64175, "ts": "2026-09-08T12:13:34Z", "hours": 1.5511, "text": "Devlog 3 DevOS Currently making the os more beautiful using css."}, {"post_id": 63929, "ts": "2026-09-08T00:06:01Z", "hours": 0.9008, "text": "Devlog 2 DevOS(WebOS) progress: Completed the structure of the OS Using HTML Now Moving to CSS"}, {"post_id": 63519, "ts": "2026-09-07T12:49:25Z", "hours": 0.8231, "text": "DevLog 1 DevOS(WebOS) currently making the structure of the os using HTML Completed planning project"}]...
|
Title: DevOS by @Dev_L_K | Stardance
Devlogs:
Dev Title: DevOS by @Dev_L_K | Stardance
Devlogs:
DevLog 1 DevOS(WebOS) currently making the structure of the os using HTML Completed planning project
Devlog 2 DevOS(WebOS) progress: Completed the structure of the OS Using HTML Now Moving to CSS
Devlog 3 DevOS Currently making the os more beautiful using css.
Devlog 4 DevOS Completed the css of the project tried hard to make it attractive.(My best) Now going to add JS to the OS. To make it fully functional
DevLog 5 DevOS added the JS functions added Calculator function JS added Notes JS added minimize and maximize and close window functions
DevLog 6 DevOS Completed the project debugged Added Terminal commands added code to update clock
DevLog 7 DevOS Made some changes in the code(css) Converted complex codes to simple ones
DevOS made the suggested changes by the reviewer
DevLog 9 DevOS(WebOS 2) New Added more commands in the terminal. added a new app Weather Added background image using NASA APOD. Added apps dropdown section Site is now live at https://os.devlkakkoth.me
Devlog 10 DevOS(WebOS 2) New added clock app added stopwatch inside the clock debugged css and js errors
Ships:
Adding the terminal and adding dragging was a bit hard. But AI helped me in js and css to rectify errors and to learn animations.
I have made a webos project named DevOS DevOS is a web based OS website built with html css and js and Deployed via Vercel. You should read my Readme before jumping into the app https://github.com/dev-l-k/DevOS The page includes an attractive ui. It was a little bit harder in my first stages of coding...
|
1792986610.340193
|
1793073010.340193
|
|
56712
|
one file game challenge by @OrderDanie | Stardance
|
OrderDanie
|
4
|
38.0
|
582
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T16:51:38Z", "hours": 4.0, "multiplier": 19.61, "payout": 78, "blessing": "neutral", "text": "school has won guys🥀🥀, this is the final version, hope you like it, D, loging off for this year", "repo": "https://github.com/OrderDanie/one-file-challenge", "demo": "https://pixel-drifter.netlify.app/"}, {"ship_num": 2, "ts": "2026-09-05T00:32:01Z", "hours": 17.0, "multiplier": 17.58, "payout": 300, "blessing": "neutral", "text": "v3, and prolly finale, so pls rate this as high as posible, SO, one file chalenge comes to an end, a full drift delivery game, where u drift to get money, as u are broke ofc, u can upgrade the shop, visiting the 2nd city after buying all cars in city 1, go to race city (no police), and ofc TRUCKSS, can hold more than one pkg, up to 11 when updgraded, all vehiculs can now be moded, and paintjobs are free, ofc, race ai is less unstable, but works, and that pretty much it for this update, dont forget to rait this the best u can, tyy all for the support", "repo": "https://github.com/OrderDanie/one-file-challenge", "demo": "https://pixel-drifter.netlify.app/"}, {"ship_num": 3, "ts": "2026-09-03T03:23:32Z", "hours": 7.0, "multiplier": 18.19, "payout": 133, "blessing": "neutral", "text": "udate 2.0, added ai races, ai traffic, anf lowred the hitbox, simce some players had skill issues, also added another city to the left, racess, still in beta, added the inital d car, ou are a delivery guy dilevering pizza, FOR MONEY ofc, the better the car and timing the more u get paid, try to no commit crimes, there is a wanted sys", "repo": "https://github.com/OrderDanie/one-file-challenge", "demo": "https://pixel-drifter.netlify.app/"}, {"ship_num": 4, "ts": "2026-09-01T18:23:00Z", "hours": 10.0, "multiplier": 13.96, "payout": 71, "blessing": "neutral", "text": "I MADE a game, BUT, its only ONE SINGULAR FILE, its a dilvery game, where you deliver stuff with a drift car, you can get money for faster delevires, money for close call hits with npcs, BACKWARDS trucks,2 cities, if you are a mod and you are reading this, pls, try the full game, i have put my soul into it", "repo": "https://github.com/OrderDanie/one-file-challenge", "demo": "https://pixel-drifter.netlify.app/"}]...
|
[{"post_id": 63232, "ts": "202 [{"post_id": 63232, "ts": "2026-09-06T22:31:00Z", "hours": 0.7, "text": "hit boxes are now smaller! also the police will try to hunt you down now instead of just ramming you"}, {"post_id": 62519, "ts": "2026-09-05T22:39:14Z", "hours": 0.9667, "text": "I have successfully added the FULL chapter one… Almost 3hours T_T,but deff worth it,yall better like that shi,ty yall i finally got my thingyy,hope i get it asap"}, {"post_id": 62424, "ts": "2026-09-05T19:26:40Z", "hours": 2.3, "text": "ehm ehm, srry about the uhh, not going to post cuz i ran out o ideas i got one… A DAM STOTYYY, its cringe asf but hey whatever i can add i will"}, {"post_id": 61868, "ts": "2026-09-05T00:26:44Z", "hours": 0.8392, "text": "u can now HORN, for no reason at all, added on screen gps instruction, ik, useless, made houses light up in the night, also now water has its own particles and will slow you down, trucks are now more fun and stable, also added a dev console, if this post gets 10 likes, ill post the shortcut, or u can smash ur keyboard or go look for in in 6k lines of code"}, {"post_id": 61791, "ts": "2026-09-04T21:27:25Z", "hours": 1.2408, "text": "i added the mobile support for my budget guys, and also sumbitted the game to a web game platform, just a try cuz why not ;>, wish me luck, this might be my final ship, cuz im mostly done with the game"}, {"post_id": 61495, "ts": "2026-09-04T13:16:22Z", "hours": 9.0542, "text": "i locked in so hard i forgor i had a life T-T, i added TONS of trucks, a pit stop so u can repair mid run, also added DRIFT zones, that are in the way of you delivery, that give you money if u drift in em, not to mention the upgradable sop, so u can earn money faster now, MONEEEEYYY, login off for today"}, {"post_id": 60973, "ts": "2026-09-03T17:32:38Z", "hours": 2.27, "text": "add heat lvl 3, helis appear, after escaping the cops, you have to keep running, so the hils doesnt find you, if it does, the heat will jump back to lvl 3, and you will be charged with resisting arrest, also added TRUCKS, with up to 5 cargo slots, you have to stay stationary at the pizza place to load up all the packages, then you run back to all the houses to deliver, ou have a totale timer, not a timer for each package, ai races are still broken tho"}, {"post_id": 60844, "ts": "2026-09-03T13:55:17Z", "hours": 3.6914, "text": "improved the ai racer, added checker flags as a start race, racers are represented and orange dots"}, {"post_id": 60628, "ts": "2026-09-03T03:02:56Z", "hours": 1.4772, "text": "added new racing city, ai races are in beta rn, so dont try em, yet, added the inital d drift car, and added weather and power ups tages, fixed minimap"}, {"post_id": 60568, "ts": "2026-09-03T00:03:40Z", "hours": 0.9283, "text": "hiyaaa, i added a navigation sys, on road navigation, since many found it hard to get to quests, it uses points i put all across the map turns, and a calc for the distance of the closest turn, theen puts a direct path to it, technically this SHOULD NOT be working, but it does, so ill leave it like this and get to other stuff, the code is 5k lines, moving throught it is a pain, might need to optimize some stuff, i can see why this isnt the standard"}, {"post_id": 60479, "ts": "2026-09-02T20:34:17Z", "hours": 2.0889, "text": "i kept coding none stop and forgor to test, also ty everyone i really appreciate the support, update coming as soon as i fixed this T-T"}, {"post_id": 60153, "ts": "2026-09-02T10:41:18Z", "hours": 1.5697, "text": "i was working on the game, till i reiceived this notification, talkin abt some 100pcnt ai code, well my hackatime says otherwise bru, honestly im happy someone sees this quality impossible, that they named it ai, but hey i need to ship this"}, {"post_id": 59899, "ts": "2026-09-01T22:17:44Z", "hours": 0.5239, "text": "added environment items, cones have physics, lakes slow down the car, puddles and oil leaks slightly diverts the car"}, {"post_id": 59826, "ts": "2026-09-01T20:02:53Z", "hours": 0.7342, "text": "added detailed cops models"}, {"post_id": 59745, "ts": "2026-09-01T17:54:22Z", "hours": 1.2389, "text": "added cops, better cam, better drift, enegine repair sys, npc truck, quests, reworked buildings, map overlay, added powerups like shield, speed, repair. and now visual packages on top of the car"}, {"post_id": 59663, "ts": "2026-09-01T16:06:32Z", "hours": 0.4044, "text": "added a whole other city you can acces by a highway after buying all the cars in city one, and for @kmdw , @nicklogan1412 , i am keeping the skinny houses, as an easter egg, YOUR names will be added later to the game, comment what would you like to put next to your name, i prefer no pics, but no pressure"}, {"post_id": 59616, "ts": "2026-09-01T15:12:06Z", "hours": 1.4344, "text": "added local saves, impact particles, rain weather that makes the roads slipery, a game intro page, a reward sys for dodging cars/drifting, if you have any suggestions, PLEASE SAY THEM IM RUNNING OUT OF IDEAS"}, {"post_id": 59562, "ts": "2026-09-01T13:32:09Z", "hours": 0.5942, "text": "added night time, and the delivery ticket ui, also added npc cars, couldn’t get them to do much since I’m limited by the one file rule, but they follow a mapped route, stop if the player gets in front of them or hits them, then continue once the player has moves , also added nitro for all cars, and added more cars that each have a benefit, except for the 1st one ofc, that’s just trash, this update is mostly just ui"}, {"post_id": 59513, "ts": "2026-09-01T11:49:22Z", "hours": 0.3953, "text": "added these little arrows to show the target building, yellow for the pizza shop, and red for the delivery house"}, {"post_id": 59467, "ts": "2026-09-01T10:31:35Z", "hours": 1.2678, "text": "i cant really draw or make detailed stuff, so i drew some houses, and gave them a code to randomize color, width, and height, but um, forgot to set minimun…"}, {"post_id": 59424, "ts": "2026-09-01T08:20:47Z", "hours": 2.8131, "text": "THE prototype is readyyy, go check it out in my profile https://pixel-drifter.netlify.app/"}, {"post_id": 59294, "ts": "2026-09-01T00:34:32Z", "hours": 0.2817, "text": "u cant blaame me i cant draw"}, {"post_id": 59245, "ts": "2026-08-31T22:37:57Z", "hours": 0.2633, "text": "OMG I HATE YOU"}, {"post_id": 59127, "ts": "2026-08-31T19:11:20Z", "hours": 0.5669, "text": "umm, help? friction is 100 btw i tried everything"}, {"post_id": 58889, "ts": "2026-08-31T13:46:02Z", "hours": 0.3997, "text": "for the one viewer that saw this, i added a map, yay"}, {"post_id": 58833, "ts": "2026-08-31T12:39:08Z", "hours": 0.5197, "text": "ckeck this out, looks simple, but too more than 30 mins btw"}]...
|
Title: one file game challenge by @OrderDanie | St Title: one file game challenge by @OrderDanie | Stardance
Devlogs:
ckeck this out, looks simple, but too more than 30 mins btw
for the one viewer that saw this, i added a map, yay
umm, help? friction is 100 btw i tried everything
OMG I HATE YOU
u cant blaame me i cant draw
THE prototype is readyyy, go check it out in my profile https://pixel-drifter.netlify.app/
i cant really draw or make detailed stuff, so i drew some houses, and gave them a code to randomize color, width, and height, but um, forgot to set minimun…
added these little arrows to show the target building, yellow for the pizza shop, and red for the delivery house
added night time, and the delivery ticket ui, also added npc cars, couldn’t get them to do much since I’m limited by the one file rule, but they follow a mapped route, stop if the player gets in front of them or hits them, then continue once the player has moves , also added nitro for all cars, and added more cars that each have a benefit, except for the 1st one ofc, that’s just trash, this update is mostly just ui
added local saves, impact particles, rain weather that makes the roads slipery, a game intro page, a reward sys for dodging cars/drifting, if you have any suggestions, PLEASE SAY THEM IM RUNNING OUT OF IDEAS
added a whole other city you can acces by a highway after buying all the cars in city one, and for @kmdw , @nicklogan1412 , i am keeping the skinny houses, as an easter egg, YOUR names will be added later to the game, comment what would you like to put next to your name, i prefer no pics, but no pressure
added cops, better cam, better drift, enegine repair sys, npc truck, quests, reworked buildings, map overlay, added powerups like shield, speed, repair. and now visual packages on top of the car
added detailed cops models
added environment items, cones have physics, lakes slow down the car, puddles and oil leaks slightly diverts the car
i was working on the game, till i reiceived this notification, talkin abt some 100pcnt ai code, well my hackatime says otherwise bru, honestly im happy someone sees this quality impossible, that they named it ai, but hey i need to ship this
i kept coding none stop and forgor to test, also ty everyone i really appreciate the support, update coming as soon as i fixed this T-T
hiyaaa, i added a navigation sys, on road navigation, since many found it hard to get to quests, it uses points i put all across the map turns, and a calc for the distance of the closest turn, theen puts a direct path to it, technically this SHOULD NOT be working, but it does, so ill leave it like this and get to other stuff, the code is 5k lines, moving throught it is a pain, might need to optimize some stuff, i can see why this isnt the standard
added new racing city, ai races are in beta rn, so dont try em, yet, added the inital d drift car, and added weather and power ups tages, fixed minimap
improved the ai racer, added checker flags as a start race, racers are represented and orange dots
add heat lvl 3, helis appear, after escaping the cops, you have to keep running, so the hils doesnt find you, if it does, the heat will jump back to lvl 3, and you will be charged with resisting arrest, also added TRUCKS, with up to 5 cargo slots, you have to stay stationary at the pizza place to load up all the packages, then you run back to all the houses to deliver, ou have a totale timer, not a timer for each package, ai races are still broken tho
i locked in so hard i forgor i had a life T-T, i added TONS of trucks, a pit stop so u can repair mid run, also added DRIFT zones, that are in the way of you delivery, that give you money if u drift in em, not to mention the upgradable sop, so u can earn money faster now, MONEEEEYYY, login off for today
i added the mobile support for my budget guys, and also sumbitted the game to a web game platform, just a try cuz why not ;>, wish me luck, this might be my final ship, cuz im mostly done with the game
u can now HORN, for no reason at all, added on screen gps instruction, ik, useless, made houses light up in the night, also now water has its own particles and will slow you down, trucks are now more fun and stable, also added a dev console, if this post gets 10 likes, ill post the shortcut, or u can smash ur keyboard or go look for in in 6k lines of code
ehm ehm, srry about the uhh, not going to post cuz i ran out o ideas i got one… A DAM STOTYYY, its cringe asf but hey whatever i can add i will
I have successfully added the FULL chapter one… Almost 3hours T_T,but deff worth it,yall better like that shi,ty yall i finally got my thingyy,hope i get it asap
hit boxes are now smaller! also the police will try to hunt you down now instead of just ramming you
Ships:
I MADE a game, BUT, its only ONE SINGULAR FILE, its a dilvery game, where you deliver stuff with a drift car, you can get money for faster delevires, money for close call hits with npcs, BACKWARDS trucks,2 cities, if you are a mod and you are reading this, pls, try the full game, i have put my soul into it
udate 2.0, added ai races, ai traffic, anf lowred the hitbox, simce some players had skill issues, also added another city to the left, racess, still in beta, added the inital d car, ou are a delivery guy dilevering pizza, FOR MONEY ofc, the better the car and timing the more u get paid, try to no commit crimes, there is a wanted sys
v3, and prolly finale, so pls rate this as high as posible, SO, one file chalenge comes to an end, a full drift delivery game, where u drift to get money, as u are broke ofc, u can upgrade the shop, visiting the 2nd city after buying all cars in city 1, go to race city (no police), and ofc TRUCKSS, can hold more than one pkg, up to 11 when updgraded, all vehiculs can now be moded, and paintjobs are free, ofc, race ai is less unstable, but works, and that pretty much it for this update, dont forget to rait this the best u can, tyy all for the support
school has won guys🥀🥀, this is the final version, hope you like it, D, loging off for this year...
|
1792878720.092558
|
1793742720.092558
|
|
60911
|
MyFirstBot by @sparklydinosaur310 | Stardance
|
sparklydinosaur310
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T16:33:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I do not have a demo link as this is a bot. In my readme i have carefully typed out how to use this bot on their own server. I made a slack bot that is NOT slacking and will be online 24/7. I am proud that i managed to finish all 3 commands for my bot.", "repo": "https://github.com/sparklydinosaur310-design/MyFirstBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 66032, "ts": "202 [{"post_id": 66032, "ts": "2026-09-11T16:03:30Z", "hours": 0.7936, "text": "Devlog #1 I have completed this project, i have made 3 commands that is useable 24/7 but I will be adding more commands soon. I had some issues in the terminal when i had to install some stuff but now everything is working fine."}]...
|
Title: MyFirstBot by @sparklydinosaur310 | Stardan Title: MyFirstBot by @sparklydinosaur310 | Stardance
Devlogs:
Devlog #1 I have completed this project, i have made 3 commands that is useable 24/7 but I will be adding more commands soon. I had some issues in the terminal when i had to install some stuff but now everything is working fine.
Ships:
I do not have a demo link as this is a bot. In my readme i have carefully typed out how to use this bot on their own server. I made a slack bot that is NOT slacking and will be online 24/7. I am proud that i managed to finish all 3 commands for my bot....
|
1793055267.5028162
|
1793141667.5028162
|
|
60871
|
My first slack bot! by @neerajthapa | Stardance
|
neerajthapa
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T16:29:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a weather-telling Slack bot , I was a beginner at coding, Slack, and everything else. The hardest part was understanding how APIs work and how to use them. I had never used them before, and setting them up was a challenge. Even with the help of AI guides, it was that difficult for me. But I am very happy to learn and glad that I stuck through until the end and didn’t give up.", "repo": "https://github.com/neerajthapa9034/dino-bot", "demo": "https://dino-bot-zeta.vercel.app"}]...
|
[{"post_id": 66034, "ts": "202 [{"post_id": 66034, "ts": "2026-09-11T16:11:17Z", "hours": 1.2714, "text": "i am working on a slack bot that tells weather of a place"}]...
|
Title: My first slack bot! by @neerajthapa | Stard Title: My first slack bot! by @neerajthapa | Stardance
Devlogs:
i am working on a slack bot that tells weather of a place
Ships:
I made a weather-telling Slack bot , I was a beginner at coding, Slack, and everything else. The hardest part was understanding how APIs work and how to use them. I had never used them before, and setting them up was a challenge. Even with the help of AI guides, it was that difficult for me. But I am very happy to learn and glad that I stuck through until the end and didn’t give up....
|
1793055257.3903198
|
1793141657.3903198
|
|
59376
|
anime lover os by @chestagahlawat06 | Stardance
|
chestagahlawat06
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T16:02:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made Anime Lovers Future OS, a personal digital space designed for anime fans. I wanted it to feel different from a normal anime website, so I focused on creating an experience that feels like entering your own anime-inspired world. What was challenging? The most challenging part was turning an idea that was mostly in my head into an actual working project. I had to figure out how to structure the interface, make the design feel right, and solve problems when things didn’t work the way I expected. What are you proud of? I’m proud that I took an idea I genuinely wanted to build and turned it into something people can actually interact with. I’m especially proud of the overall atmosphere and the fact that it feels like the beginning of something I can keep developing. What should people know so they can try your project? I’d recommend exploring the project rather than just looking at the first screen. Take a moment to interact with it and imagine what you would want from your own anime-focused digital space. And if you have an idea for something I could add or improve, I’d genuinely love to hear it — it could become part of what I build next.", "repo": "https://github.com/chestagahlawat6-maker/Anime-Lovers-Future-OS", "demo": "https://anime-lovers-future-os.vercel.app"}]...
|
[{"post_id": 65994, "ts": "202 [{"post_id": 65994, "ts": "2026-09-11T14:40:18Z", "hours": 0.7097, "text": "earlier home screen of my os…….what do you think about it?"}, {"post_id": 65458, "ts": "2026-09-10T16:29:53Z", "hours": 0.5919, "text": "finally added clock on my os …"}, {"post_id": 64921, "ts": "2026-09-09T17:18:09Z", "hours": 0.345, "text": "hi i am building an os… how is the image looking ? i am going to use it as background image . well can anyone tell me how long it take to get review of a project because its 3 days since i shipped my project and still review is pending"}]...
|
Title: anime lover os by @chestagahlawat06 | Stard Title: anime lover os by @chestagahlawat06 | Stardance
Devlogs:
hi i am building an os… how is the image looking ? i am going to use it as background image . well can anyone tell me how long it take to get review of a project because its 3 days since i shipped my project and still review is pending
finally added clock on my os …
earlier home screen of my os…….what do you think about it?
Ships:
What did you make? I made Anime Lovers Future OS, a personal digital space designed for anime fans. I wanted it to feel different from a normal anime website, so I focused on creating an experience that feels like entering your own anime-inspired world. What was challenging? The most challenging part was turning an idea that was mostly in my head into an actual working project. I had to figure out how to structure the interface, make the design feel right, and solve problems when things didn’t work the way I expected. What are you proud of? I’m proud that I took an idea I genuinely wanted to build and turned it into something people can actually interact with. I’m especially proud of the overall atmosphere and the fact that it feels like the beginning of something I can keep developing. What should people know so they can try your project? I’d recommend exploring the project rather than just looking at the first screen. Take a moment to interact with it and imagine what you would want from your own anime-focused digital space. And if you have an idea for something I could add or improve, I’d genuinely love to hear it — it could become part of what I build next....
|
1792993988.7421343
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1793080388.7421343
|
|
42301
|
PrevPDF by @Lenchanteur | Stardance
|
Lenchanteur
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T15:56:04Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a PDF generator for my local fire department, to generate fire prevention reports. The program is in french and since it is written in flask, I cannot get it on a server. Figuring out user auth and security was hard since the app could have some serious files in it that have private informations in them.", "repo": "https://github.com/Lenchanteu/webappZSBW", "demo": "https://merlin.hackclub.app/"}]...
|
[{"post_id": 66026, "ts": "202 [{"post_id": 66026, "ts": "2026-09-11T15:51:21Z", "hours": 7.72, "text": "I finished building the website. I made a new version with more features, including editing after creating a pdf, sending the pdfs to emails and a more advanced admin dashboard. The app is back to being in French as babel somehow broke the pdf generator (I don’t know how or why but it did. And I don’t want to spend hours again retranslating everything). That is basically it for this project, I’m implementing it to the Fire dept. next week (probably…)"}, {"post_id": 43869, "ts": "2026-08-09T09:59:33Z", "hours": 3.4047, "text": "Finished translation I finally finished translating the app, and I added babel to switch between languages"}, {"post_id": 38136, "ts": "2026-07-31T11:19:18Z", "hours": 0.5575, "text": "Hey, I created a pdf generation web app for a fire dept, and I decided to make it open source. Since this was for a fire dept in wallonia, Belgium, the program is currently mostly in French. I started to work on the translation part."}]...
|
Title: PrevPDF by @Lenchanteur | Stardance
Devlog Title: PrevPDF by @Lenchanteur | Stardance
Devlogs:
Hey, I created a pdf generation web app for a fire dept, and I decided to make it open source. Since this was for a fire dept in wallonia, Belgium, the program is currently mostly in French. I started to work on the translation part.
Finished translation I finally finished translating the app, and I added babel to switch between languages
I finished building the website. I made a new version with more features, including editing after creating a pdf, sending the pdfs to emails and a more advanced admin dashboard. The app is back to being in French as babel somehow broke the pdf generator (I don’t know how or why but it did. And I don’t want to spend hours again retranslating everything). That is basically it for this project, I’m implementing it to the Fire dept. next week (probably…)
Ships:
I made a PDF generator for my local fire department, to generate fire prevention reports. The program is in french and since it is written in flask, I cannot get it on a server. Figuring out user auth and security was hard since the app could have some serious files in it that have private informations in them....
|
1793004497.3199909
|
1793090897.3199909
|
|
35488
|
My Portfolio Site by @nightowl | Stardance
|
nightowl
|
1
|
14.47
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T15:52:22Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Created my personal portfolio website accessible at: https://botwinkaportfolio.vercel.app its stick! check it out.", "repo": "https://github.com/nightowl-devs/portfolio/", "demo": "https://botwinkaportfolio.vercel.app"}]...
|
[{"post_id": 66446, "ts": "202 [{"post_id": 66446, "ts": "2026-09-12T08:53:59Z", "hours": 0.4658, "text": "removed ai generated image and replaced it with an svg generated from it via pot race it looks better now tbh since the colors got sharper because I hardcoded the color, also the no “ai art” thing I never claimed the image was any sort of art im just not placing 1000 dots in Figma. The image is how the site looks after I think its even better because the dots got bigger so it looks more “fun” and not perfectly calculated."}, {"post_id": 66021, "ts": "2026-09-11T15:42:26Z", "hours": 0.6072, "text": "opengraph\\n-spelling mistakes\\n+ GitHub repo I STILL CANT MAKE AN ENTER HERE AAAA someone fix this please"}, {"post_id": 65827, "ts": "2026-09-11T07:13:28Z", "hours": 2.6058, "text": "I worked on polish translations but not only repos a lot changed some subtle things like the nav reading the # better etc. um also added back the Home to the nav. The polish translation is like 70% completed I think im gonna be done with it today and mabe even the entire site!"}, {"post_id": 60457, "ts": "2026-09-02T19:55:51Z", "hours": 0.7856, "text": "some polish translations added icons of the brands the links will take you in the project cards to make them more lively + made the contact section more responsive and updated the figma design to keep it up to date with my new ideas I directly implemented into code! oh I also added Home in nav since it looks better with more items :> Also I added my photo to be hosted on the website itself not gotten from linkedin since the temp url expired already. glad it did before it went live!"}, {"post_id": 59636, "ts": "2026-09-01T15:37:49Z", "hours": 0.8658, "text": "added: 404 page and started polish translations"}, {"post_id": 55225, "ts": "2026-08-26T20:20:08Z", "hours": 0.7744, "text": "okay now I added the featured project section with 3 cards yes the (non capital I is intentional it looks so much worse when its capitalized) also added a nice contact me CTA at the bottom! next up ill need to make a favicon (probably ill jst put myself) optimize for SEO for opengraph to appear cool on social media some optimizations and a 404 page!"}, {"post_id": 51297, "ts": "2026-08-20T21:09:04Z", "hours": 2.1925, "text": "devlog #2 added about section, also made the hero responsive on all screens, writing the about me took so long I didn’t know what to say but I think its alr. Also added tooltips when you hover over the words to make it easy for non tech pepole to understand and it just looks cooler!"}, {"post_id": 49061, "ts": "2026-08-17T17:29:55Z", "hours": 6.1669, "text": "devlog 1 um made: hero and nav and like idk a stack? with my linkedin and GitHub screenshot attached below also the buttons are pretty cool. overall I love how this is starting I also started designing the rest of the site."}]...
|
Title: My Portfolio Site by @nightowl | Stardance
Title: My Portfolio Site by @nightowl | Stardance
Devlogs:
devlog 1 um made: hero and nav and like idk a stack? with my linkedin and GitHub screenshot attached below also the buttons are pretty cool. overall I love how this is starting I also started designing the rest of the site.
devlog #2 added about section, also made the hero responsive on all screens, writing the about me took so long I didn’t know what to say but I think its alr. Also added tooltips when you hover over the words to make it easy for non tech pepole to understand and it just looks cooler!
okay now I added the featured project section with 3 cards yes the (non capital I is intentional it looks so much worse when its capitalized) also added a nice contact me CTA at the bottom! next up ill need to make a favicon (probably ill jst put myself) optimize for SEO for opengraph to appear cool on social media some optimizations and a 404 page!
added: 404 page and started polish translations
some polish translations added icons of the brands the links will take you in the project cards to make them more lively + made the contact section more responsive and updated the figma design to keep it up to date with my new ideas I directly implemented into code! oh I also added Home in nav since it looks better with more items :> Also I added my photo to be hosted on the website itself not gotten from linkedin since the temp url expired already. glad it did before it went live!
I worked on polish translations but not only repos a lot changed some subtle things like the nav reading the # better etc. um also added back the Home to the nav. The polish translation is like 70% completed I think im gonna be done with it today and mabe even the entire site!
opengraph\n-spelling mistakes\n+ GitHub repo I STILL CANT MAKE AN ENTER HERE AAAA someone fix this please
removed ai generated image and replaced it with an svg generated from it via pot race it looks better now tbh since the colors got sharper because I hardcoded the color, also the no “ai art” thing I never claimed the image was any sort of art im just not placing 1000 dots in Figma. The image is how the site looks after I think its even better because the dots got bigger so it looks more “fun” and not perfectly calculated.
Ships:
Created my personal portfolio website accessible at: https://botwinkaportfolio.vercel.app its stick! check it out....
|
1793004791.1327555
|
1793091191.1327555
|
|
55813
|
PocketPanic by @Noben_Nobi | Stardance
|
Noben_Nobi
|
2
|
18.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T14:14:51Z", "hours": 6.0, "multiplier": 2.34, "payout": 15, "blessing": "neutral", "text": "I have made a game named PocketPanic! it has 5 minigames in it: Platformer, clicker, Dodge it!, Collect it!, and platformer but impossible version. all the games are very interesting and has a player which is a cute paper boy! help him pass all the levels without reducing lives to 0 by winning all 5 minigames. I had challenge making the balloons in the minigame 4 be collectable and fall properly, but I completed it and made 5 minigames in total. I am proud to be making it as it is my first game in Godot. This game is on itch.io so by clicking the try project button below, you will directed there and just click run game and you are all set to be a champion!", "repo": "https://github.com/Niraj2013/pocket-panic", "demo": "https://noben-nobi.itch.io/pocketpanic"}, {"ship_num": 2, "ts": "2026-09-06T12:33:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a game named PocketPanic. It is a game with 2 minigames, one is platformer game and second is clicker game. It has a winner and death scene, and a paper styled UI. The player has only 5 lives and a timer in each game. I faced many issues like code errors, and designing problems and many other as it was my first time I used Godot, but I got some help from the mission guide and some from other people in slack. I am really proud that I finally made my first game with self designed characters, assets and all.", "repo": "https://github.com/Niraj2013/pocket-panic", "demo": "https://noben-nobi.itch.io/pocketpanic"}]...
|
[{"post_id": 65977, "ts": "202 [{"post_id": 65977, "ts": "2026-09-11T14:03:09Z", "hours": 0.3783, "text": "Added readme for new minigames and screenshots of it too!"}, {"post_id": 65416, "ts": "2026-09-10T15:22:43Z", "hours": 1.2761, "text": "Added my fifth minigame game!!!! This game is the dificult, no, imposible version of platformer game where you have to collect 4 hearts in 10 seconds but but but…….. there are cones which if you touched, you loose one lifeline. enjoy playing."}, {"post_id": 65313, "ts": "2026-09-10T11:39:53Z", "hours": 2.0581, "text": "Finally completed game4 which is collect the balloons, first I was very frustrated as none of the code was working and balloons were not being able to be collected, then I remember that I had my game one which was a platformer game in which we have to collect hearts, so I duplicated that minigame and codes, changed heart to balloons, removed extra platforms, added text and counters, change some code to make balloons fall, and wrote code for counters, now it is finally working! you can see in the image, the small text and number which are counter, one is for counting the number of balloons caught and one is for counting the number of balloons remain, ahh I forgot to tell the target is 4 balloons to collect under 7 seconds. good luck!"}, {"post_id": 64754, "ts": "2026-09-09T12:06:47Z", "hours": 0.5603, "text": "I have started desiging the scenes and assets for game 4 which is Collect the balloons! yet coding is left!"}, {"post_id": 64274, "ts": "2026-09-08T15:36:38Z", "hours": 2.0336, "text": "I have added my 3rd game which is “DODGE IT!”. in this game many blocks will fall anywhere randomly and you have dodge it, if it touches you loose a heart."}, {"post_id": 62878, "ts": "2026-09-06T12:27:26Z", "hours": 0.4519, "text": "Finally everything is working! Game is now completely completed"}, {"post_id": 62726, "ts": "2026-09-06T07:04:51Z", "hours": 1.2417, "text": "Finally completed with the game, fully working now, including winner and death scene, also thanks to @nonchalant ava (draws also), who helped me a to debug it and fix it."}, {"post_id": 62109, "ts": "2026-09-05T11:15:11Z", "hours": 0.2928, "text": "Tried fixing Heart deducton and some other thigs but nothing fixed it so I just did undo because it increase some ore problems"}, {"post_id": 61471, "ts": "2026-09-04T12:30:31Z", "hours": 1.1703, "text": "Added Winner and death scene and also tried some other fixes but some worked and some not"}, {"post_id": 60783, "ts": "2026-09-03T11:40:34Z", "hours": 0.7325, "text": "made many changes in the code to fix the errorss, also connected all the screens properly but still some fixes are left. also made the level scene work"}, {"post_id": 60342, "ts": "2026-09-02T16:55:14Z", "hours": 0.8978, "text": "finally fixed the error and now both the games are working properly but just have to fix the level scene, make the winner and death scene and make timer_screen and timer work and stop properly."}, {"post_id": 59670, "ts": "2026-09-01T16:24:27Z", "hours": 1.2939, "text": "Completed with Game 1 and almost game 2, but till now I have a problem in game 2 that the background and other assets are not visible, and nothing is working even though I followed the guide of this mission."}, {"post_id": 59499, "ts": "2026-09-01T11:27:48Z", "hours": 1.1044, "text": "added more grounds and challenge and hearts to collect in my first miningame but facing many issues till now"}, {"post_id": 59053, "ts": "2026-08-31T17:21:52Z", "hours": 1.8622, "text": "I have added my first mini game and a player in it, not completed but 75% is done"}, {"post_id": 58947, "ts": "2026-08-31T14:48:12Z", "hours": 0.3525, "text": "added another timer script"}, {"post_id": 58823, "ts": "2026-08-31T12:28:33Z", "hours": 1.0183, "text": "I have fixed the text which wasn’t visible, the problem was the font-size and I was using another tool for changing the size which made it look in form of lines. also added a script for making timer, level and heart working"}, {"post_id": 57933, "ts": "2026-08-30T08:36:47Z", "hours": 0.6433, "text": "I have now added a global script and a level scene but facing some problem in makiing the text visible as it is showing lines but not text. I would love to get so feedback for fixes or any other."}, {"post_id": 57514, "ts": "2026-08-29T17:59:05Z", "hours": 0.7244, "text": "Created a Menu/Title Screen in Godot for my game, it looks nice now, I faced some difficulties in understanding Godot as it was new to me, but I managed to do it."}]...
|
Title: PocketPanic by @Noben_Nobi | Stardance
Dev Title: PocketPanic by @Noben_Nobi | Stardance
Devlogs:
Created a Menu/Title Screen in Godot for my game, it looks nice now, I faced some difficulties in understanding Godot as it was new to me, but I managed to do it.
I have now added a global script and a level scene but facing some problem in makiing the text visible as it is showing lines but not text. I would love to get so feedback for fixes or any other.
I have fixed the text which wasn’t visible, the problem was the font-size and I was using another tool for changing the size which made it look in form of lines. also added a script for making timer, level and heart working
added another timer script
I have added my first mini game and a player in it, not completed but 75% is done
added more grounds and challenge and hearts to collect in my first miningame but facing many issues till now
Completed with Game 1 and almost game 2, but till now I have a problem in game 2 that the background and other assets are not visible, and nothing is working even though I followed the guide of this mission.
finally fixed the error and now both the games are working properly but just have to fix the level scene, make the winner and death scene and make timer_screen and timer work and stop properly.
made many changes in the code to fix the errorss, also connected all the screens properly but still some fixes are left. also made the level scene work
Added Winner and death scene and also tried some other fixes but some worked and some not
Tried fixing Heart deducton and some other thigs but nothing fixed it so I just did undo because it increase some ore problems
Finally completed with the game, fully working now, including winner and death scene, also thanks to @nonchalant ava (draws also), who helped me a to debug it and fix it.
Finally everything is working! Game is now completely completed
I have added my 3rd game which is “DODGE IT!”. in this game many blocks will fall anywhere randomly and you have dodge it, if it touches you loose a heart.
I have started desiging the scenes and assets for game 4 which is Collect the balloons! yet coding is left!
Finally completed game4 which is collect the balloons, first I was very frustrated as none of the code was working and balloons were not being able to be collected, then I remember that I had my game one which was a platformer game in which we have to collect hearts, so I duplicated that minigame and codes, changed heart to balloons, removed extra platforms, added text and counters, change some code to make balloons fall, and wrote code for counters, now it is finally working! you can see in the image, the small text and number which are counter, one is for counting the number of balloons caught and one is for counting the number of balloons remain, ahh I forgot to tell the target is 4 balloons to collect under 7 seconds. good luck!
Added my fifth minigame game!!!! This game is the dificult, no, imposible version of platformer game where you have to collect 4 hearts in 10 seconds but but but…….. there are cones which if you touched, you loose one lifeline. enjoy playing.
Added readme for new minigames and screenshots of it too!
Ships:
I have made a game named PocketPanic. It is a game with 2 minigames, one is platformer game and second is clicker game. It has a winner and death scene, and a paper styled UI. The player has only 5 lives and a timer in each game. I faced many issues like code errors, and designing problems and many other as it was my first time I used Godot, but I got some help from the mission guide and some from other people in slack. I am really proud that I finally made my first game with self designed characters, assets and all.
I have made a game named PocketPanic! it has 5 minigames in it: Platformer, clicker, Dodge it!, Collect it!, and platformer but impossible version. all the games are very interesting and has a player which is a cute paper boy! help him pass all the levels without reducing lives to 0 by winning all 5 minigames. I had challenge making the balloons in the minigame 4 be collectable and fall properly, but I completed it and made 5 minigames in total. I am proud to be making it as it is my first game in Godot. This game is on itch.io so by clicking the try project button below, you will directed there and just click run game and you are all set to be a champion!...
|
1792975973.1011617
|
1793062373.1011617
|
|
54644
|
Voice contrlled calculator by @OjasNiranjan | Star Voice contrlled calculator by @OjasNiranjan | Stardance...
|
OjasNiranjan
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T14:09:41Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What was made: Vox Calculator — a voice-controlled calculator web app under Mash-Labs 01. It has a dark-themed UI, a mic button for voice input, a full manual keypad as backup, and it parses spoken phrases like “twelve plus eight” or “fifty divided by five” into arithmetic operations, plus voice commands for “clear” and “equals.” What was likely challenging: For a project like this, the hard parts are usually: Parsing spoken number words (“twelve,” “fifty”) and operator words (“plus,” “divided by”) into a form a calculator engine can actually compute — this needs a decent grammar/parser, not just keyword matching. Handling ambiguous or garbled speech recognition output (e.g. “for” vs “four,” “won” vs “one”). Making voice and keypad state sync cleanly, so a spoken input and a tapped input update the same display without conflicts. Browser speech recognition API quirks (permissions, mic access, inconsistent support across browsers). “Prod” — I’m not sure what you mean here. Do you mean: The production deployment (it’s live on GitHub Pages), or The product (i.e., what it delivers to users), or Something else specific to your build? What people should know to test it: Tap the mic button and grant microphone permission. Say a full expression like “twelve plus eight” and it should compute automatically. Say “clear” to reset, or “equals” to force evaluation. Manual keypad works too if voice fails or isn’t available on the device/browser.", "repo": "https://github.com/niranjanojas682-bot/Voice-Controlled-Calculator", "demo": "http://niranjanojas682-bot.github.io/Voice-Controlled-Calculator/"}]...
|
[{"post_id": 60266, "ts": "202 [{"post_id": 60266, "ts": "2026-09-02T15:12:21Z", "hours": 2.7242, "text": "crunty i have done the whole project in just 40 mins which was easy ."}]...
|
Title: Voice contrlled calculator by @OjasNiranjan Title: Voice contrlled calculator by @OjasNiranjan | Stardance
Devlogs:
crunty i have done the whole project in just 40 mins which was easy .
Ships:
What was made: Vox Calculator — a voice-controlled calculator web app under Mash-Labs 01. It has a dark-themed UI, a mic button for voice input, a full manual keypad as backup, and it parses spoken phrases like “twelve plus eight” or “fifty divided by five” into arithmetic operations, plus voice commands for “clear” and “equals.” What was likely challenging: For a project like this, the hard parts are usually: Parsing spoken number words (“twelve,” “fifty”) and operator words (“plus,” “divided by”) into a form a calculator engine can actually compute — this needs a decent grammar/parser, not just keyword matching. Handling ambiguous or garbled speech recognition output (e.g. “for” vs “four,” “won” vs “one”). Making voice and keypad state sync cleanly, so a spoken input and a tapped input update the same display without conflicts. Browser speech recognition API quirks (permissions, mic access, inconsistent support across browsers). “Prod” — I’m not sure what you mean here. Do you mean: The production deployment (it’s live on GitHub Pages), or The product (i.e., what it delivers to users), or Something else specific to your build? What people should know to test it: Tap the mic button and grant microphone permission. Say a full expression like “twelve plus eight” and it should compute automatically. Say “clear” to reset, or “equals” to force evaluation. Manual keypad works too if voice fails or isn’t available on the device/browser....
|
1792878669.512662
|
1793742669.512662
|
|
60682
|
My own site! by @kareemwaleed | Stardance
|
kareemwaleed
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T14:06:58Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "i made a tracker as a separate project but hacktime made them the same can you help i got the link of the repo of the expenses tracker", "repo": "https://github.com/kokx138/My-personal-website", "demo": "https://kokx138.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-09-10T15:57:11Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my very first website I am glad i can finally code and make a website , this one is personal site with three sections of favorite things as episodes , artists and food hope u like it i know it is not the best but this is my first try", "repo": "https://github.com/kokx138/My-personal-website", "demo": "https://kokx138.github.io/My-personal-website/"}]...
|
[{"post_id": 65965, "ts": "202 [{"post_id": 65965, "ts": "2026-09-11T13:45:50Z", "hours": 0.0014, "text": "I was working on an expense tracker but hack time missed up and merged the two projects"}, {"post_id": 65431, "ts": "2026-09-10T15:50:01Z", "hours": 0.0, "text": "here is my very first site code"}]...
|
Title: My own site! by @kareemwaleed | Stardance
Title: My own site! by @kareemwaleed | Stardance
Devlogs:
here is my very first site code
I was working on an expense tracker but hack time missed up and merged the two projects
Ships:
this is my very first website I am glad i can finally code and make a website , this one is personal site with three sections of favorite things as episodes , artists and food hope u like it i know it is not the best but this is my first try
i made a tracker as a separate project but hacktime made them the same can you help i got the link of the repo of the expenses tracker...
|
1793055228.3648374
|
1793141628.3648374
|
|
58952
|
My own site! by @kajamaniyograj | Stardance
|
kajamaniyograj
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T14:00:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i used ai but i tryed my best to complete this project", "repo": "https://github.com/kajamaniyograj-cyber/personal-site", "demo": "https://kajamaniyograj-cyber.github.io/personal-site"}]...
|
[{"post_id": 65448, "ts": "202 [{"post_id": 65448, "ts": "2026-09-10T16:15:50Z", "hours": 0.4186, "text": "added standoffs to hold the display in place. With this the project is finally complete(atleast i hope so:)"}]...
|
Title: My own site! by @kajamaniyograj | Stardance Title: My own site! by @kajamaniyograj | Stardance
Devlogs:
added standoffs to hold the display in place. With this the project is finally complete(atleast i hope so:)
Ships:
i used ai but i tryed my best to complete this project...
|
1793008153.5667408
|
1793094553.5667408
|
|
60936
|
My own Portfolio! by @Helos | Stardance
|
Helos
|
1
|
0.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T13:58:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my Portfolio and with this “Project” if we can call it one helped me to learn HTML and CSS and it will be really useful when im gonna look for a job", "repo": "https://github.com/Helos-dev/Public-Portfolio", "demo": "https://helosdev-portfolio.netlify.app/"}]...
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[{"post_id": 65972, "ts": "202 [{"post_id": 65972, "ts": "2026-09-11T13:54:22Z", "hours": 0.3742, "text": "Currently working on improving my coding skills"}]...
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Title: My own Portfolio! by @Helos | Stardance
De Title: My own Portfolio! by @Helos | Stardance
Devlogs:
Currently working on improving my coding skills
Ships:
This is my Portfolio and with this “Project” if we can call it one helped me to learn HTML and CSS and it will be really useful when im gonna look for a job...
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1793055273.541272
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Apollo Accord by @alien | Stardance
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alien
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1
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49.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T12:42:36Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding.", "repo": "https://github.com/SoHiEarth/Apollo-Accord", "demo": "https://sohiearth.itch.io/apollo-accord"}]...
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[{"post_id": 65938, "ts": "202 [{"post_id": 65938, "ts": "2026-09-11T12:36:46Z", "hours": 1.3, "text": "Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding."}, {"post_id": 59140, "ts": "2026-08-31T19:23:39Z", "hours": 3.3025, "text": "Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon."}, {"post_id": 57188, "ts": "2026-08-29T09:21:04Z", "hours": 2.8056, "text": "Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!"}, {"post_id": 54316, "ts": "2026-08-25T08:22:20Z", "hours": 2.0378, "text": "Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!"}, {"post_id": 46763, "ts": "2026-08-14T07:54:46Z", "hours": 2.1783, "text": "APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much."}, {"post_id": 45357, "ts": "2026-08-11T19:14:32Z", "hours": 3.0819, "text": "APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game."}, {"post_id": 42810, "ts": "2026-08-07T18:36:08Z", "hours": 1.0667, "text": "APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product."}, {"post_id": 41242, "ts": "2026-08-05T10:16:08Z", "hours": 3.8, "text": "Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop."}, {"post_id": 40421, "ts": "2026-08-03T22:17:57Z", "hours": 1.3, "text": "Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit."}, {"post_id": 40267, "ts": "2026-08-03T18:00:05Z", "hours": 0.7333, "text": "Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc."}, {"post_id": 4035, "ts": "2026-06-07T06:46:03Z", "hours": 2.1025, "text": "Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that."}, {"post_id": 3484, "ts": "2026-06-06T13:17:41Z", "hours": 1.0453, "text": "[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker."}, {"post_id": 3388, "ts": "2026-06-06T09:01:31Z", "hours": 0.6489, "text": "Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)"}, {"post_id": 3370, "ts": "2026-06-06T08:10:22Z", "hours": 3.0089, "text": "Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of."}, {"post_id": 2125, "ts": "2026-06-04T13:36:53Z", "hours": 1.5869, "text": "Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc."}, {"post_id": 1479, "ts": "2026-06-03T15:01:54Z", "hours": 2.6597, "text": "Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to."}, {"post_id": 1348, "ts": "2026-06-03T09:32:22Z", "hours": 5.0986, "text": "Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually"}, {"post_id": 1227, "ts": "2026-06-03T02:36:24Z", "hours": 3.2822, "text": "Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#"}, {"post_id": 783, "ts": "2026-06-02T13:27:05Z", "hours": 1.0147, "text": "Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr"}, {"post_id": 756, "ts": "2026-06-02T12:04:16Z", "hours": 3.9294, "text": "Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#"}, {"post_id": 92, "ts": "2026-05-31T18:01:51Z", "hours": 1.4375, "text": "Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support"}, {"post_id": 62, "ts": "2026-05-31T15:36:11Z", "hours": 1.3606, "text": "Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md"}]...
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Title: Apollo Accord by @alien | Stardance
Devlog Title: Apollo Accord by @alien | Stardance
Devlogs:
Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md
Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support
Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#
Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr
Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#
Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually
Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to.
Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc.
Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of.
Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)
[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker.
Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that.
Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc.
Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit.
Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop.
APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product.
APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game.
APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much.
Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!
Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!
Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon.
Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding.
Ships:
I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding....
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1793004646.3935244
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1793091046.3935244
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58056
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Financemanager by @javin_wittig | Stardance
|
javin_wittig
|
1
|
5.52
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T11:07:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README", "repo": "https://github.com/javinwittig/Financemanager", "demo": "https://github.com/javinwittig/Financemanager/releases/tag/v1.0.1"}]...
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[{"post_id": 74479, "ts": "202 [{"post_id": 74479, "ts": "2026-09-27T14:04:58Z", "hours": 0.5153, "text": "Final changes"}, {"post_id": 65234, "ts": "2026-09-10T07:10:06Z", "hours": 4.9311, "text": "I am building a Finance Tracker in the Terminal"}]...
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Title: Financemanager by @javin_wittig | Stardance Title: Financemanager by @javin_wittig | Stardance
Devlogs:
I am building a Finance Tracker in the Terminal
Final changes
Ships:
I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README...
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1793008056.3052838
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1793094456.3052838
|
|
60957
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PC OR LAPTOP by @Krishnazx07 | Stardance
|
Krishnazx07
|
1
|
8.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:42:40Z", "hours": 8.0, "multiplier": 1.02, "payout": 9, "blessing": "neutral", "text": "I made a website about pc and laptop. and i think it has really helped me learn about flexbox and grid and improved my web development skills vastly.", "repo": "https://github.com/Krishnazx07/Pc-VS-Laptop", "demo": "https://krishnazx07.github.io/Pc-VS-Laptop/"}]...
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[{"post_id": 65894, "ts": "202 [{"post_id": 65894, "ts": "2026-09-11T10:32:07Z", "hours": 8.4683, "text": "I have completed a web project. it was more like a practice project to learn some new stuff about web development."}]...
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Title: PC OR LAPTOP by @Krishnazx07 | Stardance
D Title: PC OR LAPTOP by @Krishnazx07 | Stardance
Devlogs:
I have completed a web project. it was more like a practice project to learn some new stuff about web development.
Ships:
I made a website about pc and laptop. and i think it has really helped me learn about flexbox and grid and improved my web development skills vastly....
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1793055282.1374962
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1793141682.1374962
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59533
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slakie by @IcedThrower_95 | Stardance
|
IcedThrower_95
|
1
|
10.71
|
48
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:32:16Z", "hours": 8.0, "multiplier": 6.23, "payout": 48, "blessing": "neutral", "text": "What did you make? I built Slackie—a multi-purpose Slack bot packed with 10 fully functional slash commands! I wanted to make something that wasn’t just a simple text responder, so I integrated multiple APIs to make it genuinely useful and fun. It features a Gemini 3.8 Flash AI assistant that can browse the web, a currency converter, a math expression evaluator, a QR code generator, and even a command that fetches the exact countdown and details for the next Formula 1 race. What was challenging? Trying to get the currency converter to accept flexible inputs (like “1299 USD to INR” vs just “USD to INR”) without completely breaking the code took a lot of trial and error. What am I proud of? The F1 Command: As a massive Formula 1 fan, building a custom /my-slakie-f1 command that tracks the next Grand Prix weekend using the Jolpica API was super satisfying. I am really proud that I figured out the Linux service file stuff. Slackie is now running flawlessly 24/7 on my own hardware. What should you know before testing? To talk to the AI, use /my-slakie-gemini [your question]. It has Google Search grounding enabled, so you can ask it about current events or tech news! Try /my-slakie-currency 100 USD to INR to test the live exchange rates. Type /my-slakie-help to see the full list of all 10 commands you can play with. Make sure you use the exact /my-slakie-… prefix so it doesn’t collide with other bots in the workspace! Example Here in the image attached shows the working of the /my-slakie-gemini [Question] command the model intellingently uses web search to get the latest information if its system instrutction is outdated", "repo": "https://github.com/IcedThrower95/slakie_bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C16D3SXCK"}]...
|
[{"post_id": 72632, "ts": "202 [{"post_id": 72632, "ts": "2026-09-23T12:01:07Z", "hours": 1.6297, "text": "wrote the code my self from scratch again, as the reviewers were flagging it as “more than 30% usage of AI”"}, {"post_id": 66636, "ts": "2026-09-12T14:20:36Z", "hours": 1.0817, "text": "final devlog after review. Today I edited some of my codebase to make it more cleaner rather than having it clustered.I added a few comments as well along the way"}, {"post_id": 65887, "ts": "2026-09-11T10:18:56Z", "hours": 0.2964, "text": "at last i finished the README document and also edited some code(tiny changes to make it better)"}, {"post_id": 65832, "ts": "2026-09-11T07:29:41Z", "hours": 1.0794, "text": "#final - devlog3 I have finally fixed the gemini ai integration and i have 10 fully working commands, here i have attached. It took me a lot of time to debug the Gemini AI errors. i even used AI to debug but failed unfortunately. Anyways it is now fixed and everything works. Signing off on this project"}, {"post_id": 65318, "ts": "2026-09-10T12:10:30Z", "hours": 3.1189, "text": "#devlog2 , today i completed all the commands which i wanted to integrate in my slackbot.Moreover I am trying to fix the gemini ai which i have intergrated in my slakie it keeps giving me outdated information it is unable to do a web search. I hope to fix it by the end of today"}, {"post_id": 64343, "ts": "2026-09-08T17:24:03Z", "hours": 3.2531, "text": "#devlog1, today I started working on my project Slack bot—my-slakie. At first I followed the guide and went along with the flow. After a while, I had some ideas pop up into my head, and I tried to integrate Gemini AI in the slash command, but unfortunately I was unable to get the desired result—the bot is giving outdated data; the rest of the functions are fine. I will work on debugging the problem with Gemini tomorrow. Also, I am hosting my Slack bot on my Raspberry Pi instead of using the Hack Club Nest. So yeah, that’s it for today!!"}]...
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Title: slakie by @IcedThrower_95 | Stardance
Devl Title: slakie by @IcedThrower_95 | Stardance
Devlogs:
#devlog1, today I started working on my project Slack bot—my-slakie. At first I followed the guide and went along with the flow. After a while, I had some ideas pop up into my head, and I tried to integrate Gemini AI in the slash command, but unfortunately I was unable to get the desired result—the bot is giving outdated data; the rest of the functions are fine. I will work on debugging the problem with Gemini tomorrow. Also, I am hosting my Slack bot on my Raspberry Pi instead of using the Hack Club Nest. So yeah, that’s it for today!!
#devlog2 , today i completed all the commands which i wanted to integrate in my slackbot.Moreover I am trying to fix the gemini ai which i have intergrated in my slakie it keeps giving me outdated information it is unable to do a web search. I hope to fix it by the end of today
#final - devlog3 I have finally fixed the gemini ai integration and i have 10 fully working commands, here i have attached. It took me a lot of time to debug the Gemini AI errors. i even used AI to debug but failed unfortunately. Anyways it is now fixed and everything works. Signing off on this project
at last i finished the README document and also edited some code(tiny changes to make it better)
final devlog after review. Today I edited some of my codebase to make it more cleaner rather than having it clustered.I added a few comments as well along the way
wrote the code my self from scratch again, as the reviewers were flagging it as “more than 30% usage of AI”
Ships:
What did you make? I built Slackie—a multi-purpose Slack bot packed with 10 fully functional slash commands! I wanted to make something that wasn’t just a simple text responder, so I integrated multiple APIs to make it genuinely useful and fun. It features a Gemini 3.8 Flash AI assistant that can browse the web, a currency converter, a math expression evaluator, a QR code generator, and even a command that fetches the exact countdown and details for the next Formula 1 race. What was challenging? Trying to get the currency converter to accept flexible inputs (like “1299 USD to INR” vs just “USD to INR”) without completely breaking the code took a lot of trial and error. What am I proud of? The F1 Command: As a massive Formula 1 fan, building a custom /my-slakie-f1 command that tracks the next Grand Prix weekend using the Jolpica API was super satisfying. I am really proud that I figured out the Linux service file stuff. Slackie is now running flawlessly 24/7 on my own hardware. What should you know before testing? To talk to the AI, use /my-slakie-gemini [your question]. It has Google Search grounding enabled, so you can ask it about current events or tech news! Try /my-slakie-currency 100 USD to INR to test the live exchange rates. Type /my-slakie-help to see the full list of all 10 commands you can play with. Make sure you use the exact /my-slakie-… prefix so it doesn’t collide with other bots in the workspace! Example Here in the image attached shows the working of the /my-slakie-gemini [Question] command the model intellingently uses web search to get the latest information if its system instrutction is outdated...
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1792997579.581286
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1793083979.581286
|
|
60302
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TUI-OS by @Dat-One-Dev | Stardance
|
Dat-One-Dev
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:19:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "TUI-OS is a browser-based operating system with a draggable multi-panel desktop, live ASCII clock, terminal supporting filesystem commands, and file viewer, built in vanilla HTML, CSS, and JavaScript for Stardance.", "repo": "https://github.com/Dat-one-dev/tui-os", "demo": "https://dat-one-dev.github.io/TUI-OS/"}]...
|
[{"post_id": 65880, "ts": "202 [{"post_id": 65880, "ts": "2026-09-11T10:00:22Z", "hours": 0.3569, "text": "TUI-OS DEVLOG 3 My small web os project is near end first i added drag gable windows now u can drag windows lwk changing there positions [I USED AI IN DRAGGIN PART IDK HOW TO DO IT], then i fixed errors in tree and dir commands, then i added this new VIEW command to view files like txt md and pngs, then added many files for fun and ig ts is done time to lwk make a readme vercel and ship it…i will ship it on github io this time ig"}, {"post_id": 65859, "ts": "2026-09-11T09:10:29Z", "hours": 1.0267, "text": "TUI-OS DEVLOG 2 Nowk we have 3 panels, Terminal Clock and IDK which is gonna be file viewer panel, we also have added commands like help - prints help log clear - clears terminal pwd - shows current dir dir - lists content tree - preety dir with adv features linux users know ts well cd - Change Dir Commnad fastfetch - just felt cool adding this print log, also used in welcome screen [neofetch and fastfetch do lwk same job] date - date time - time then we have clock panel thats just clock and IDK panel is next feature then i can ship ts"}, {"post_id": 64896, "ts": "2026-09-09T16:31:57Z", "hours": 0.6994, "text": "TUI OS DEVLOG 1 I made the proj added this black screen and green text on it did some css added text input buffer on it added a terminalPrint func in js to print array of strings, and then i added a varaiable to store input of new line….thats it for today"}]...
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Title: TUI-OS by @Dat-One-Dev | Stardance
Devlogs Title: TUI-OS by @Dat-One-Dev | Stardance
Devlogs:
TUI OS DEVLOG 1 I made the proj added this black screen and green text on it did some css added text input buffer on it added a terminalPrint func in js to print array of strings, and then i added a varaiable to store input of new line….thats it for today
TUI-OS DEVLOG 2 Nowk we have 3 panels, Terminal Clock and IDK which is gonna be file viewer panel, we also have added commands like help - prints help log clear - clears terminal pwd - shows current dir dir - lists content tree - preety dir with adv features linux users know ts well cd - Change Dir Commnad fastfetch - just felt cool adding this print log, also used in welcome screen [neofetch and fastfetch do lwk same job] date - date time - time then we have clock panel thats just clock and IDK panel is next feature then i can ship ts
TUI-OS DEVLOG 3 My small web os project is near end first i added drag gable windows now u can drag windows lwk changing there positions [I USED AI IN DRAGGIN PART IDK HOW TO DO IT], then i fixed errors in tree and dir commands, then i added this new VIEW command to view files like txt md and pngs, then added many files for fun and ig ts is done time to lwk make a readme vercel and ship it…i will ship it on github io this time ig
Ships:
TUI-OS is a browser-based operating system with a draggable multi-panel desktop, live ASCII clock, terminal supporting filesystem commands, and file viewer, built in vanilla HTML, CSS, and JavaScript for Stardance....
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1793055162.5699918
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1793141562.5699918
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55920
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passable by @lilboimonke | Stardance
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lilboimonke
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1
|
14.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T05:11:35Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "been building this for two and a half weeks, submitting it to the Stardance Challenge tonight. it’s called Passable and it does walking routes for 38 US downtowns, except it actually looks at steps, curb heights, and how much sun you’ll be standing in, which no maps app bothers with. I got into it after counting how many LA sidewalk segments have a real accessibility tag on them, which turned out to be 478 out of 16,304, so everything else is a guess and you’d never know from looking at the map. mine tells you when it’s guessing. free, runs in your browser, no login PS: couldnt get more land covered on the maps because it would take up too much storage, and I could only use up so much storage..", "repo": "https://github.com/NayanVangala/nextstephacks", "demo": "https://passable-la.vercel.app/"}]...
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[{"post_id": 65785, "ts": "202 [{"post_id": 65785, "ts": "2026-09-11T05:02:29Z", "hours": 4.4689, "text": "app complete."}, {"post_id": 62706, "ts": "2026-09-06T06:10:22Z", "hours": 1.7678, "text": "spent half the day working on the landing pages mouse effect field, love how this turned out i think it looks amazing"}, {"post_id": 60986, "ts": "2026-09-03T17:51:51Z", "hours": 6.3494, "text": "did a LOT OF WORK making this thing look better, currently working on some fresh transitions after a huge rebuild and redesign of the entire ui and every component. i guess i just didnt like how it looks lol"}, {"post_id": 57494, "ts": "2026-08-29T17:32:44Z", "hours": 1.0417, "text": "js working on more stylizing the frontend lowk cs ts looks like buhh"}]...
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Title: passable by @lilboimonke | Stardance
Devlo Title: passable by @lilboimonke | Stardance
Devlogs:
js working on more stylizing the frontend lowk cs ts looks like buhh
did a LOT OF WORK making this thing look better, currently working on some fresh transitions after a huge rebuild and redesign of the entire ui and every component. i guess i just didnt like how it looks lol
spent half the day working on the landing pages mouse effect field, love how this turned out i think it looks amazing
app complete.
Ships:
been building this for two and a half weeks, submitting it to the Stardance Challenge tonight. it’s called Passable and it does walking routes for 38 US downtowns, except it actually looks at steps, curb heights, and how much sun you’ll be standing in, which no maps app bothers with. I got into it after counting how many LA sidewalk segments have a real accessibility tag on them, which turned out to be 478 out of 16,304, so everything else is a guess and you’d never know from looking at the map. mine tells you when it’s guessing. free, runs in your browser, no login PS: couldnt get more land covered on the maps because it would take up too much storage, and I could only use up so much storage.....
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1793004790.2014308
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1793091190.2014308
|
|
50639
|
The International Consortium of Browser-Based Digi The International Consortium of Browser-Based Digital Distractions and Productivity Reduction by @willexists | Stardance...
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willexists
|
2
|
17.0
|
101
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T03:26:17Z", "hours": 8.0, "multiplier": 5.31, "payout": 42, "blessing": "neutral", "text": "heyyyyyyyyyyyyyyy shipwrights and raters :D im will and i made this little petite much yayas app (why did i say that i sound like i’m three..) as this is my second ship, i had to have added some new things, right? well lucky you! i did! ..i hope.. me and me added: FOUR new games (solitaire, minesweeper, sudoku, and tetris!) a leaderboard that actively updates??? woa??? (using firbase bcs im lowk dumb and dont know anything else <3) a subtitle that changes muehehe .. thats it i guess took 8 hours though so i feel accomplished :D love you please rate me well", "repo": "https://github.com/ooowillexistsooo/New-folder", "demo": "https://willexists.space"}, {"ship_num": 2, "ts": "2026-08-21T23:12:16Z", "hours": 9.0, "multiplier": 6.77, "payout": 59, "blessing": "neutral", "text": "Hi! I made this tiny little games site because i was bored, but then I ended up putting in almost 10 hours on it lol! Funny how life works. It has 4 regular games (maybe more soon o.O?): Reaction time test, wordle, stack, snake, and two pass-the-phone games: tic-tac-toe and also wrong answers only. Please try it out before you rate this is you’re rating it, it doesn’t look the absolute best, but it is fun (i promise) Oh there are also 160 words in wordle so ooo lah lah.", "repo": "https://github.com/ooowillexistsooo/New-folder", "demo": "https://willexists.space"}]...
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[{"post_id": 65753, "ts": "202 [{"post_id": 65753, "ts": "2026-09-11T03:16:12Z", "hours": 0.2664, "text": "i added the subtitles beigntng random which i find pretty coolio also updated the readme probably gonna ship soon"}, {"post_id": 65715, "ts": "2026-09-11T01:47:14Z", "hours": 0.5494, "text": "finished adding tetris <3 in my free time im making smoothies i did creamsicle today"}, {"post_id": 65622, "ts": "2026-09-10T21:21:23Z", "hours": 0.7703, "text": "jus some debugging p.s. random mixamo stuff"}, {"post_id": 64579, "ts": "2026-09-09T02:45:32Z", "hours": 0.6675, "text": "give me ideas for games please i beg i had the most delicious ice cream today it was vanilla trader joes ice cream is amazing"}, {"post_id": 63939, "ts": "2026-09-08T00:50:17Z", "hours": 1.0147, "text": "did some things i dunno also i might redo the home screen to be more styles also my mom was throwing out some monitors so i have more monitors now (more meaning two as well as my laptop screen"}, {"post_id": 63807, "ts": "2026-09-07T19:30:11Z", "hours": 1.3469, "text": "you can play solitaire now <3 also put it in the leaderbored lol (secons based im too lazy to learn point-based solitaire)"}, {"post_id": 63355, "ts": "2026-09-07T04:21:28Z", "hours": 0.4339, "text": "fixed the thing showing my api keys publicly 😭"}, {"post_id": 63346, "ts": "2026-09-07T03:37:11Z", "hours": 1.6669, "text": "we be mining with this one minecraft isnt even relatied i just typed in :mine and it came up lol oh we also added a leaderboard complete with authentication and verification but thats minor 😉"}, {"post_id": 62403, "ts": "2026-09-05T19:00:12Z", "hours": 0.3019, "text": "Read more"}, {"post_id": 62387, "ts": "2026-09-05T18:41:29Z", "hours": 0.9322, "text": "did you know that sudoku helps improve your brain power? i didnt… i could use it pink deltarune is definitley"}, {"post_id": 51963, "ts": "2026-08-21T23:07:23Z", "hours": 1.0692, "text": "i finally added a name!!! also cleaned up, added a readme.md, and added more words to wordle. thanks for following this guys im getting ready to ship!!! please rate this with care i didnt realize i could add slack emojis woah thats cool"}, {"post_id": 51388, "ts": "2026-08-21T01:55:33Z", "hours": 1.7708, "text": "added some multiplayer (pretty much pass-the-phone) games like tic tac toe and wrong answers only also fixed some other things im tired"}, {"post_id": 51313, "ts": "2026-08-20T21:54:53Z", "hours": 0.3336, "text": "hey just wanted to say holy win in wordle"}, {"post_id": 50754, "ts": "2026-08-20T03:25:12Z", "hours": 1.8781, "text": "uhm i added the stack game and a thing to tell people how to add words to the wordle bank also why does my recordings keep cutting out??? theres more its just not cooperating p.s. i gave up its images now"}, {"post_id": 50657, "ts": "2026-08-19T22:33:54Z", "hours": 1.9767, "text": "i meant to post this yesterday, but we added wordle and by we i mean i. there are 50 possible words btw, (also there is cheating if you edit the code but hey you didn’t hear that from me!) also i do suck at wordle dont judge me >:("}, {"post_id": 49329, "ts": "2026-08-18T02:44:59Z", "hours": 1.7353, "text": "i added two games and created this project the games are snake and reaction time test so far the name is a placeholder i swear"}]...
|
Title: The International Consortium of Browser-Bas Title: The International Consortium of Browser-Based Digital Distractions and Productivity Reduction by @willexists | Stardance
Devlogs:
i added two games and created this project the games are snake and reaction time test so far the name is a placeholder i swear
i meant to post this yesterday, but we added wordle and by we i mean i. there are 50 possible words btw, (also there is cheating if you edit the code but hey you didn’t hear that from me!) also i do suck at wordle dont judge me >:(
uhm i added the stack game and a thing to tell people how to add words to the wordle bank also why does my recordings keep cutting out??? theres more its just not cooperating p.s. i gave up its images now
hey just wanted to say holy win in wordle
added some multiplayer (pretty much pass-the-phone) games like tic tac toe and wrong answers only also fixed some other things im tired
i finally added a name!!! also cleaned up, added a readme.md, and added more words to wordle. thanks for following this guys im getting ready to ship!!! please rate this with care i didnt realize i could add slack emojis woah thats cool
did you know that sudoku helps improve your brain power? i didnt… i could use it pink deltarune is definitley
Read more
we be mining with this one minecraft isnt even relatied i just typed in :mine and it came up lol oh we also added a leaderboard complete with authentication and verification but thats minor 😉
fixed the thing showing my api keys publicly 😭
you can play solitaire now <3 also put it in the leaderbored lol (secons based im too lazy to learn point-based solitaire)
did some things i dunno also i might redo the home screen to be more styles also my mom was throwing out some monitors so i have more monitors now (more meaning two as well as my laptop screen
give me ideas for games please i beg i had the most delicious ice cream today it was vanilla trader joes ice cream is amazing
jus some debugging p.s. random mixamo stuff
finished adding tetris <3 in my free time im making smoothies i did creamsicle today
i added the subtitles beigntng random which i find pretty coolio also updated the readme probably gonna ship soon
Ships:
Hi! I made this tiny little games site because i was bored, but then I ended up putting in almost 10 hours on it lol! Funny how life works. It has 4 regular games (maybe more soon o.O?): Reaction time test, wordle, stack, snake, and two pass-the-phone games: tic-tac-toe and also wrong answers only. Please try it out before you rate this is you’re rating it, it doesn’t look the absolute best, but it is fun (i promise) Oh there are also 160 words in wordle so ooo lah lah.
heyyyyyyyyyyyyyyy shipwrights and raters :D im will and i made this little petite much yayas app (why did i say that i sound like i’m three..) as this is my second ship, i had to have added some new things, right? well lucky you! i did! ..i hope.. me and me added: FOUR new games (solitaire, minesweeper, sudoku, and tetris!) a leaderboard that actively updates??? woa??? (using firbase bcs im lowk dumb and dont know anything else <3) a subtitle that changes muehehe .. thats it i guess took 8 hours though so i feel accomplished :D love you please rate me well...
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1792993949.7906356
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1793080349.7906356
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60469
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Simple Website by @Itz_Lulu | Stardance
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Itz_Lulu
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T03:21:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal portfolio site, built for Hack Club’s Stardance program. It includes an About Me section and a Projects section, styled with a dark theme using HTML and CSS, with Space Grotesk as the main font. I built this to practice core web fundamentals like flexbox layouts, styling, and structuring a page with sections. I used Claude, an AI assistant, to help me relearn HTML and CSS concepts and guide me step by step while building this site, including troubleshooting issues along the way. The structure, content, and personal choices for the site are mine.", "repo": "https://github.com/ElvisO2/Simple-Website", "demo": "https://elviso2.github.io/Simple-Website/"}]...
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[{"post_id": 65750, "ts": "202 [{"post_id": 65750, "ts": "2026-09-11T03:12:01Z", "hours": 0.3436, "text": "I added a contacts section and now shipping it"}, {"post_id": 65655, "ts": "2026-09-10T22:53:35Z", "hours": 0.3997, "text": "finished the website."}, {"post_id": 65128, "ts": "2026-09-10T01:40:37Z", "hours": 3.7514, "text": "I’m just touching up on it."}]...
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Title: Simple Website by @Itz_Lulu | Stardance
De Title: Simple Website by @Itz_Lulu | Stardance
Devlogs:
I’m just touching up on it.
finished the website.
I added a contacts section and now shipping it
Ships:
This is my personal portfolio site, built for Hack Club’s Stardance program. It includes an About Me section and a Projects section, styled with a dark theme using HTML and CSS, with Space Grotesk as the main font. I built this to practice core web fundamentals like flexbox layouts, styling, and structuring a page with sections. I used Claude, an AI assistant, to help me relearn HTML and CSS concepts and guide me step by step while building this site, including troubleshooting issues along the way. The structure, content, and personal choices for the site are mine....
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1793055188.8945897
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1793141588.8945897
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60866
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Orbit by @Kapilesh | Stardance
|
Kapilesh
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T02:34:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Orbit is a custom page that retrieves NASA’s APOD(Astronomy Picture of the Day) and displays it with a live clock, custom kinda space-themed(i tried my best) styling, and full CI/CD deployment to GitHub Pages. The trickiest parts were debugging a NASA API error on “today’s” date (fixed by making it always fetch fetching entry) and a typo’d workflow filename that silently broke deployment .", "repo": "https://github.com/kapileshrajaravius/orbit/", "demo": "https://kapileshrajaravius.github.io/orbit/"}]...
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[{"post_id": 65734, "ts": "202 [{"post_id": 65734, "ts": "2026-09-11T02:29:27Z", "hours": 0.6117, "text": "Orbit"}]...
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Title: Orbit by @Kapilesh | Stardance
Devlogs:
Or Title: Orbit by @Kapilesh | Stardance
Devlogs:
Orbit
Ships:
Orbit is a custom page that retrieves NASA’s APOD(Astronomy Picture of the Day) and displays it with a live clock, custom kinda space-themed(i tried my best) styling, and full CI/CD deployment to GitHub Pages. The trickiest parts were debugging a NASA API error on “today’s” date (fixed by making it always fetch fetching entry) and a typo’d workflow filename that silently broke deployment ....
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1793055252.7609377
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1793141652.7609377
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60596
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My own site! by @Marib | Stardance
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Marib
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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": "2026-09-11T02:23:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal portfolio website from scratch using HTML, CSS, and JavaScript to showcase my projects, and a little bit about myself. It took me around 4 hours to build the site and fix all the bugs along the way. I started with a really basic HTML layout and gradually added the navigation bar, styling, dark mode, buttons, hover effects, and mobile responsiveness. The most challenging part was probably finding and fixing the small mistakes that were breaking different parts of the website, especially the mobile navigation. I’m proud that I built everything myself instead of using a template or website builder, and that I was able to take a basic page and turn it into something that actually feels like my own. To test it, you can explore the different sections, try the navigation, switch between light and dark mode, and check out the buttons and hover effects. It’s still a work in progress, and I’ll keep adding more projects and other things as I build them and learn new things.", "repo": "https://github.com/maribsidd/Protfolio", "demo": "https://maribsidd.github.io/Protfolio/"}]...
|
[{"post_id": 65730, "ts": "202 [{"post_id": 65730, "ts": "2026-09-11T02:12:39Z", "hours": 0.6006, "text": "Devlog#3 Spent some time cleaning up the code today. Fixed a few HTML, CSS and mobile issues. nothing major, but the code is much cleaner now and the mobile navbar actually works properly. And Finally its done!!! Check it out!"}, {"post_id": 65368, "ts": "2026-09-10T13:44:08Z", "hours": 1.2094, "text": "Devlog#2 Spent another hour on the site and finally moved past the plain HTML stage. Added the navbar, styled the main page, added dark mode, buttons, hover effects, and making it mobile friendly. It finally looks like an actual website now. next i’ll work on the projects and research section."}, {"post_id": 65308, "ts": "2026-09-10T11:30:08Z", "hours": 0.3617, "text": "Finally started working on my personal site! Built out the core HTML, got a simple header, a quick intro, linked my repos. Looks pretty basic right now without any styling, but CSS is up next!"}]...
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Title: My own site! by @Marib | Stardance
Devlogs Title: My own site! by @Marib | Stardance
Devlogs:
Finally started working on my personal site! Built out the core HTML, got a simple header, a quick intro, linked my repos. Looks pretty basic right now without any styling, but CSS is up next!
Devlog#2 Spent another hour on the site and finally moved past the plain HTML stage. Added the navbar, styled the main page, added dark mode, buttons, hover effects, and making it mobile friendly. It finally looks like an actual website now. next i’ll work on the projects and research section.
Devlog#3 Spent some time cleaning up the code today. Fixed a few HTML, CSS and mobile issues. nothing major, but the code is much cleaner now and the mobile navbar actually works properly. And Finally its done!!! Check it out!
Ships:
I made my personal portfolio website from scratch using HTML, CSS, and JavaScript to showcase my projects, and a little bit about myself. It took me around 4 hours to build the site and fix all the bugs along the way. I started with a really basic HTML layout and gradually added the navigation bar, styling, dark mode, buttons, hover effects, and mobile responsiveness. The most challenging part was probably finding and fixing the small mistakes that were breaking different parts of the website, especially the mobile navigation. I’m proud that I built everything myself instead of using a template or website builder, and that I was able to take a basic page and turn it into something that actually feels like my own. To test it, you can explore the different sections, try the navigation, switch between light and dark mode, and check out the buttons and hover effects. It’s still a work in progress, and I’ll keep adding more projects and other things as I build them and learn new things....
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1793055214.1287239
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1793141614.1287239
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60844
|
Custom Tab ! by @OneShot | Stardance
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OneShot
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T00:43:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished my Custom tab website :3c", "repo": "https://github.com/Zlati839/Custom-Tab", "demo": "https://zlati839.github.io/Custom-Tab/"}]...
|
[{"post_id": 65691, "ts": "202 [{"post_id": 65691, "ts": "2026-09-11T00:42:07Z", "hours": 1.6725, "text": "Made an another project with a OneShot Theme YAY :D"}]...
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Title: Custom Tab ! by @OneShot | Stardance
Devlo Title: Custom Tab ! by @OneShot | Stardance
Devlogs:
Made an another project with a OneShot Theme YAY :D
Ships:
Finished my Custom tab website :3c...
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1793055250.6988194
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1793141650.6988194
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42107
|
whack-a-mole by @NotDave | Stardance
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NotDave
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1
|
13.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T00:39:43Z", "hours": 13.0, "multiplier": 1.37, "payout": 18, "blessing": "neutral", "text": "I made a whack-a-mole game, the challenging part was the fact that i had very little experience with js so the event listeners were a bit of a pain to deal with, before you try the project, be informed that it probably does have bugs and if it does it would be helpful if you’d tell me what the bug you found was.", "repo": "https://github.com/P-C-M-P/js-learning", "demo": "https://p-c-m-p.github.io/js-learning/"}]...
|
[{"post_id": 65686, "ts": "202 [{"post_id": 65686, "ts": "2026-09-11T00:36:03Z", "hours": 6.0394, "text": "Finished the game, changed the controls a bit, and changed the homepage enough to not hurt the eyes"}, {"post_id": 45350, "ts": "2026-08-11T18:56:40Z", "hours": 1.5008, "text": "Got it to look like a game, also added some extra buttons"}, {"post_id": 44861, "ts": "2026-08-10T21:58:42Z", "hours": 2.1708, "text": "Added a home page, give me some ideas, cause i’m not too happy with the look"}, {"post_id": 38445, "ts": "2026-07-31T20:17:09Z", "hours": 0.4903, "text": "Fixed the score counter, which used an event listener repeatedly per interval but well it’s better now, time to work on some styling and more options maybe"}, {"post_id": 38237, "ts": "2026-07-31T15:11:40Z", "hours": 2.9475, "text": "A basic whack-a-mole game"}]...
|
Title: whack-a-mole by @NotDave | Stardance
Devlo Title: whack-a-mole by @NotDave | Stardance
Devlogs:
A basic whack-a-mole game
Fixed the score counter, which used an event listener repeatedly per interval but well it’s better now, time to work on some styling and more options maybe
Added a home page, give me some ideas, cause i’m not too happy with the look
Got it to look like a game, also added some extra buttons
Finished the game, changed the controls a bit, and changed the homepage enough to not hurt the eyes
Ships:
I made a whack-a-mole game, the challenging part was the fact that i had very little experience with js so the event listeners were a bit of a pain to deal with, before you try the project, be informed that it probably does have bugs and if it does it would be helpful if you’d tell me what the bug you found was....
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1793004467.5427606
|
1793090867.5427606
|
|
56905
|
OrbitTrace by @Jhenil | Stardance
|
Jhenil
|
1
|
17.0
|
328
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T00:35:53Z", "hours": 17.0, "multiplier": 19.06, "payout": 328, "blessing": "neutral", "text": "What Is It? I have made a 3D Earth Satellite Tracker. If you can explore and get live information about the satellites. It uses an API link which gives the code the data which it needs to go through a custom made equation and does calculations to update the satellite’s location accurately and create a projected path for it. The globe is custom made with THREE.js and Vite. Features 3D Earth Real Satellite Positions using Satellite.js Search Feature Select Satellites Camera zoom Predicted and completed orbital path Ground Track Satellite Position Replay Information Panel Loading Screen Unique Features The ground track feature is I think the best one because we all know that satellite’s orbit around Earth in circles but it looks different when you see it relative to the Earth. The satellites have weird wavy or boxy type paths if seen on the Earth’s surface. Another great feature is replay which can give you replay for the last 90 minutes. It will not be a full 90 minutes, it increments by 1 minute which makes the process of replay faster and you don’t have to sit there for 90 minutes or for the amount of time you have selected. Goal I have mentioned this a lot but I am really close to my goal for an A1 Mini 3D Printer. If you guys leave me great reviews about the project then I will be set for my goal. Thank you in advance to any one who has supported me or has rated my project.", "repo": "https://github.com/JP-code33/OrbitTrace", "demo": "https://orbit-trace-three.vercel.app/"}]...
|
[{"post_id": 65662, "ts": "202 [{"post_id": 65662, "ts": "2026-09-10T23:17:45Z", "hours": 0.6525, "text": "Devlog - 8 I have never been this frustrated to deploy a website. When I went to deploy the website, it kept giving me errors and errors. The main fault was that Vite 8 used a rolldown to bundle dependencies. It couldn’t bundle my satellite.js as it used js and WASM. Then I tried many times to make the code forcefully use the JS version but it just didn’t work. Then I searched up and saw that Vite 8 causes this and if I downgrade to Vite 7 then it will work then I did that and finally the deployment was turned from errors to success message and now the site is finally live. I will be shipping this project soon. Thank you for the support once again!"}, {"post_id": 65594, "ts": "2026-09-10T20:41:14Z", "hours": 2.5822, "text": "Devlog - 7 I am happy to announce that OrbitTrace is complete . My own 3D satellite tracker is complete. For the last 2 hours I have focused on features which are Ground Track & Replay . Let’s start with Ground Track. The satellite on the model let’s us know that where the satellite is and the projected paths are just circles you may say. But Ground Track let’s you know the satellite is traveling relative to Earth. Like it travels in weird patterns around the Earth. The replay as you may guess is the where you can time travel. You can go behind in time for about 90 minutes to see where the satellite was. It increments per minute so it doesn’t take full 90 minutes to replay. Thank you for all the support. Goal As I have mentioned earlier this is my last project before and my last hope for A1 Mini 3D printer as it is getting hard to manage school and coding at the same time but I will try my best to work on more projects. I need around 200 more stardust and I think this project has the potential to achieve that. Thank everyone once again!"}, {"post_id": 64482, "ts": "2026-09-08T22:12:17Z", "hours": 2.9764, "text": "Devlog - 6 Ok guys, I think this was the hardest part of the project till now. I was trying to get the day/night version so it replicates the real earth. I this whole time figuring it out. Firstly I start up with math to actually figure out like astronomical values for the shader and to figure out where the Sun will be at what point of time but it didn’t work out but then I went to online libraries which let’s say also didn’t work as I could understand how to use it properly. I made so many changes through out this almost three hours but at the end I made a version where it sees users local time and adjusts the earth whether it will be day time or night time. Thank you and stay tuned!"}, {"post_id": 63632, "ts": "2026-09-07T15:39:56Z", "hours": 2.2867, "text": "Devlog - 5 Finally Finally . I have overcome the problem of syncing the latitude and longitude of the Earth and the satellites. So the main problem was, I used a tutorial to build the earth in 3D so what happened the Earth’s longitude at zero was -90 so because of that the calculations were being correct but the marker was being placed at a wrong latitude. Before I didn’t knew about that so I tried changing the math but that was correct and then when I figured out that is was at a wrong longitude, it was a simple fix as I just added +90 . Then I encountered another problem which was after a search the zoom controls and the drag controls for the earth became sketchy . That was because I was using a normal zoom function before but for zooming in on a satellite after the search it switched to x, y, z coordinate system and after just for normal zoom it tried to switch back to normal but couldn’t and that is why it became sketchy but I fixed that as well. Then I started to add features in. I have added satellite’s porjected path and completed path in now. You can see that in the video below. This was just like debugging. Thank you and stay tuned!"}, {"post_id": 63061, "ts": "2026-09-06T17:28:16Z", "hours": 2.4639, "text": "Devlog - 4 Right now it is being a bit too much of a trial and error debugging for me. I did manage to get all the satellites being added on the earth textured globe. There are around 16,000 satellites. I have separate code which asks the API for the data and then that data gets parsed and then it converts it to TLE and which is then used in the main code to make those markers. Then I added search feature and while making that search feature I noticed that still the syncing of the latitude & longitude of the textured earth and the satellites is still a big problem. I can’t get it too sync with each other . I will be continuing to debug and lets see what happens. Thank you & stay tuned!"}, {"post_id": 62319, "ts": "2026-09-05T17:00:25Z", "hours": 2.4547, "text": "Devlog - 3 In 2 hours I have worked on quite a few different things. Starting it off with a problem mentioned in the last devlog which was having the latitude and longitude of satellites matching that with the earth’s lat and lon. I have fixed that problem and it was quite a silly one because It the API which had me blocked for a temporary basis because I have requested a lot in a few amount of time. So, it was just no responding to the request and that is why the satellites where not appearing and stayed in the middle. Second I added a sliding panel for the satellite information in which I encountered a problem where I was using Raycaster and it detected every click rather than a specific satellite click so then I again did like trial and error process and got it to work at the end. Also created a new data folder so that the data for satellites stays separated from the main code. Next up I will be loading more of the satellites into the project. Thank you and stay tuned."}, {"post_id": 61758, "ts": "2026-09-04T20:18:27Z", "hours": 2.3228, "text": "Devlog - 2 Ok guys I have spent the time mostly getting the API working and gathering the TLE data which just means two line element data. I am currently getting data from CelesTrak and it is going quite good. I have also gotten the marker for the ISS on the globe. The part I am struggling with currently is the fact to sync the coordinates of the satellite with the earth and with the mouse movement. Currently I am trying many different things out like stopping the earth rotation and changing the camera location rather than the actual earth, just like trial and error. I have still not found a way to get this thing to work but I am continuing the trial and error process and will update about it in the next devlog. Thank you and stay tuned! Plus sorry for late devlog as I can’t really focus on coding much as the school has started and all."}, {"post_id": 59851, "ts": "2026-09-01T20:32:28Z", "hours": 1.4969, "text": "Devlog - 1 Thank you so for the support for SkyTrace . That project got great votes and helped me get closer to my goal for an A1 Mini 3D Printer . After seeing the success of SkyTrace, I have decided to make OrbitTrace. SkyTrace = Aviation enthusiast whereas OrbitTrace = Space enthusiast . Progress For the progress I worked on making a globe, make it rotate, follow the direction of the and I have added stars. This process for me was fairly quick because I have previously made a globe for 3d flight tracking but let just say it didn’t go well. But I am back to making globes. Currently, I have planned to make it a satellite tracker but as usual it is not going to be that simple. I am going to add more unique features to as I did to SkyTrace. It might take me longer to post devlogs because now I have to manage studies and coding which is getting a bit harder, but I will ship this project. Thank you & stay tuned!"}]...
|
Title: OrbitTrace by @Jhenil | Stardance
Devlogs: Title: OrbitTrace by @Jhenil | Stardance
Devlogs:
Devlog - 1 Thank you so for the support for SkyTrace . That project got great votes and helped me get closer to my goal for an A1 Mini 3D Printer . After seeing the success of SkyTrace, I have decided to make OrbitTrace. SkyTrace = Aviation enthusiast whereas OrbitTrace = Space enthusiast . Progress For the progress I worked on making a globe, make it rotate, follow the direction of the and I have added stars. This process for me was fairly quick because I have previously made a globe for 3d flight tracking but let just say it didn’t go well. But I am back to making globes. Currently, I have planned to make it a satellite tracker but as usual it is not going to be that simple. I am going to add more unique features to as I did to SkyTrace. It might take me longer to post devlogs because now I have to manage studies and coding which is getting a bit harder, but I will ship this project. Thank you & stay tuned!
Devlog - 2 Ok guys I have spent the time mostly getting the API working and gathering the TLE data which just means two line element data. I am currently getting data from CelesTrak and it is going quite good. I have also gotten the marker for the ISS on the globe. The part I am struggling with currently is the fact to sync the coordinates of the satellite with the earth and with the mouse movement. Currently I am trying many different things out like stopping the earth rotation and changing the camera location rather than the actual earth, just like trial and error. I have still not found a way to get this thing to work but I am continuing the trial and error process and will update about it in the next devlog. Thank you and stay tuned! Plus sorry for late devlog as I can’t really focus on coding much as the school has started and all.
Devlog - 3 In 2 hours I have worked on quite a few different things. Starting it off with a problem mentioned in the last devlog which was having the latitude and longitude of satellites matching that with the earth’s lat and lon. I have fixed that problem and it was quite a silly one because It the API which had me blocked for a temporary basis because I have requested a lot in a few amount of time. So, it was just no responding to the request and that is why the satellites where not appearing and stayed in the middle. Second I added a sliding panel for the satellite information in which I encountered a problem where I was using Raycaster and it detected every click rather than a specific satellite click so then I again did like trial and error process and got it to work at the end. Also created a new data folder so that the data for satellites stays separated from the main code. Next up I will be loading more of the satellites into the project. Thank you and stay tuned.
Devlog - 4 Right now it is being a bit too much of a trial and error debugging for me. I did manage to get all the satellites being added on the earth textured globe. There are around 16,000 satellites. I have separate code which asks the API for the data and then that data gets parsed and then it converts it to TLE and which is then used in the main code to make those markers. Then I added search feature and while making that search feature I noticed that still the syncing of the latitude & longitude of the textured earth and the satellites is still a big problem. I can’t get it too sync with each other . I will be continuing to debug and lets see what happens. Thank you & stay tuned!
Devlog - 5 Finally Finally . I have overcome the problem of syncing the latitude and longitude of the Earth and the satellites. So the main problem was, I used a tutorial to build the earth in 3D so what happened the Earth’s longitude at zero was -90 so because of that the calculations were being correct but the marker was being placed at a wrong latitude. Before I didn’t knew about that so I tried changing the math but that was correct and then when I figured out that is was at a wrong longitude, it was a simple fix as I just added +90 . Then I encountered another problem which was after a search the zoom controls and the drag controls for the earth became sketchy . That was because I was using a normal zoom function before but for zooming in on a satellite after the search it switched to x, y, z coordinate system and after just for normal zoom it tried to switch back to normal but couldn’t and that is why it became sketchy but I fixed that as well. Then I started to add features in. I have added satellite’s porjected path and completed path in now. You can see that in the video below. This was just like debugging. Thank you and stay tuned!
Devlog - 6 Ok guys, I think this was the hardest part of the project till now. I was trying to get the day/night version so it replicates the real earth. I this whole time figuring it out. Firstly I start up with math to actually figure out like astronomical values for the shader and to figure out where the Sun will be at what point of time but it didn’t work out but then I went to online libraries which let’s say also didn’t work as I could understand how to use it properly. I made so many changes through out this almost three hours but at the end I made a version where it sees users local time and adjusts the earth whether it will be day time or night time. Thank you and stay tuned!
Devlog - 7 I am happy to announce that OrbitTrace is complete . My own 3D satellite tracker is complete. For the last 2 hours I have focused on features which are Ground Track & Replay . Let’s start with Ground Track. The satellite on the model let’s us know that where the satellite is and the projected paths are just circles you may say. But Ground Track let’s you know the satellite is traveling relative to Earth. Like it travels in weird patterns around the Earth. The replay as you may guess is the where you can time travel. You can go behind in time for about 90 minutes to see where the satellite was. It increments per minute so it doesn’t take full 90 minutes to replay. Thank you for all the support. Goal As I have mentioned earlier this is my last project before and my last hope for A1 Mini 3D printer as it is getting hard to manage school and coding at the same time but I will try my best to work on more projects. I need around 200 more stardust and I think this project has the potential to achieve that. Thank everyone once again!
Devlog - 8 I have never been this frustrated to deploy a website. When I went to deploy the website, it kept giving me errors and errors. The main fault was that Vite 8 used a rolldown to bundle dependencies. It couldn’t bundle my satellite.js as it used js and WASM. Then I tried many times to make the code forcefully use the JS version but it just didn’t work. Then I searched up and saw that Vite 8 causes this and if I downgrade to Vite 7 then it will work then I did that and finally the deployment was turned from errors to success message and now the site is finally live. I will be shipping this project soon. Thank you for the support once again!
Ships:
What Is It? I have made a 3D Earth Satellite Tracker. If you can explore and get live information about the satellites. It uses an API link which gives the code the data which it needs to go through a custom made equation and does calculations to update the satellite’s location accurately and create a projected path for it. The globe is custom made with THREE.js and Vite. Features 3D Earth Real Satellite Positions using Satellite.js Search Feature Select Satellites Camera zoom Predicted and completed orbital path Ground Track Satellite Position Replay Information Panel Loading Screen Unique Features The ground track feature is I think the best one because we all know that satellite’s orbit around Earth in circles but it looks different when you see it relative to the Earth. The satellites have weird wavy or boxy type paths if seen on the Earth’s surface. Another great feature is replay which can give you replay for the last 90 minutes. It will not be a full 90 minutes, it increments by 1 minute which makes the process of replay faster and you don’t have to sit there for 90 minutes or for the amount of time you have selected. Goal I have mentioned this a lot but I am really close to my goal for an A1 Mini 3D Printer. If you guys leave me great reviews about the project then I will be set for my goal. Thank you in advance to any one who has supported me or has rated my project....
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1793004919.326967
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1793091319.326967
|
|
60440
|
Personal Website by @Orbernator | Stardance
|
Orbernator
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T22:57:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This, is my first attempt at a website with, no ai, and a Real World framework. This is a big milestone for me, as I am not good, with HTML, or CSS but I am proud of what I have done. I am shipping now, to get the communities feedback, and advice. Critisim, Compliments, I want it all. Enjoy the site! More To come", "repo": "https://github.com/Orbernator/OrbernatorWebsite", "demo": "https://orbernator.github.io/OrbernatorWebsite/"}]...
|
[{"post_id": 65204, "ts": "202 [{"post_id": 65204, "ts": "2026-09-10T05:18:37Z", "hours": 0.3736, "text": "I completed the Basic outline of my website, and now need to start planning for next parts!"}, {"post_id": 65191, "ts": "2026-09-10T04:49:44Z", "hours": 0.545, "text": "I beautified the homepage a little better, and learned a bit more about Tailwind, its actually a bit tricky to do. I then made the Contact Me page."}, {"post_id": 65093, "ts": "2026-09-09T23:56:47Z", "hours": 0.5314, "text": "Created Nav Bar, needs some more work on it. Tailwind is so handy"}, {"post_id": 65083, "ts": "2026-09-09T23:23:26Z", "hours": 0.3725, "text": "Setting up project, learning how to install Tailwind and make the CSS, Its quite tricky"}]...
|
Title: Personal Website by @Orbernator | Stardance Title: Personal Website by @Orbernator | Stardance
Devlogs:
Setting up project, learning how to install Tailwind and make the CSS, Its quite tricky
Created Nav Bar, needs some more work on it. Tailwind is so handy
I beautified the homepage a little better, and learned a bit more about Tailwind, its actually a bit tricky to do. I then made the Contact Me page.
I completed the Basic outline of my website, and now need to start planning for next parts!
Ships:
This, is my first attempt at a website with, no ai, and a Real World framework. This is a big milestone for me, as I am not good, with HTML, or CSS but I am proud of what I have done. I am shipping now, to get the communities feedback, and advice. Critisim, Compliments, I want it all. Enjoy the site! More To come...
|
1793055179.0388594
|
1793141579.0388594
|
|
60055
|
Drift King by @ahmad_abdalbaset | Stardance
|
ahmad_abdalbaset
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T21:41:45Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a car drifting sim, a simplistic one at that", "repo": "https://github.com/AhmedThe13thUser/Drift-King", "demo": "https://ahmedthe13thuser.github.io/Drift-King/"}]...
|
[{"post_id": 65461, "ts": "202 [{"post_id": 65461, "ts": "2026-09-10T16:32:06Z", "hours": 4.4192, "text": "Finally finished it it took a lot of formulas and a lot of wiki pages but its finally done, next step: Tire physics and/or clutch slipping and manual gearbox clutch control, so u can dump it or whatever"}]...
|
Title: Drift King by @ahmad_abdalbaset | Stardance Title: Drift King by @ahmad_abdalbaset | Stardance
Devlogs:
Finally finished it it took a lot of formulas and a lot of wiki pages but its finally done, next step: Tire physics and/or clutch slipping and manual gearbox clutch control, so u can dump it or whatever
Ships:
I made a car drifting sim, a simplistic one at that...
|
1793055128.0467474
|
1793141528.0467474
|
|
38366
|
PyFi by @Choc0latesauce | Stardance
|
Choc0latesauce
|
1
|
23.0
|
339
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T21:33:25Z", "hours": 23.0, "multiplier": 14.54, "payout": 339, "blessing": "neutral", "text": "I want to preface this with the fact that I am so grateful for this community and what it does for getting kids into stem, I wish I knew about hack club earlier! Thank you so much for bothering to read this too reviewers! This is my first ever mega project, it took a lot of reading, learning, trial and error and many, many hours troubleshooting. But the end result is something I’m genuinely proud of, actually use and want to show to the world! So here’s the description I cooked up: The Pitch: Do you like listening to music? - Most likely. Are you fed up with money hungry billionaires pilfering your wallet in order for you to listen to your tracks in an accessible way? - Most Likely. Do you want to actually OWN your music but not have to faff around with awful UI and/or optical media? - Most Likely… Then you need PyFi! My Spotify or Apple Music esque mp3 player that allows you to listen to your music and actually own it all while having a sleek and intuitive user and familiar interface and is chocked full of useful features. The Features: 📱 Intuitive & customisable UI - Anything as long as it’s blue, red, yellow, pink, green, purple or turquoise! ♾️ Infinite upload potential - Upload single song or whole albums in one go, all of which are cataloged by the: 🖼️ PyFi meta ripper™ - Pulls album info, artist info and thumbnails from your tracks in order to organise them automatically. 🔀 Shuffle - Pretty self explanatory, shuffles songs innit… 🔁 Song looper - Loops songs! 🔊 Volume slider - Easy In-App audio control 🎼 Current playlist viewer - Allows you to see upcoming songs and reorder them by dragging them 📌 Pin window - Pin the window ontop of others which goes well with: 🪟 Scalable window - Have as much or as little info as you want, go from a full Spotify like view to a minimal one - more later. 📚 Library view - View your uploaded albums in an easy format and load their tracks or play your custom playlist made using: 💖 The favourite button - Favourite your songs in order to add them to a custom playlist that you can use at any point. 🎵 EQ mode - Wanna change how your music sounds? Choose from 20 custom EQ presets. 💾 Persistence - PyFi makes use of .json files in order to save your settings and media between sessions. 🗄️ External storage support - Allows you to use external storage including USB sticks and NAS servers, saving between disconnects. 🌐 Multi Language support - Almost full translations of both Spanish and Swedish", "repo": "https://github.com/Choc0latesauce/PyFi", "demo": "https://github.com/Choc0latesauce/PyFi/releases"}]...
|
[{"post_id": 65608, "ts": "202 [{"post_id": 65608, "ts": "2026-09-10T20:58:24Z", "hours": 0.6931, "text": "Wait? That wasn’t the final devlog?!?! 😱 I fixed a couple of last minute bugs and worked on multiple ways for you to download and use PyFi! IT’S ABOUT TO RELEASE OMG I’M SO EXCITED Don’t really have an image so here’s a blahaj"}, {"post_id": 65258, "ts": "2026-09-10T08:11:57Z", "hours": 3.7553, "text": "The final update!!! So what’s new? I have massively optimised PyFi, speeding up initial launch times and preventing crashes. fully implemented the favourite tracks function so a user can easily make a custom playlist. Which ties into the album viewer, allowing the user to view their uploaded albums, select and play them specifically or play their favourite / all tracks. All of which is saved to a .json file making it persistent between app launches. I’m very very happy that PyFi is now complete and I’m very excited to see what you guys think! Known bugs?!? -> A couple of the Ui elements haven’t been translated, this will come in a later update as I pride myself on having actual human translators, but at the same time I’m kinda rushing to get this out lol."}, {"post_id": 62904, "ts": "2026-09-06T13:17:35Z", "hours": 6.0633, "text": "After A long hiatus I have produced the biggest update to PyFi so far! Coming with ui improvements, dynamic song location saving and persistence (allowing it to read songs from a network drive or USB stick, etc, and saves the locations in such a way that at any point in the future you can reconnect the storage and it will auto load the songs again), the framework for album creation and viewing, language improvements and refinement as well as the ability to drag songs to reorder them in the playlist viewer plus a bunch of other stuff I did a while ago that I quite frankly, cannot remember lol. I’m very excited as PyFi is almost feature complete!"}, {"post_id": 50476, "ts": "2026-08-19T17:17:57Z", "hours": 3.9461, "text": "Absolutely gargantuan update today! First of all, I fixed formatting and text for the labels and volume slider. Fixed a few bugs surrounding the album art being displayed. Added in a playlist viewer like Spotify and such which displays the tracks, album art and artists. I added a settings json file that PyFi saves to in order to save all of your settings to in order to make them persistent between sessions. Another feature / happy coincidence, Pyfi is compatible with Network Attached Storage, being able to pull and do playback from one. I want to add the ability for song locations to be saved between sessions so you don’t have to upload the songs every time you launch, fixed the formatting of album art, make it so the playlist viewer actually tells you what track is selected and a full album uploader / viewer incorporating the Favourite button."}, {"post_id": 48413, "ts": "2026-08-16T19:06:41Z", "hours": 3.7608, "text": "A big update this time! While this isn’t the best example, PyFi is now able to pull album art from mp3s and other such formats and display it like Spotify or Apple Music. I have also added various other new features such as the ability to change the Ui language within PyFi to English, Spanish, French, Hungarian or Swedish currently supported and translated accurately (not by translate!). The user is now able to select from a wide range of Ui colour options to style PyFi to their liking with font styles possibly being an option in the future. I have also added support for EQ settings and presets, allowing the user to select from a wide range of options such as Classical, Techno, Bass boost and many, many more to customise their listening experience to their exact preference. A minor change but I have changed the next and previous buttons to be icons until you hover over them, at which point they display text telling the user what the button does. Finally and most importantly I have added a playback scrubber and playtime, allowing users to select specific parts of their songs to listen to and track how long is left."}, {"post_id": 46587, "ts": "2026-08-13T22:29:51Z", "hours": 1.0794, "text": "PyFi now actually plays audio files! Using vlc as a framework, the user is able to provide an audio file (of almost any variety) and PyFi can play it back, even with a functional volume slider."}, {"post_id": 46540, "ts": "2026-08-13T20:46:01Z", "hours": 2.8436, "text": "Improving on ui design and scalability, including adding support for a dynamic amount of frames and window sizes. Improved the outputs from the buttons and tickboxes and buttons as well as making it so the play/pause button actually changes text whenever you click it to represent what it will do. I also added in window pinning functionality that allows the user to pin PyFi above all of their other apps easily and unpin it all the same."}, {"post_id": 35287, "ts": "2026-07-26T16:25:21Z", "hours": 1.1694, "text": "I am creating a python based music and mp3 listening software that is a from the ground up remake of a basic mp3 player I made a year or 2 ago with increased functionality and an updated, modern UI. Here I am practicing and blocking out the UI with customtkinter, something that I have never used before (I used pygame for the last one) but am finding very intuitive and useful. I am able to add check boxes and buttons that can have custom outputs as shown in the terminal, I can’t wait to do more! The UI also scales perfectly to any resolution and window size, something I learnt was very important from my first html project lol"}]...
|
Title: PyFi by @Choc0latesauce | Stardance
Devlog Title: PyFi by @Choc0latesauce | Stardance
Devlogs:
I am creating a python based music and mp3 listening software that is a from the ground up remake of a basic mp3 player I made a year or 2 ago with increased functionality and an updated, modern UI. Here I am practicing and blocking out the UI with customtkinter, something that I have never used before (I used pygame for the last one) but am finding very intuitive and useful. I am able to add check boxes and buttons that can have custom outputs as shown in the terminal, I can’t wait to do more! The UI also scales perfectly to any resolution and window size, something I learnt was very important from my first html project lol
Improving on ui design and scalability, including adding support for a dynamic amount of frames and window sizes. Improved the outputs from the buttons and tickboxes and buttons as well as making it so the play/pause button actually changes text whenever you click it to represent what it will do. I also added in window pinning functionality that allows the user to pin PyFi above all of their other apps easily and unpin it all the same.
PyFi now actually plays audio files! Using vlc as a framework, the user is able to provide an audio file (of almost any variety) and PyFi can play it back, even with a functional volume slider.
A big update this time! While this isn’t the best example, PyFi is now able to pull album art from mp3s and other such formats and display it like Spotify or Apple Music. I have also added various other new features such as the ability to change the Ui language within PyFi to English, Spanish, French, Hungarian or Swedish currently supported and translated accurately (not by translate!). The user is now able to select from a wide range of Ui colour options to style PyFi to their liking with font styles possibly being an option in the future. I have also added support for EQ settings and presets, allowing the user to select from a wide range of options such as Classical, Techno, Bass boost and many, many more to customise their listening experience to their exact preference. A minor change but I have changed the next and previous buttons to be icons until you hover over them, at which point they display text telling the user what the button does. Finally and most importantly I have added a playback scrubber and playtime, allowing users to select specific parts of their songs to listen to and track how long is left.
Absolutely gargantuan update today! First of all, I fixed formatting and text for the labels and volume slider. Fixed a few bugs surrounding the album art being displayed. Added in a playlist viewer like Spotify and such which displays the tracks, album art and artists. I added a settings json file that PyFi saves to in order to save all of your settings to in order to make them persistent between sessions. Another feature / happy coincidence, Pyfi is compatible with Network Attached Storage, being able to pull and do playback from one. I want to add the ability for song locations to be saved between sessions so you don’t have to upload the songs every time you launch, fixed the formatting of album art, make it so the playlist viewer actually tells you what track is selected and a full album uploader / viewer incorporating the Favourite button.
After A long hiatus I have produced the biggest update to PyFi so far! Coming with ui improvements, dynamic song location saving and persistence (allowing it to read songs from a network drive or USB stick, etc, and saves the locations in such a way that at any point in the future you can reconnect the storage and it will auto load the songs again), the framework for album creation and viewing, language improvements and refinement as well as the ability to drag songs to reorder them in the playlist viewer plus a bunch of other stuff I did a while ago that I quite frankly, cannot remember lol. I’m very excited as PyFi is almost feature complete!
The final update!!! So what’s new? I have massively optimised PyFi, speeding up initial launch times and preventing crashes. fully implemented the favourite tracks function so a user can easily make a custom playlist. Which ties into the album viewer, allowing the user to view their uploaded albums, select and play them specifically or play their favourite / all tracks. All of which is saved to a .json file making it persistent between app launches. I’m very very happy that PyFi is now complete and I’m very excited to see what you guys think! Known bugs?!? -> A couple of the Ui elements haven’t been translated, this will come in a later update as I pride myself on having actual human translators, but at the same time I’m kinda rushing to get this out lol.
Wait? That wasn’t the final devlog?!?! 😱 I fixed a couple of last minute bugs and worked on multiple ways for you to download and use PyFi! IT’S ABOUT TO RELEASE OMG I’M SO EXCITED Don’t really have an image so here’s a blahaj
Ships:
I want to preface this with the fact that I am so grateful for this community and what it does for getting kids into stem, I wish I knew about hack club earlier! Thank you so much for bothering to read this too reviewers! This is my first ever mega project, it took a lot of reading, learning, trial and error and many, many hours troubleshooting. But the end result is something I’m genuinely proud of, actually use and want to show to the world! So here’s the description I cooked up: The Pitch: Do you like listening to music? - Most likely. Are you fed up with money hungry billionaires pilfering your wallet in order for you to listen to your tracks in an accessible way? - Most Likely. Do you want to actually OWN your music but not have to faff around with awful UI and/or optical media? - Most Likely… Then you need PyFi! My Spotify or Apple Music esque mp3 player that allows you to listen to your music and actually own it all while having a sleek and intuitive user and familiar interface and is chocked full of useful features. The Features: 📱 Intuitive & customisable UI - Anything as long as it’s blue, red, yellow, pink, green, purple or turquoise! ♾️ Infinite upload potential - Upload single song or whole albums in one go, all of which are cataloged by the: 🖼️ PyFi meta ripper™ - Pulls album info, artist info and thumbnails from your tracks in order to organise them automatically. 🔀 Shuffle - Pretty self explanatory, shuffles songs innit… 🔁 Song looper - Loops songs! 🔊 Volume slider - Easy In-App audio control 🎼 Current playlist viewer - Allows you to see upcoming songs and reorder them by dragging them 📌 Pin window - Pin the window ontop of others which goes well with: 🪟 Scalable window - Have as much or as little info as you want, go from a full Spotify like view to a minimal one - more later. 📚 Library view - View your uploaded albums in an easy format and load their tracks or play your custom playlist made using: 💖 The favourite button - Favourite your songs in order to add them to a custom playlist that you can use at any point. 🎵 EQ mode - Wanna change how your music sounds? Choose from 20 custom EQ presets. 💾 Persistence - PyFi makes use of .json files in order to save your settings and media between sessions. 🗄️ External storage support - Allows you to use external storage including USB sticks and NAS servers, saving between disconnects. 🌐 Multi Language support - Almost full translations of both Spanish and Swedish...
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1793004621.6339855
|
1793091021.6339855
|
|
15818
|
PSim - Particle Simulator by @etaiami09-cmd | Star PSim - Particle Simulator by @etaiami09-cmd | Stardance...
|
etaiami09-cmd
|
1
|
64.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T21:25:14Z", "hours": 64.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PSimUltimate Is Ready! I made a particle simulator desktop application in C++ with heavy extension support. Overview PSimUltimate models real physics, but also allows you to inject your own behavior. Using a simple development API that even someone with no C++ experience can understand, you can create, compile and load your own custom modules to the simulator and watch the behavior you’ve coded in action. PSim even ships with 2 of these modules built into the binary, and 3 more modules that you can load dynamically. PSimUltimate also comes with a very simple UI, one that anyone could be comfortable with within minutes. How it works PSimUltimate has documentation for creating your own modules, and compiling them is very simple with a few commands. You can then load the modules, and PSim knows how to run your module and follow its physics. PSimUltimate is written in modern C++, using Raylib and Dear ImGui to provide a clean UI and good support in multiple platforms. While it only ships a Windows binary, you can easily follow the instructions in README.md to compile in other platforms. How to try it You can download the PSimUltimate installation wizard in this page . For more instructions and information, including information on support for other platforms, check out README.md in the source code. Challenges I’ve faced This project took a lot of effort to complete. It is the largest single solo project I have worked on since I started programming, and it included a lot of technical software design and infrastructure that I had to familiarize myself with, like dynamic libraries and using and altering 3rd party libraries (I altered portable file dialogs and Dear ImGui to suit my needs). I also had to deal with moving to a new computer, and then when that computer broke down due to a faulty motherboard, I had to move back to my old computer. I also started a full-time internship at a tech company. All that, coupled with some massive life changes, made it much harder to work on this project. But I enjoyed making it nonetheless, and I’m proud to show off what I’ve created.", "repo": "https://github.com/etaiami09-cmd/PSimUltimate", "demo": "https://github.com/etaiami09-cmd/PSimUltimate/releases/tag/v1.0"}]...
|
[{"post_id": 65606, "ts": "202 [{"post_id": 65606, "ts": "2026-09-10T20:55:45Z", "hours": 7.9922, "text": "Devlog #13 - Time To Ship! PSimUltimate is finally ready to ship. I have put a lot of effort into this project, and I feel genuinely proud of my what I have achieved. While working on this project I have gotten a new computer, lost that computer due to a faulty motherboard, got an internship at a tech company, and started working there full time. Suffice to say, I haven’t had much time to work on PSim in the last month. But I did. I spent time polishing what I have already created and now I feel content with my product. What I’ve done since the last devlog PSimUltimate now has a logo, designed by me. I have also run PSim on WSL and fixed various issues that only appeared on Linux. There is now a way to use your mouse to set the next particle’s position There is now a menu for editing particle data - you can delete a particle and change its position, velocity, mass, etc. PSim is now ready for release. I’m happy and proud to present it and show what I’ve done, and I hope other people receive it well. Thank you all for your support!"}, {"post_id": 48457, "ts": "2026-08-16T20:12:07Z", "hours": 4.1594, "text": "Half Devlog - Short Update: Sorry for not posting for a while. My computer broke and I’m waiting for the repair. Hopefully I’ll be back next week! Thank you for your patience."}, {"post_id": 32968, "ts": "2026-07-22T13:52:27Z", "hours": 8.5469, "text": "Devlog #12 - Solid, Boring Progress I’ve spent the last few days making regular feature updates to PSim. Here are the highlights: 1. Unload Modules Until now, if a user loaded a module and didn’t want it anymore, he would have to reopen the app. Additionally, there was no way to unload the built-in modules. I added an options tooltip in the module order GUI that allows the user to unload a module and everything it has registered. 2. Confirm Action Menu If a user is about to do an action which might lead to loss of data (close the window, override a save file), we want to confirm they know about the potential consequences and accept it. For this, I created an interface for creating a blocking modal that forces the user to either confirm an action or cancel it. 3. Graphics Handlers Behavior Improved The default should obviously be for graphics callbacks to have what they draw to the screen be projected into the actual intended buffer - that is, not anywhere in the top menu bar or the left-hand control panel. This is also already where particles are drawn, so a particle at 0, 0 is drawn in the top-left corner where the top menu bar and control panel intersect. This math had to be applied to every single thing drawn by a graphics callback, and I decided to fix it by calling graphics callbacks while in a raylib 2D mode that offsets everything so that 0, 0 is where a particle at 0,0 is drawn. 4. DPI Scaling I switched to a new laptop this week, and went from a 14 Inch 1080p screen to a 14 Inch 1440p screen. Suddenly, the menu became much smaller, because the program was drawing by pixel instead of by the system’s default scaling (which, on my new laptop, is 200%). I fixed this by making Raylib scale everything by the user’s system DPI. 5. Module Internal Serialization If a module has any internal state that should be preserved when a save file is written, it can now register a callback that returns a std::string and a callback that accepts one, and those can be used to serialize and deserialize its internal state. 6. Extended Module API Documentation I’ve now written documentation for everything but the feature discussed in point 5. 7. New Particle Target I’ve added a cross target placed in the position where a new particle would be placed according to the Position buffer, to ease on visualizing the new particle. This cross is customizeable in the settings menu and you can change width, length and color."}, {"post_id": 27577, "ts": "2026-07-13T09:02:19Z", "hours": 5.8525, "text": "Devlog #11 - Adding A Settings Page, A Config System, And More Module API Yesterday I wrote about my commitment to making PSim an actual, usable desktop application that doesn’t feel limiting to the user. What I did yesterday was create an error notification system, so if something goes wrong the user can understand why and code has a standard philosophy to handle issues. Today, I put my focus on improving the user experience by adding a settings page to PSim. The Layout Personally, when I think of a settings page in a desktop application, I usually imagine a blocking pop-up (as in, a subwindow inside the application window that while opened, does not let you touch anything outside of it) with a few tabs for different categories of settings. ImGui actually has great support for this, with OpenPopup to create one. the smaller, left-side portion of the settings page is a tab-selection area, and the right-side portion is the tab which is selected. There are 4 tabs: General Simulation Modules - modules can register custom settings About - basically just the full text of the MIT License + a link to the project’s GitHub page The Config System Personally, when I change a setting on a desktop application, I generally expect that change to still be in effect when I close and reopen it. To do this, PSim needs to get to the target platform’s app data folder, create a folder for itself if one doesn’t already exist, and then save whatever information it needs there. Now, this is obviously annoying to have to re-write every time you want to save something as simple as what FPS the user wants, so I wrote a template system to save and access binary settings files on the fly. I now had a way to make it so arbitrary settings stay the same every time I open the app. Now, I need to make it so modules have the same privilege. I created 3 new functions in the module API, writeConfig , readConfig , and registerSwitch . Each of these does as the name implies, and it allows you to add on-off switches (support for more will come later) and read/write configs to disk. Conclusion It may have taken 6 hours of work, but I managed to create a fully-functional settings UI with module support to my first desktop application. This is an important piece of architechture and makes it much easier to add more features in the future and expand the app into something I can be very proud of. Thank you very much for reading! Please enjoy this proof-of-concept video of me changing settings and reopening the app."}, {"post_id": 27058, "ts": "2026-07-12T08:08:01Z", "hours": 3.7278, "text": "Devlog #10 - Don’t Hate The User One of the most important unwritten (though I’m sure it is written somewhere) rules of writing good software is responsible error handling. I’m writing a desktop application, and personally, when I’m using a desktop application, I don’t like it when it suddenly crashes with no useful error message. This is especially possible in a desktop application written in C++, where irresponsible coding practices can lead to segfaults and other crashes without so much as a Java-style “NullPointerException”. It would be incredibly frustrating for the user to lose progress and not even know why. Another potentially frustrutaing situation is when the program fails silently. It doesn’t quite crash, but when you ask a program to do something and it just doesn’t do it, that can be frustrating. When a program can’t satisfy an action the user wants it to make, it should make it as clear as possible that it’s aware of its failure, and attempt to clarify what went wrong. What I’ve Been Doing Until Now Up until now I have handled runtime errors by… well… not handling them. I wrote my application under the assumption that everything works smoothly, every module loaded by the user exports the correct signature, every file opened by the user is well-formed, and every file the user wants to write to has the necessary permissions. If any of this went wrong, the program entered undefined behavior. Most likely, it will crash. My Solution Whenever the user requests an action by the program, for example, trying to open a saved simulation state JSON, the program goes through the following steps: Make sure the file is actually opened Make sure the file is correctly-formed JSON syntax Make sure the actual data in the file aligns with PSimUltimate’s requirements and constraints Actually deserialize the file If any of these goes wrong, the deserialization process immidiately ends and an error notification is pushed to the bottom-right corner of the screen. If multiple things are wrong about the data in the file, only the first thing in the deserialization order is written. There can be up to 3 error notifications displayed at once, with any more notifications being queued for when those are closed by the user . This solves the issue of responsible, user-friendly error handling, and is an important piece of infrastructure for a usable desktop application."}, {"post_id": 25930, "ts": "2026-07-10T13:04:03Z", "hours": 1.7719, "text": "Devlog #9 - Expanding The Module Developer API Before I begin this devlog, I would like to apologize for being inactive over the past week. I have had quite a busy week, and I did not have much of an opportunity to work on PSimUltimate unfortunately. What I Have Been Working On I’ve been putting more attention to the module API, modules are the most important part of PSim, and their API should be more advanced than the very basic one that currently exists. I’ve split the API into 5 different sections: Physics Behavior - callbacks into force, velocity, and positions of particles User Input - adding new keyboard shortcuts, reading mouse positions, reading which keys are being pressed Graphical Behavior - being able to draw stuff on the screen GUI - adding buttons, settings pages, descriptions, and more for specific modules. Other Modules - modules should be able to register dependencies and force certain modules to be either lower or higher than them on the callback order. I have been hard at work (when I can) on designing and implementing these needs. So far I have made some progress, but there is still much to do and research, and I’m sorry it’s not so juicy for a week’s worth of progress. Either way, thank you for reading, attached is an example of custom buttons that can be registered by modules in the top bar, and please keep following the project for more updates."}, {"post_id": 19922, "ts": "2026-07-01T11:10:57Z", "hours": 3.965, "text": "Devlog #8 - I Need Your Help This devlog is not so focused on what I’ve been doing since the last one, but what I have been doing is pretty cool, so I’ll go over it: PSim uses Dear ImGui as the backend for its GUI. Up until now, the font size in the GUI has been way too small (13px) and the GUI sidebar could not be resized in any way. I had to make it so resizing is possible and the font is more readable, because I want the app to be properly useable. The first thing I did switch fonts from Dear ImGui’s default non-scalable font to Dear ImGui’s default scalable version, ProggyForever. This took a few minutes but the big challenge was getting resizing to do exactly what I wanted. Despite Dear ImGui usually having exactly the correct amount of features, there is no option to make resizing only possible from one side or disable the completely free bottom-right resize grip. I had to go directly into Dear ImGui’s source code and manually disable those things myself, which was a first for me. What I Need Help With Right now whenever I try to do anything I realize that I don’t actually have a good feel for what’s missing and what needs improvement. If anyone reading this could spare some time of their day to install my application and play around with it, maybe write a module. I have added proper documentation for modules to make the whole process much easier, so hopefully someone will be able to help me find issues and missing features. You can get the release on GitHub . Thank you for reading and thank you for helping out!"}, {"post_id": 17653, "ts": "2026-06-28T15:14:57Z", "hours": 1.375, "text": "Devlog #7 - Steady Progress Is Not Interesting Sorry for the low logged time, I’ve actually been working for several hours but I forgot to install wakatime after switching to CLion. What I’ve Been Working On One of the most important things when working with multiple modules that work on a callback-based system is the ability to reorder modules so some callbacks get called before others. Imagine this: You have a module foo which clamps all particles to the window border so they can never escape the boundaries of the window. You also have module bar which increments the X position of each particle by 3, each frame. Say foo gets registered after bar , particles will get clamped to the border AND THEN move 3 pixels, breaking the behavior both module authors likely intended. The Solution Create a GUI which allows the user to reorder modules by, so a module placed after another module gets called last. Implementation Challenges I had to learn how std::list works (a linked list was the obvious choice for this use case), and let me tell you, it is by far one of the worst STL containers I’ve had to work with, and anyone who writes C++ code knows that MEANS somethimg. Conclusion Again, not much to write about today, but steady progress just isn’t all that interesting. Thanks for reading!"}, {"post_id": 14586, "ts": "2026-06-23T19:08:32Z", "hours": 1.7331, "text": "Mini Devlog - How Writing Unit Tests Made Me Fight C++ For An Hour Whenever I spend some time fighting with C++ instead of actually being productive, I feel like I at least need to get a devlog out of it, so here goes. Background I’ve been writing unit tests for my particle simulator, and one thing I’ve noticed is that I have no code to protect global state when a single module is registered more than once, which leads to weird and unintended behavior. My solution is lazy: silent failure. If a module already exists when addModule(const std::string& name) is called through the module interface function registerModule(const std::string& name) (You can read about why these are separated in an earlier blog post, it’s very cool!), the function just doesn’t register it again. Simple enough, but I wanted to implement it in “correct” C++. The Implementation (Where Things Went Wrong) What I did was create a function in module.cpp with internal linkage called getModuleByName which returns a std::optional<Module&> . Well, apparently for the C++ standard that amounts to heresy, since up until C++26 the committee never managed to agree on how to handle std::optional s that contain references. Well, I thought, I am already compiling with -std=c++26 in my project, so this should work. But it didn’t. I needed an updated libc++ implementation, which I managed to get through MinGW. I spent 30 more minutes fighting with CMake as it insisted to link against MSVC’s headers, but eventually I did manage to get it to compile. A normal programmer would have just used std::optional<Module*> but I am definitely not normal. Was it worth it? probably not. Especially when it’s all for a function which only has internal linkage and is only used in one place. But I like to think that writing code I’m comfortable with will help maintain the codebase in the future."}, {"post_id": 14286, "ts": "2026-06-23T10:40:41Z", "hours": 2.7964, "text": "Devlog #6 - Adding Testing To My Particle Simulator I’ve been working on adding unit testing to my project. It was important for me to add unit tests for several reasons: I have never written unit tests in C++, so it’s a good learning experience I genuinely want this project to end up as a polished desktop application, and that’s not really possible without following best practices. Tests are important. Parts of my application are already extremely vulnerable to bugs It’s easier to catch bugs through unit tests than through actual use of the application Catch2 as the framework I chose Catch2 as my framework because it seemed easy to work with and not too verbose. Current sensitive parts of the application Position , Velocity , and Force are all independent wrappers around Vec2<float> . It is extremely important to me that these have proper arithmetic, but are not implicitly convertible, since that is almost definitely not intended behavior. This is why I wrote almost 200 lines of code’s worth of unit tests to make sure that the typing system is strong and acts the way I want it to. Catching bugs easily through unit testing While a user will most likely eventually stumble upon any bug worth fixing, I don’t really have any users yet! I would like to ship an app that isn’t obviously broken, and to do that, I need unit tests that stress the logic of my program to make sure it can survive users messing with it. Current progress on writing tests I’ve written fairly extensive tests to enforce the Vec2<float> variants type system, and to enforce particles working and ticking correctly and interacting with modules correctly. I still have many more tests to write, and I expect to spend the next couple of hours doing that. Thank you for reading!"}, {"post_id": 11527, "ts": "2026-06-18T20:30:02Z", "hours": 1.4006, "text": "Mini Devlog - Just Spent An Hour Fighting With The C++ Standard Library + Live Showcase! I just finished spending 8 hours on a massive refactor and new features, so I thought it would be nice to sit for a little while and play around with the program and fix some errors, and generally try to make the code a little safer. I’ve spent the past hour looking at various crashes i’ve had and tryint to pinpoint and debug them, and pretty much every single one of them came down to the fact that I keep forgetting that std::vector<T>::resize(n) does not have the same functionality as std::vector<T>::clear(); std::vector<T>::reserve(n) . This should be a very simple concept, and yet it’s apperently riddled my program with bugs. That’s all solved now, and you can try release 0.1.4 here with an example boxing module! Happy programming! Also, here’s a live demo of the program in action. The recording doesn’t capture the file dialog opening up, but you can tell it’s there before the particles spawn and when I load in the module."}, {"post_id": 11357, "ts": "2026-06-18T15:58:33Z", "hours": 8.3031, "text": "Devlog #5 - I spent 8 hours overengineering my desktop application to avoid spaghetti code A few days ago I wrote about how my small desktop app was already suffering from spaghetti code due to interaction between its modules. I had originally set out to create an application with just 3 modes: Gravity, Electrostatic movement, and chemical bonds. But this has a big problem: The scope is small, making development uninteresting and the actual application pointless to users. The Change In order to solve my spaghetti code problem, I came up with a solution: Instead of implementing 3 different modes, implement an interface that allows you to add as many modes as you want. The Process My first step was to decide what the public API should be for creating a new module. I settled for this: What the module author needs The module author may want to intercept a few different things: Change Force, Velocity and Position values every frame when they are being evaluated Add an attribute for a particle (like how a particle needs a charge in electrostatics) Add a universal physical constant (like Coulomb’s constant or the gravitational constant) Render something on top of the application What I need to do I built a module system to register all of the above, plus a psim_module_api.hpp header for the module author. It defines a C-ABI entry point that calls a C++ init function the author provides. I was almost done with the entire process when I discovered that Windows apparently doesn’t properly support the ability of DLLs to access functions in the main program by linking against them at compile time, and had to rewrite a large chunk from scratch. All the user has to do is include the header and define a void initializePSimModule() which is forward-declared by the header and called by the entry point after populating the function pointer table. Then we just use user-friendly functions to register anything the module might need. An example module is shown in the screenshots, along with its source code. This module creates constants for boundaries that particles cannot cross, effectively boxing them in a rectangle. I rewrote the Gravity and Electric modules in the module system. They are part of the core application, so I’m not loading them dynamically every time, but they use the same API as dynamic extensions. This makes it essentially impossible to create spaghetti code around the different modes, and now all I have to do to load a new module into the program is call loadModule(const std::string& path) . The final flow is something like this: The module entry point is a function that receives a function pointer table to all the C-ABI functions that the module uses under the hood. It populates the module’s function pointer table (the one I added because of Windows) and then calls the main initialization function implemented by the module author. To put things in perspective, here is what happens when you register a constant: You call registerConstant(...) with a std::string and a std::function => they’re destructured into C-friendly structs => the module finds _regConstant(const char* module, size_t moduleLen, ..., PSIM_Constant_Change_Callback) in the pointer table and calls it => the main program restructures the C parameters back into C++ types => the main program calls the real registration function. And this is precisely the hard part: The module author can believe that he’s dealing with the same exact std::span<Particle> that is passed to him by the main program, but in reality that span was destructured into a Particle* and a size_t and was then restructured, all before his callback was even called. This took me 8 hours, and out of everything I’ve done with PSimUltimate for now, this has definitely been the most valuable learning experience. I learned how to expose C++ APIs while maintaining a stable C ABI backend. Very cool!"}, {"post_id": 9226, "ts": "2026-06-15T14:32:40Z", "hours": 3.5978, "text": "Devlog - 04 - Fast JSON Serialization And Deserialization I need a way to save the simulation’s state. My options were few: Create a custom binary format (pretty easy, but not readable) Create a custom text format (hard but readable) Use an existing JSON library and format state into a JSON (very easy, very readable) Option 3 is naturally the best one, so that’s the one I went with. I used nlohmann/json as my JSON library, and for now I have just gone with the native approach of manually looping through the particles to build an object tree and walking the object tree to deserialize files. Now, I know that technically this part of the application doesn’t really require any form of optimization, since even with 1,000 particles and O3 compiler optimizations this native approach takes a small enough time that there isn’t even one frame of overhead. But I still didn’t want to leave performance on the table for no reason. I started with a 10000 particle serialization benchmark. It originally took 100ms to serialize and write to disk with O3 optimizations. After a few changes, mainly first formatting the json object to a std::string and then piping it to a std::ofstream to reduce OS overhead, I quickly reached about 40ms for building an object tree and writing to disk. I got similar results without really adding any optimizations to the deserialization process. Now, this is definitely fast enough for the kind of application that PSimUltimate is, but it still seems slow. People manage to write gigabytes of JSON per second, why is my process so slow? Well, turns out the main reason is the fact that nlohmann/json is, well, pretty slow to build an object tree with. Every single item in the tree is a heap-allocated object, which means both malloc and free overhead and cache-unfriendliness. You can see in the benchmark that serializeState and deserializeState both take a couple milliseconds despite not doing anything but set up the work for the other functions, and this is because of the time it takes to malloc and free the object trees. Theoretically, there are ways to write faster nlohmann/json code that doesn’t rely on as many heap allocations, but it’s not really worth it for me to do spend time looking into it and designing it right now, so this is good enough for me for now."}, {"post_id": 9148, "ts": "2026-06-15T10:03:31Z", "hours": 0.3217, "text": "(Advice Welcome) Devlog - 03 - How to design extensible architechture for my particle simulator desktop application I tried making a simple refactor - when I was first experimenting with the code, Whenever electrostatics were disabled the vector of charges for each particle was reset. This is obviously not great behavior for when you want to be able to quickly toggle modes on and off, so I tried making it so toggling electrostatics simply switches whether the simulation notices them or not, and not whether the data exists. This took 4 different attempts at compilation and playing around before I arrived at the expected behavior - and all I was doing was just deleting some code! It became clear that even though my application is still tiny (under 1k lines of code) and even though I have only 2 modes (gravity and electrostatics), I already have spaghetti code. Now I need to do one thing: design a safe and extensible architechture for adding new types of forces. The first thing that needs to happen is deciding how each mode interacts with the particles. This is the easiest part: Each mode is told to calculate the force for which it is responsible for every particle, and those forces get added to an array of forces, and then the sum force for each particle is used to determine its new position. This alone means there will never be any meaningful spaghetti code. Now comes the hard part: deciding how modes should be declared and added to the application. There are two approaches: Create an interface for modes which is known at compile time. This will lead to better performance due to optimizations, faster startup times, and more control for me over how the application works. Create an interface for modes which is registered dynamically at startup, this approach allows for 3rd-party extensions in the form of dll files that are dropped into some folder in the install directory. This leads to slower startup times, less optimizations due to the need of a stable ABI, and an overall increase in architechture size. I don’t know what I should choose, but I would love to have someone’s input on which would be better for my project."}, {"post_id": 7542, "ts": "2026-06-12T16:19:21Z", "hours": 3.0608, "text": "Devlog - 02 - Before Shabbos Since the last blogpost I have been working on cleaning up the existing codebase, improving some APIs and laying down the groundwork for electrostatic movement. I spent over an hour splitting the GUI rendering process into multiple independent files that are each much smaller than the monolithic “graphical.cpp” from before, which allowed for a cleaner structure which enabled me to think about the code more cleanly and refactor it further. I created a generic Holder struct which runs some function when constructed (and can receive arguments for that function when constructed) and calls another function when it goes out of scope. This is useful in ImGui because very often you have stuff like ImGui::BeginGroup() which must be followed with ImGui::EndGroup() which can easily be forgotten and also leads to unclean and spaghetti code. Instead, All that needs to be done now is a declaration of a GroupHolder variable, and then ImGui::EndGroup() is automatically called when that variable goes out of scope. I moved a bunch of constants from graphical.cpp to a PSimImpl namespace which allows them to be accessed from anywhere without polluting the global namespace. Additionally, I spent some time laying down the groundwork for electrostatic movement, which includes a Force type, which is a strongly typed wrapper around Vec2. I need these to be strongly typed so Force cannot be accidentally converted to Position or Velocity, but I also wanted to be able to explicitly (or implicitly) convert a Vec2 to one of its wrappers. This took a while to get right and eventually lead to the line of code in the screenshot. One more thing: I noticed that currently this website has no way to actually find the GitHub page for other people’s projects, so here’s the link to mine: https://etaiami09-cmd/PSimUltimate Enjoy!"}, {"post_id": 6808, "ts": "2026-06-11T12:46:37Z", "hours": 4.9311, "text": "Devlog - 01 This project is a remake of my first C++ project, which was an electrostatic particle simulator. This time, I’m looking to do a bit more - the simulator will have multiple modes which can be switched on or off, and instead of trying to reinvent the wheel by making a GUI with raw SFML, I’m using ImGui and binding it to raylib for the particles. So far, I’ve spent multiple hours (I started before linking the project) setting up the project with CMake, an install wizard, and external libraries. Additionally, so far I have implemented the ability to toggle gravity and the simulation, and there is a button to toggle electrostatics, even though electrostatics are not implemented yet. I also have a menu for spawning new particles, an about page, and a menu for editing constants (like gravity)."}]...
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Title: PSim - Particle Simulator by @etaiami09-cmd Title: PSim - Particle Simulator by @etaiami09-cmd | Stardance
Devlogs:
Devlog - 01 This project is a remake of my first C++ project, which was an electrostatic particle simulator. This time, I’m looking to do a bit more - the simulator will have multiple modes which can be switched on or off, and instead of trying to reinvent the wheel by making a GUI with raw SFML, I’m using ImGui and binding it to raylib for the particles. So far, I’ve spent multiple hours (I started before linking the project) setting up the project with CMake, an install wizard, and external libraries. Additionally, so far I have implemented the ability to toggle gravity and the simulation, and there is a button to toggle electrostatics, even though electrostatics are not implemented yet. I also have a menu for spawning new particles, an about page, and a menu for editing constants (like gravity).
Devlog - 02 - Before Shabbos Since the last blogpost I have been working on cleaning up the existing codebase, improving some APIs and laying down the groundwork for electrostatic movement. I spent over an hour splitting the GUI rendering process into multiple independent files that are each much smaller than the monolithic “graphical.cpp” from before, which allowed for a cleaner structure which enabled me to think about the code more cleanly and refactor it further. I created a generic Holder struct which runs some function when constructed (and can receive arguments for that function when constructed) and calls another function when it goes out of scope. This is useful in ImGui because very often you have stuff like ImGui::BeginGroup() which must be followed with ImGui::EndGroup() which can easily be forgotten and also leads to unclean and spaghetti code. Instead, All that needs to be done now is a declaration of a GroupHolder variable, and then ImGui::EndGroup() is automatically called when that variable goes out of scope. I moved a bunch of constants from graphical.cpp to a PSimImpl namespace which allows them to be accessed from anywhere without polluting the global namespace. Additionally, I spent some time laying down the groundwork for electrostatic movement, which includes a Force type, which is a strongly typed wrapper around Vec2. I need these to be strongly typed so Force cannot be accidentally converted to Position or Velocity, but I also wanted to be able to explicitly (or implicitly) convert a Vec2 to one of its wrappers. This took a while to get right and eventually lead to the line of code in the screenshot. One more thing: I noticed that currently this website has no way to actually find the GitHub page for other people’s projects, so here’s the link to mine: https://etaiami09-cmd/PSimUltimate Enjoy!
(Advice Welcome) Devlog - 03 - How to design extensible architechture for my particle simulator desktop application I tried making a simple refactor - when I was first experimenting with the code, Whenever electrostatics were disabled the vector of charges for each particle was reset. This is obviously not great behavior for when you want to be able to quickly toggle modes on and off, so I tried making it so toggling electrostatics simply switches whether the simulation notices them or not, and not whether the data exists. This took 4 different attempts at compilation and playing around before I arrived at the expected behavior - and all I was doing was just deleting some code! It became clear that even though my application is still tiny (under 1k lines of code) and even though I have only 2 modes (gravity and electrostatics), I already have spaghetti code. Now I need to do one thing: design a safe and extensible architechture for adding new types of forces. The first thing that needs to happen is deciding how each mode interacts with the particles. This is the easiest part: Each mode is told to calculate the force for which it is responsible for every particle, and those forces get added to an array of forces, and then the sum force for each particle is used to determine its new position. This alone means there will never be any meaningful spaghetti code. Now comes the hard part: deciding how modes should be declared and added to the application. There are two approaches: Create an interface for modes which is known at compile time. This will lead to better performance due to optimizations, faster startup times, and more control for me over how the application works. Create an interface for modes which is registered dynamically at startup, this approach allows for 3rd-party extensions in the form of dll files that are dropped into some folder in the install directory. This leads to slower startup times, less optimizations due to the need of a stable ABI, and an overall increase in architechture size. I don’t know what I should choose, but I would love to have someone’s input on which would be better for my project.
Devlog - 04 - Fast JSON Serialization And Deserialization I need a way to save the simulation’s state. My options were few: Create a custom binary format (pretty easy, but not readable) Create a custom text format (hard but readable) Use an existing JSON library and format state into a JSON (very easy, very readable) Option 3 is naturally the best one, so that’s the one I went with. I used nlohmann/json as my JSON library, and for now I have just gone with the native approach of manually looping through the particles to build an object tree and walking the object tree to deserialize files. Now, I know that technically this part of the application doesn’t really require any form of optimization, since even with 1,000 particles and O3 compiler optimizations this native approach takes a small enough time that there isn’t even one frame of overhead. But I still didn’t want to leave performance on the table for no reason. I started with a 10000 particle serialization benchmark. It originally took 100ms to serialize and write to disk with O3 optimizations. After a few changes, mainly first formatting the json object to a std::string and then piping it to a std::ofstream to reduce OS overhead, I quickly reached about 40ms for building an object tree and writing to disk. I got similar results without really adding any optimizations to the deserialization process. Now, this is definitely fast enough for the kind of application that PSimUltimate is, but it still seems slow. People manage to write gigabytes of JSON per second, why is my process so slow? Well, turns out the main reason is the fact that nlohmann/json is, well, pretty slow to build an object tree with. Every single item in the tree is a heap-allocated object, which means both malloc and free overhead and cache-unfriendliness. You can see in the benchmark that serializeState and deserializeState both take a couple milliseconds despite not doing anything but set up the work for the other functions, and this is because of the time it takes to malloc and free the object trees. Theoretically, there are ways to write faster nlohmann/json code that doesn’t rely on as many heap allocations, but it’s not really worth it for me to do spend time looking into it and designing it right now, so this is good enough for me for now.
Devlog #5 - I spent 8 hours overengineering my desktop application to avoid spaghetti code A few days ago I wrote about how my small desktop app was already suffering from spaghetti code due to interaction between its modules. I had originally set out to create an application with just 3 modes: Gravity, Electrostatic movement, and chemical bonds. But this has a big problem: The scope is small, making development uninteresting and the actual application pointless to users. The Change In order to solve my spaghetti code problem, I came up with a solution: Instead of implementing 3 different modes, implement an interface that allows you to add as many modes as you want. The Process My first step was to decide what the public API should be for creating a new module. I settled for this: What the module author needs The module author may want to intercept a few different things: Change Force, Velocity and Position values every frame when they are being evaluated Add an attribute for a particle (like how a particle needs a charge in electrostatics) Add a universal physical constant (like Coulomb’s constant or the gravitational constant) Render something on top of the application What I need to do I built a module system to register all of the above, plus a psim_module_api.hpp header for the module author. It defines a C-ABI entry point that calls a C++ init function the author provides. I was almost done with the entire process when I discovered that Windows apparently doesn’t properly support the ability of DLLs to access functions in the main program by linking against them at compile time, and had to rewrite a large chunk from scratch. All the user has to do is include the header and define a void initializePSimModule() which is forward-declared by the header and called by the entry point after populating the function pointer table. Then we just use user-friendly functions to register anything the module might need. An example module is shown in the screenshots, along with its source code. This module creates constants for boundaries that particles cannot cross, effectively boxing them in a rectangle. I rewrote the Gravity and Electric modules in the module system. They are part of the core application, so I’m not loading them dynamically every time, but they use the same API as dynamic extensions. This makes it essentially impossible to create spaghetti code around the different modes, and now all I have to do to load a new module into the program is call loadModule(const std::string& path) . The final flow is something like this: The module entry point is a function that receives a function pointer table to all the C-ABI functions that the module uses under the hood. It populates the module’s function pointer table (the one I added because of Windows) and then calls the main initialization function implemented by the module author. To put things in perspective, here is what happens when you register a constant: You call registerConstant(...) with a std::string and a std::function => they’re destructured into C-friendly structs => the module finds _regConstant(const char* module, size_t moduleLen, ..., PSIM_Constant_Change_Callback) in the pointer table and calls it => the main program restructures the C parameters back into C++ types => the main program calls the real registration function. And this is precisely the hard part: The module author can believe that he’s dealing with the same exact std::span<Particle> that is passed to him by the main program, but in reality that span was destructured into a Particle* and a size_t and was then restructured, all before his callback was even called. This took me 8 hours, and out of everything I’ve done with PSimUltimate for now, this has definitely been the most valuable learning experience. I learned how to expose C++ APIs while maintaining a stable C ABI backend. Very cool!
Mini Devlog - Just Spent An Hour Fighting With The C++ Standard Library + Live Showcase! I just finished spending 8 hours on a massive refactor and new features, so I thought it would be nice to sit for a little while and play around with the program and fix some errors, and generally try to make the code a little safer. I’ve spent the past hour looking at various crashes i’ve had and tryint to pinpoint and debug them, and pretty much every single one of them came down to the fact that I keep forgetting that std::vector<T>::resize(n) does not have the same functionality as std::vector<T>::clear(); std::vector<T>::reserve(n) . This should be a very simple concept, and yet it’s apperently riddled my program with bugs. That’s all solved now, and you can try release 0.1.4 here with an example boxing module! Happy programming! Also, here’s a live demo of the program in action. The recording doesn’t capture the file dialog opening up, but you can tell it’s there before the particles spawn and when I load in the module.
Devlog #6 - Adding Testing To My Particle Simulator I’ve been working on adding unit testing to my project. It was important for me to add unit tests for several reasons: I have never written unit tests in C++, so it’s a good learning experience I genuinely want this project to end up as a polished desktop application, and that’s not really possible without following best practices. Tests are important. Parts of my application are already extremely vulnerable to bugs It’s easier to catch bugs through unit tests than through actual use of the application Catch2 as the framework I chose Catch2 as my framework because it seemed easy to work with and not too verbose. Current sensitive parts of the application Position , Velocity , and Force are all independent wrappers around Vec2<float> . It is extremely important to me that these have proper arithmetic, but are not implicitly convertible, since that is almost definitely not intended behavior. This is why I wrote almost 200 lines of code’s worth of unit tests to make sure that the typing system is strong and acts the way I want it to. Catching bugs easily through unit testing While a user will most likely eventually stumble upon any bug worth fixing, I don’t really have any users yet! I would like to ship an app that isn’t obviously broken, and to do that, I need unit tests that stress the logic of my program to make sure it can survive users messing with it. Current progress on writing tests I’ve written fairly extensive tests to enforce the Vec2<float> variants type system, and to enforce particles working and ticking correctly and interacting with modules correctly. I still have many more tests to write, and I expect to spend the next couple of hours doing that. Thank you for reading!
Mini Devlog - How Writing Unit Tests Made Me Fight C++ For An Hour Whenever I spend some time fighting with C++ instead of actually being productive, I feel like I at least need to get a devlog out of it, so here goes. Background I’ve been writing unit tests for my particle simulator, and one thing I’ve noticed is that I have no code to protect global state when a single module is registered more than once, which leads to weird and unintended behavior. My solution is lazy: silent failure. If a module already exists when addModule(const std::string& name) is called through the module interface function registerModule(const std::string& name) (You can read about why these are separated in an earlier blog post, it’s very cool!), the function just doesn’t register it again. Simple enough, but I wanted to implement it in “correct” C++. The Implementation (Where Things Went Wrong) What I did was create a function in module.cpp with internal linkage called getModuleByName which returns a std::optional<Module&> . Well, apparently for the C++ standard that amounts to heresy, since up until C++26 the committee never managed to agree on how to handle std::optional s that contain references. Well, I thought, I am already compiling with -std=c++26 in my project, so this should work. But it didn’t. I needed an updated libc++ implementation, which I managed to get through MinGW. I spent 30 more minutes fighting with CMake as it insisted to link against MSVC’s headers, but eventually I did manage to get it to compile. A normal programmer would have just used std::optional<Module*> but I am definitely not normal. Was it worth it? probably not. Especially when it’s all for a function which only has internal linkage and is only used in one place. But I like to think that writing code I’m comfortable with will help maintain the codebase in the future.
Devlog #7 - Steady Progress Is Not Interesting Sorry for the low logged time, I’ve actually been working for several hours but I forgot to install wakatime after switching to CLion. What I’ve Been Working On One of the most important things when working with multiple modules that work on a callback-based system is the ability to reorder modules so some callbacks get called before others. Imagine this: You have a module foo which clamps all particles to the window border so they can never escape the boundaries of the window. You also have module bar which increments the X position of each particle by 3, each frame. Say foo gets registered after bar , particles will get clamped to the border AND THEN move 3 pixels, breaking the behavior both module authors likely intended. The Solution Create a GUI which allows the user to reorder modules by, so a module placed after another module gets called last. Implementation Challenges I had to learn how std::list works (a linked list was the obvious choice for this use case), and let me tell you, it is by far one of the worst STL containers I’ve had to work with, and anyone who writes C++ code knows that MEANS somethimg. Conclusion Again, not much to write about today, but steady progress just isn’t all that interesting. Thanks for reading!
Devlog #8 - I Need Your Help This devlog is not so focused on what I’ve been doing since the last one, but what I have been doing is pretty cool, so I’ll go over it: PSim uses Dear ImGui as the backend for its GUI. Up until now, the font size in the GUI has been way too small (13px) and the GUI sidebar could not be resized in any way. I had to make it so resizing is possible and the font is more readable, because I want the app to be properly useable. The first thing I did switch fonts from Dear ImGui’s default non-scalable font to Dear ImGui’s default scalable version, ProggyForever. This took a few minutes but the big challenge was getting resizing to do exactly what I wanted. Despite Dear ImGui usually having exactly the correct amount of features, there is no option to make resizing only possible from one side or disable the completely free bottom-right resize grip. I had to go directly into Dear ImGui’s source code and manually disable those things myself, which was a first for me. What I Need Help With Right now whenever I try to do anything I realize that I don’t actually have a good feel for what’s missing and what needs improvement. If anyone reading this could spare some time of their day to install my application and play around with it, maybe write a module. I have added proper documentation for modules to make the whole process much easier, so hopefully someone will be able to help me find issues and missing features. You can get the release on GitHub . Thank you for reading and thank you for helping out!
Devlog #9 - Expanding The Module Developer API Before I begin this devlog, I would like to apologize for being inactive over the past week. I have had quite a busy week, and I did not have much of an opportunity to work on PSimUltimate unfortunately. What I Have Been Working On I’ve been putting more attention to the module API, modules are the most important part of PSim, and their API should be more advanced than the very basic one that currently exists. I’ve split the API into 5 different sections: Physics Behavior - callbacks into force, velocity, and positions of particles User Input - adding new keyboard shortcuts, reading mouse positions, reading which keys are being pressed Graphical Behavior - being able to draw stuff on the screen GUI - adding buttons, settings pages, descriptions, and more for specific modules. Other Modules - modules should be able to register dependencies and force certain modules to be either lower or higher than them on the callback order. I have been hard at work (when I can) on designing and implementing these needs. So far I have made some progress, but there is still much to do and research, and I’m sorry it’s not so juicy for a week’s worth of progress. Either way, thank you for reading, attached is an example of custom buttons that can be registered by modules in the top bar, and please keep following the project for more updates.
Devlog #10 - Don’t Hate The User One of the most important unwritten (though I’m sure it is written somewhere) rules of writing good software is responsible error handling. I’m writing a desktop application, and personally, when I’m using a desktop application, I don’t like it when it suddenly crashes with no useful error message. This is especially possible in a desktop application written in C++, where irresponsible coding practices can lead to segfaults and other crashes without so much as a Java-style “NullPointerException”. It would be incredibly frustrating for the user to lose progress and not even know why. Another potentially frustrutaing situation is when the program fails silently. It doesn’t quite crash, but when you ask a program to do something and it just doesn’t do it, that can be frustrating. When a program can’t satisfy an action the user wants it to make, it should make it as clear as possible that it’s aware of its failure, and attempt to clarify what went wrong. What I’ve Been Doing Until Now Up until now I have handled runtime errors by… well… not handling them. I wrote my application under the assumption that everything works smoothly, every module loaded by the user exports the correct signature, every file opened by the user is well-formed, and every file the user wants to write to has the necessary permissions. If any of this went wrong, the program entered undefined behavior. Most likely, it will crash. My Solution Whenever the user requests an action by the program, for example, trying to open a saved simulation state JSON, the program goes through the following steps: Make sure the file is actually opened Make sure the file is correctly-formed JSON syntax Make sure the actual data in the file aligns with PSimUltimate’s requirements and constraints Actually deserialize the file If any of these goes wrong, the deserialization process immidiately ends and an error notification is pushed to the bottom-right corner of the screen. If multiple things are wrong about the data in the file, only the first thing in the deserialization order is written. There can be up to 3 error notifications displayed at once, with any more notifications being queued for when those are closed by the user . This solves the issue of responsible, user-friendly error handling, and is an important piece of infrastructure for a usable desktop application.
Devlog #11 - Adding A Settings Page, A Config System, And More Module API Yesterday I wrote about my commitment to making PSim an actual, usable desktop application that doesn’t feel limiting to the user. What I did yesterday was create an error notification system, so if something goes wrong the user can understand why and code has a standard philosophy to handle issues. Today, I put my focus on improving the user experience by adding a settings page to PSim. The Layout Personally, when I think of a settings page in a desktop application, I usually imagine a blocking pop-up (as in, a subwindow inside the application window that while opened, does not let you touch anything outside of it) with a few tabs for different categories of settings. ImGui actually has great support for this, with OpenPopup to create one. the smaller, left-side portion of the settings page is a tab-selection area, and the right-side portion is the tab which is selected. There are 4 tabs: General Simulation Modules - modules can register custom settings About - basically just the full text of the MIT License + a link to the project’s GitHub page The Config System Personally, when I change a setting on a desktop application, I generally expect that change to still be in effect when I close and reopen it. To do this, PSim needs to get to the target platform’s app data folder, create a folder for itself if one doesn’t already exist, and then save whatever information it needs there. Now, this is obviously annoying to have to re-write every time you want to save something as simple as what FPS the user wants, so I wrote a template system to save and access binary settings files on the fly. I now had a way to make it so arbitrary settings stay the same every time I open the app. Now, I need to make it so modules have the same privilege. I created 3 new functions in the module API, writeConfig , readConfig , and registerSwitch . Each of these does as the name implies, and it allows you to add on-off switches (support for more will come later) and read/write configs to disk. Conclusion It may have taken 6 hours of work, but I managed to create a fully-functional settings UI with module support to my first desktop application. This is an important piece of architechture and makes it much easier to add more features in the future and expand the app into something I can be very proud of. Thank you very much for reading! Please enjoy this proof-of-concept video of me changing settings and reopening the app.
Devlog #12 - Solid, Boring Progress I’ve spent the last few days making regular feature updates to PSim. Here are the highlights: 1. Unload Modules Until now, if a user loaded a module and didn’t want it anymore, he would have to reopen the app. Additionally, there was no way to unload the built-in modules. I added an options tooltip in the module order GUI that allows the user to unload a module and everything it has registered. 2. Confirm Action Menu If a user is about to do an action which might lead to loss of data (close the window, override a save file), we want to confirm they know about the potential consequences and accept it. For this, I created an interface for creating a blocking modal that forces the user to either confirm an action or cancel it. 3. Graphics Handlers Behavior Improved The default should obviously be for graphics callbacks to have what they draw to the screen be projected into the actual intended buffer - that is, not anywhere in the top menu bar or the left-hand control panel. This is also already where particles are drawn, so a particle at 0, 0 is drawn in the top-left corner where the top menu bar and control panel intersect. This math had to be applied to every single thing drawn by a graphics callback, and I decided to fix it by calling graphics callbacks while in a raylib 2D mode that offsets everything so that 0, 0 is where a particle at 0,0 is drawn. 4. DPI Scaling I switched to a new laptop this week, and went from a 14 Inch 1080p screen to a 14 Inch 1440p screen. Suddenly, the menu became much smaller, because the program was drawing by pixel instead of by the system’s default scaling (which, on my new laptop, is 200%). I fixed this by making Raylib scale everything by the user’s system DPI. 5. Module Internal Serialization If a module has any internal state that should be preserved when a save file is written, it can now register a callback that returns a std::string and a callback that accepts one, and those can be used to serialize and deserialize its internal state. 6. Extended Module API Documentation I’ve now written documentation for everything but the feature discussed in point 5. 7. New Particle Target I’ve added a cross target placed in the position where a new particle would be placed according to the Position buffer, to ease on visualizing the new particle. This cross is customizeable in the settings menu and you can change width, length and color.
Half Devlog - Short Update: Sorry for not posting for a while. My computer broke and I’m waiting for the repair. Hopefully I’ll be back next week! Thank you for your patience.
Devlog #13 - Time To Ship! PSimUltimate is finally ready to ship. I have put a lot of effort into this project, and I feel genuinely proud of my what I have achieved. While working on this project I have gotten a new computer, lost that computer due to a faulty motherboard, got an internship at a tech company, and started working there full time. Suffice to say, I haven’t had much time to work on PSim in the last month. But I did. I spent time polishing what I have already created and now I feel content with my product. What I’ve done since the last devlog PSimUltimate now has a logo, designed by me. I have also run PSim on WSL and fixed various issues that only appeared on Linux. There is now a way to use your mouse to set the next particle’s position There is now a menu for editing particle data - you can delete a particle and change its position, velocity, mass, etc. PSim is now ready for release. I’m happy and proud to present it and show what I’ve done, and I hope other people receive it well. Thank you all for your support!
Ships:
PSimUltimate Is Ready! I made a particle simulator desktop application in C++ with heavy extension support. Overview PSimUltimate models real physics, but also allows you to inject your own behavior. Using a simple development API that even someone with no C++ experience can understand, you can create, compile and load your own custom modules to the simulator and watch the behavior you’ve coded in action. PSim even ships with 2 of these modules built into the binary, and 3 more modules that you can load dynamically. PSimUltimate also comes with a very simple UI, one that anyone could be comfortable with within minutes. How it works PSimUltimate has documentation for creating your own modules, and compiling them is very simple with a few commands. You can then load the modules, and PSim knows how to run your module and follow its physics. PSimUltimate is written in modern C++, using Raylib and Dear ImGui to provide a clean UI and good support in multiple platforms. While it only ships a Windows binary, you can easily follow the instructions in README.md to compile in other platforms. How to try it You can download the PSimUltimate installation wizard in this page . For more instructions and information, including information on support for other platforms, check out README.md in the source code. Challenges I’ve faced This project took a lot of effort to complete. It is the largest single solo project I have worked on since I started programming, and it included a lot of technical software design and infrastructure that I had to familiarize myself with, like dynamic libraries and using and altering 3rd party libraries (I altered portable file dialogs and Dear ImGui to suit my needs). I also had to deal with moving to a new computer, and then when that computer broke down due to a faulty motherboard, I had to move back to my old computer. I also started a full-time internship at a tech company. All that, coupled with some massive life changes, made it much harder to work on this project. But I enjoyed making it nonetheless, and I’m proud to show off what I’ve created....
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1793083990.9107614
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Sleep Cognition ML by @s_ray9 | Stardance
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s_ray9
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:53:44Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The pipeline is up! I built a research pipeline to evaluate whether ML model feature importance is trustworthy given a small, imbalanced medical dataset. What’s exciting is that it uses the relatively new 2026 PhysioNet Challenge sleep dataset, so it’s new stuff! It was a huge pain getting the pipeline to work reliably. I had to reorganize the data, which kept messing stuff up, and it was pretty slow and uneventful at times. I had to deal with file mismatches, adapt to missing files, and figure out how to handle licensing between my code and the original Challenge code. However, the real challenge was validating results and catching a mistake along the way. Initially, I thought a feature like arousal frequency was the strongest predictor after two separate runs. At the time, it seemed promising, but I was unsure. When I tested it across 20 random seeds, it completely died. I’m pretty glad I kept digging deeper and running precautionary tests; I’m proud of realizing that mistake, which is a crucial skill in real research. Anyways, if you want to try it, there’s no clickable button. Since it’s analysis code, you’ll have to clone the repo, follow the setup in the README, and run the scripts yourself. You should get the same numbers I did. If not, please let me know. Oh, and please let me know what you think, or if I made a mistake (you can never be too careful)!", "repo": "https://github.com/s-ray9/sleep-cognition-ml", "demo": "https://s-ray9.github.io/sleep-cognition-ml"}]...
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[{"post_id": 65192, "ts": "202 [{"post_id": 65192, "ts": "2026-09-10T04:49:48Z", "hours": 0.2839, "text": "Devlog 2: Live on GitHub Pages I just deployed the core project documentation and README to GitHub Pages using Jekyll! I just standardized the project layout and set up a Cayman Jekyll theme. Some parts of the README kept breaking, so I had to migrate to semantic HTML. Everything is close to finished, if not already. Go check it out!"}, {"post_id": 65170, "ts": "2026-09-10T03:35:25Z", "hours": 6.7833, "text": "Devlog 1: First major milestone! I just reached my first major milestone in building a full ML pipeline on the 2026 PhysioNet Challenge sleep dataset! Since it’s a relatively new dataset, I decided to train a model and predict cognitive impairment from overnight sleep recordings. It took several hours to finish up the presentation and organize the key results. Initially, the baseline model showed promise (92% accuracy). However, it was basically guessing “no impairment” and hoping for the best, since there was only around 8% prevalence of cognitive impairment across all patients. When I fixed the class imbalance and model setup, the real score was 0.80.What’s cool is that arousal frequency looked like the top predictor across two separate runs, and I thought it was a real finding, but when I tested it across 20 random seeds, it completely fell apart. Of the full 75 features, the results indicate that only age and BMI really mattered, even though the model performed best after only seeing the top 10 features. Interestingly, those extra, noisy features actually did something: they degraded the model’s performance."}]...
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Title: Sleep Cognition ML by @s_ray9 | Stardance
Title: Sleep Cognition ML by @s_ray9 | Stardance
Devlogs:
Devlog 1: First major milestone! I just reached my first major milestone in building a full ML pipeline on the 2026 PhysioNet Challenge sleep dataset! Since it’s a relatively new dataset, I decided to train a model and predict cognitive impairment from overnight sleep recordings. It took several hours to finish up the presentation and organize the key results. Initially, the baseline model showed promise (92% accuracy). However, it was basically guessing “no impairment” and hoping for the best, since there was only around 8% prevalence of cognitive impairment across all patients. When I fixed the class imbalance and model setup, the real score was 0.80.What’s cool is that arousal frequency looked like the top predictor across two separate runs, and I thought it was a real finding, but when I tested it across 20 random seeds, it completely fell apart. Of the full 75 features, the results indicate that only age and BMI really mattered, even though the model performed best after only seeing the top 10 features. Interestingly, those extra, noisy features actually did something: they degraded the model’s performance.
Devlog 2: Live on GitHub Pages I just deployed the core project documentation and README to GitHub Pages using Jekyll! I just standardized the project layout and set up a Cayman Jekyll theme. Some parts of the README kept breaking, so I had to migrate to semantic HTML. Everything is close to finished, if not already. Go check it out!
Ships:
The pipeline is up! I built a research pipeline to evaluate whether ML model feature importance is trustworthy given a small, imbalanced medical dataset. What’s exciting is that it uses the relatively new 2026 PhysioNet Challenge sleep dataset, so it’s new stuff! It was a huge pain getting the pipeline to work reliably. I had to reorganize the data, which kept messing stuff up, and it was pretty slow and uneventful at times. I had to deal with file mismatches, adapt to missing files, and figure out how to handle licensing between my code and the original Challenge code. However, the real challenge was validating results and catching a mistake along the way. Initially, I thought a feature like arousal frequency was the strongest predictor after two separate runs. At the time, it seemed promising, but I was unsure. When I tested it across 20 random seeds, it completely died. I’m pretty glad I kept digging deeper and running precautionary tests; I’m proud of realizing that mistake, which is a crucial skill in real research. Anyways, if you want to try it, there’s no clickable button. Since it’s analysis code, you’ll have to clone the repo, follow the setup in the README, and run the scripts yourself. You should get the same numbers I did. If not, please let me know. Oh, and please let me know what you think, or if I made a mistake (you can never be too careful)!...
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1792976133.4228134
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1793062533.4228134
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58504
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Study app by @Jay-can-code | Stardance
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Jay-can-code
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:49:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made something that I felt would personally help me and those like me, being people with ADHD, keep track of school things! It was hard to make its dynamic graphics, but im satisfied with how things turned out!", "repo": "https://github.com/Jay-at-GSMST/Organize", "demo": "https://jay-at-gsmst.github.io/Organize/"}]...
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[{"post_id": 65601, "ts": "202 [{"post_id": 65601, "ts": "2026-09-10T20:47:40Z", "hours": 0.4436, "text": "Made a page for tracking budget for school related things"}, {"post_id": 65564, "ts": "2026-09-10T19:45:28Z", "hours": 1.3736, "text": "I’ve made it so that theres a checklist and a progress wheel for assignments, and something to upload notes on. Next thing im gonna do is a folder system to categorize it, and then flesh out the other pages!"}, {"post_id": 63971, "ts": "2026-09-08T02:05:00Z", "hours": 0.8844, "text": "Just made a rough draft for the home page! It’ll have tabs to the other pages on the left, a place for you to type general notes in the bottom, it’ll show your to-do list in the middle with a progress bar on the right!"}]...
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Title: Study app by @Jay-can-code | Stardance
Dev Title: Study app by @Jay-can-code | Stardance
Devlogs:
Just made a rough draft for the home page! It’ll have tabs to the other pages on the left, a place for you to type general notes in the bottom, it’ll show your to-do list in the middle with a progress bar on the right!
I’ve made it so that theres a checklist and a progress wheel for assignments, and something to upload notes on. Next thing im gonna do is a folder system to categorize it, and then flesh out the other pages!
Made a page for tracking budget for school related things
Ships:
I made something that I felt would personally help me and those like me, being people with ADHD, keep track of school things! It was hard to make its dynamic graphics, but im satisfied with how things turned out!...
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1792972560.4447114
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1793058960.4447114
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38804
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doddle cat ware by @Slear69_githud | Stardance
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Slear69_githud
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2
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13.0
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47
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:46:37Z", "hours": 6.0, "multiplier": 7.32, "payout": 47, "blessing": "neutral", "text": "in this ship there are 5 game in total andd yess like this is :)", "repo": "https://github.com/slear69/catt_ware", "demo": "https://catss-lovee.itch.io/doddle-cats-ware67"}, {"ship_num": 2, "ts": "2026-07-29T17:56:56Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "okkkk this is the project the last game is not that good but i will try to add animations", "repo": "https://github.com/slear69/catt_ware", "demo": "https://catss-lovee.itch.io/doddle-cats-ware67"}]...
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[{"post_id": 65570, "ts": "202 [{"post_id": 65570, "ts": "2026-09-10T19:54:07Z", "hours": 2.8553, "text": "in the 5ft game you have to PET THE CAT :3 12 time with a and d"}, {"post_id": 64682, "ts": "2026-09-09T08:45:30Z", "hours": 1.8453, "text": "4th minigame :) in here you have to dodge the incoming water"}, {"post_id": 63845, "ts": "2026-09-07T20:32:07Z", "hours": 1.7367, "text": "New stuff : 1. new font , 2. new animation , and better 3rd game"}, {"post_id": 37171, "ts": "2026-07-29T17:55:26Z", "hours": 1.3411, "text": "FOR EVRY ONE WHO WILLMAKE THIS MISSON !!!!! if you want to post it on itch io the seance have to be in the same folder where everything is i mean in the ress: \\ folder this was the problem for me i hope it helps"}, {"post_id": 36701, "ts": "2026-07-28T22:31:10Z", "hours": 5.3025, "text": "i have most of the game done only the player left"}]...
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Title: doddle cat ware by @Slear69_githud | Starda Title: doddle cat ware by @Slear69_githud | Stardance
Devlogs:
i have most of the game done only the player left
FOR EVRY ONE WHO WILLMAKE THIS MISSON !!!!! if you want to post it on itch io the seance have to be in the same folder where everything is i mean in the ress: \ folder this was the problem for me i hope it helps
New stuff : 1. new font , 2. new animation , and better 3rd game
4th minigame :) in here you have to dodge the incoming water
in the 5ft game you have to PET THE CAT :3 12 time with a and d
Ships:
okkkk this is the project the last game is not that good but i will try to add animations
in this ship there are 5 game in total andd yess like this is :)...
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1793054897.2610967
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1793141297.2610967
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59730
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Orank Tab by @yoru_ayan | Stardance
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yoru_ayan
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1
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3.19
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:45:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Orank Tab — done (for now) ok so this project is basically finished lol. started it cuz i wanted a new tab page that actually does something instead of just being a blank screen. ended up with a big clock, google search w autocomplete, custom shortcuts, a todo list, and NASA’s astronomy pic of the day (that part’s actually kinda cool ngl). also threw in a little achievements thing bc why not. built with React + TypeScript, kept the UI dark and minimal cuz that’s just what looks good imo. nothing crazy fancy, just something I’ll genuinely use every day when I open a new tab. not gonna lie some parts were annoying to debug (looking at u NASA API) but it works now and I’m happy with it. calling this one wrapped", "repo": "https://github.com/aniway89/Orank-Tab", "demo": "https://orank-tab.vercel.app/"}]...
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[{"post_id": 65804, "ts": "202 [{"post_id": 65804, "ts": "2026-09-11T05:56:10Z", "hours": 1.1931, "text": "Here is the fix Canva gif which is converted by GhatGpt to png is roll back to gif. The search bar problem is not happening on my browser check on edge, chrome and on brave."}, {"post_id": 65552, "ts": "2026-09-10T19:22:30Z", "hours": 2.3244, "text": "getting start with the UI/UX. Here I am making a Custom tab which is functional and have practical use."}]...
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Title: Orank Tab by @yoru_ayan | Stardance
Devlog Title: Orank Tab by @yoru_ayan | Stardance
Devlogs:
getting start with the UI/UX. Here I am making a Custom tab which is functional and have practical use.
Here is the fix Canva gif which is converted by GhatGpt to png is roll back to gif. The search bar problem is not happening on my browser check on edge, chrome and on brave.
Ships:
Orank Tab — done (for now) ok so this project is basically finished lol. started it cuz i wanted a new tab page that actually does something instead of just being a blank screen. ended up with a big clock, google search w autocomplete, custom shortcuts, a todo list, and NASA’s astronomy pic of the day (that part’s actually kinda cool ngl). also threw in a little achievements thing bc why not. built with React + TypeScript, kept the UI dark and minimal cuz that’s just what looks good imo. nothing crazy fancy, just something I’ll genuinely use every day when I open a new tab. not gonna lie some parts were annoying to debug (looking at u NASA API) but it works now and I’m happy with it. calling this one wrapped...
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1793055061.8995469
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1793141461.8995469
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50489
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Fluetro OS by @TonyStark965 | Stardance
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TonyStark965
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2
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95.0
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669
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T19:26:09Z", "hours": 36.0, "multiplier": 18.53, "payout": 669, "blessing": "neutral", "text": "I have now made Fluetro OS into a much more complete OS experience. It now has a working Browser, AI Brief, and some games, along with the previous Paint, Memo and Calculator apps. It now also includes a Boot screen and a Restart function, along with automatic and more consistent Accent Color theming throughout the UI. Also, the UI is now much more consistent with its icons and design. The biggest challenge for me was trying to “not” make silly mistakes, I’d forget a comma or a semi-colon somewhere or misspell something and it’d break the whole system. I especially had trouble with the animations and different app states. I am especially proud of how much the OS has evolved through the span of only a month, I tried my best to make it feel usable and interactive. To test it, just click try project and use it. The AI Brief feature will ask you for your location permission and if denied will resort to IP-based location, but the built-in weather system of the OS will require you to add your own location from the Quick Settings.", "repo": "https://github.com/TonyStark965-404/Fluetro-OS", "demo": "https://fluetro-os.vercel.app"}, {"ship_num": 2, "ts": "2026-08-18T18:02:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A WebOS inspired heavily from the Metro aesthetic from Windows 8/8.1 and Fluent Design aesthetic from Windows 11. Has multiple working apps, working login screen and desktop elements. Will get an update in the future for WebOS 2, with a working Start Screen inspired menu.", "repo": "https://github.com/TonyStark965-404/Fluetro-OS", "demo": "https://fluetro-os.vercel.app"}]...
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[{"post_id": 82753, "ts": "202 [{"post_id": 82753, "ts": "2026-10-25T18:58:08Z", "hours": 3.4086, "text": "Fluetro OS DevLog 063 Redesigns, yayyy New stuff/changelog Files app now has Breadcrumbs design in the address bar instead of the normal “ \" style, you can’t click on them to change locations though, it just looks cleaner, and when you click it, it turns back to the “ \" style where you can edit stuff Quick settings redesign including all icons More additions to quick settings Find now supports keyboard input to select and launch items Did the HTML and CSS for some other little features that’ll be added All selection is now themed using Accent Color Added a text at the bottom of the Boot Screen prompting you to go Fullscreen mode “Escape” button on the keyboard can now be used to exit any input type box, like the Address Bar in the Files App, or the Custom Accent color and Weather location fields in the Settings app. Added an Easter egg (not gonna show that though) Fixes As I said under “New stuff”, Find now supports keyboard input and at first, it was glitching out randomly highlighting stuff, but now it’s fixed Fixed the issue with the Game Bar background so now the Games Library area has a whole background covering up the rest of the app. Fixed an issue where the Memo and the Find Recent searches list wasn’t actually being cleared on Shutdown/Restart, it was actually not being loaded the next boot. Fixed an issue which caused the “non-existent location error” to not pop up when you entered a non-existent address in the Files app’s address bar Fixed and issue where the window contents would overflow invisibly at the bottom and cause issues with the padding and margins Current issues/bugs I only did the HTML and CSS for the upcoming features, so they don’t actually work at this point, since I didn’t do the JS part."}, {"post_id": 82079, "ts": "2026-10-23T19:37:19Z", "hours": 3.6169, "text": "Fluetro OS DevLog 062 I said I’d work slowly and post one DevLog a day, I guess one of them was a lie New stuff/changelog Removed the toggle to show them from settings and scrapped the idea Added the OS logo to the About section in Settings Added a macOS Finder-like search bar, called “Find” Added a toggle for “Find” in the quick settings Made “Find” actually work Made “Find” actually update the suggestions with the app you last opened via it at the top Made the toggle functionality stay even after a restart/shutdown using localStorage Added an option in settings to clear recent searched apps during a restart/shutdown Changed the icons in the Quick Settings panel to use images of Windows 11’s Fluent Emojis, before they used Emojis which looked good on my end, but probably won’t on Linux or macOS. And yes, the search bar has animations, but its position is fixed cuz it looks good over there Fixes Fixed an issue, where checking the option to clear memo on shutdown/restart would clear it instantly Fixed multiple issues noticed regarding “Find” during its development Changed Daily Brief to load Dynamically when the app opens, to preserve Privacy further unless someone decides to open it manually rather than it just running in the background all INVISIBLE style. Current bugs/issues “Find” can’t browse through the File system, this is intended cuz “Find” is supposed to be a launcher for your apps There’s another issue, but it is going to be an easter egg"}, {"post_id": 81842, "ts": "2026-10-22T18:10:01Z", "hours": 2.5019, "text": "Fluetro OS DevLog 061 File system complete, but still much more is left New stuff/changelog Added some sample video files (these are a surprise, I already ruined it for the images, but won’t for the videos) Added a working video player, but unfortunately, it doesn’t have a queue, so you open a video file and it plays that file Added a Pomodoro timer, based on cutepomodorotimer.com All music, images, and videos are now cloud-based, and thus will not be uploaded to the Project’s GitHub page The text at the top left now responds to the currently open and focused app Added icons for User folders Added an indicator when refreshing in the Files app Fixes Fixed an issue where the Dock would remain stretched if you closed an app while it was maximized Fixed an issue where you couldn’t name 2 different files of different types the same, so if a Folder is named “F1” you couldn’t name a file in the same directory as “F1” Fixed another issue in which naming a file the same as an app’s executable file would give it the same icon Sort option is now disabled in the Gallery and Home page of the Files app Photo viewer no longer uses random arrangement of photos, instead uses an ascending alphabetical order Current issues/bugs None encountered at this point in time"}, {"post_id": 81637, "ts": "2026-10-21T20:43:24Z", "hours": 3.0775, "text": "Fluetro OS DevLog 060 More stuff, but nothing major New stuff/changelog So, the Photo Viewer app now supports moving between images inside the same folder, and it’s like that cuz it’s inspired by Windows Photo Viewer, and yes, it also supports your keyboard’s arrow keys There’s now a Text Editor embedded inside the Files app to edit your Text Files that you create There’re now some sample images in the Images folder, and thus in the gallery Gallery elements can now be selected and have their own context menus, which is literally the same as all the preloaded folders and files Fixes The Navigation pane in the Settings app now reacts to you scrolling in the app, so it highlights the corresponding panel button Current issues/bugs The sort button in the gallery does nothing, so it’s deprecated for that area, and gallery will be arranged by order of importance"}, {"post_id": 80967, "ts": "2026-10-19T12:42:55Z", "hours": 4.0289, "text": "Fluetro OS DevLog 059 Settings app almost complete, only 2 settings left New stuff/changelog Navigation for the Settings app works now Custom accent no longer allows pure black/pure white and only allows 6-digit Hex codes All settings are now persistent throughout restarts and shutdowns Stretch dock to max width when an app is maximized works, even with multiple apps open Clear memo on Shutdown/Restart works too Added working Stardance and Github Page links to About section Show highlight for open apps option works too, so you can turn it off to get only a sleek border around the running app icon in the dock, instead of the full background The reset option works now too, and it also asks for confirmation Added tick marks to options that are turned on Added calculation logic to get the nice gradient in the lock screen according to the Custom accent too Fixes Fixed an issue where the running app highlight would appear even when the option was unchecked Fixed an issue with setting persistence which was caused due to some options being on by default Fixed an issue where the dock would get an awkward position when being stretched due to a maximized app Fixed an issue where multiple windows with some being maximized would glitch out the dock and make it toggle between its stretched and unstretched state Fixed an issue where the Window wouldn’t take up all of the screen when maximized if stretch dock option was checked Fixed an issue where the error windows would appear in the dock between Gaming Hub and Music player instead of appearing at the end of the dock Fixed the Songs in Music Player queue so they appear alphabetically Fixed an issue where you could put transparency values into hex for the accent to get a transparent color Fixed another issue with the clock Flyout which caused the Calendar to appear slightly off Fixed the issue from my previous DevLog which talked about the Lock Screen Gradient not being coded properly Current issues/bugs I haven’t implemented the Desktop icons yet, so the option in Settings remains unusable I also haven’t done the Privacy Policy or the Window for it, so that option remains unused too"}, {"post_id": 80221, "ts": "2026-10-16T19:47:20Z", "hours": 3.18, "text": "Fluetro OS DevLog 058 More settings that actually work New stuff/changelog All the settings in the Personalization area work, including custom Accent colors and custom wallpapers All the settings in the Time and Date area work (24-hr format added from feedback) Only the double-click title bar to maximize option works in the Interface section Multiple changes in HTML to accommodate the custom wallpapers and CSS designs for different areas Fixes Fixed an issue where the settings window would lag when trying to do anything with it, like resize/maximize/minimize/close etc. Fixed an issue with the margins and padding in the Clock Flyout caused by the weird CSS code that I did for the it during the initial stages since I didn’t know that much about CSS yet Current issues/bugs If you select a custom wallpaper, then switch back to a preloaded wallpaper, and then try to go back to your custom one, you’ll be prompted to choose a new one, but you can just close the window if you don’t want to choose a new one Some of the settings in the Interface and Time & Date sections aren’t retained after a Fluetro restart The gradient in the left side lock screen isn’t coded properly so a section of it uses the default colors, resulting in weird gradients according to the custom accent used, this doesn’t happen in the case of Automatic Accents though Note: The Automatic Accent system is reserved only for the preloaded wallpapers and is disabled for custom ones"}, {"post_id": 79390, "ts": "2026-10-13T19:39:21Z", "hours": 1.5175, "text": "Fluetro OS DevLog 057 Finally finished adding all the settings options New stuff added/changelog Added settings for Interface, Privacy & Security and the About sections Did the CSS for all the above-mentioned areas Made the Location bar work using JS and made it sync with the one in Quick Settings (shown in video) Fixes Fixed the weird gaps and padding in some areas of the settings app Current issues/bugs Most of the settings are not yet functional Note The Personalization area might get Radio buttons (or menus) while the other sections will get checkboxes"}, {"post_id": 78834, "ts": "2026-10-11T18:39:29Z", "hours": 1.9053, "text": "Fluetro OS DevLog 056 More Settings New Stuff added/changelog Added some more settings Did the JS for the Wallpapers so they actually work now Fixes Found an issue that causes lag and no animations when trying to open the wallpaper change menu from quick settings or the settings app, it’s now fixed, I did it by rendering the options beforehand. I tried to fix this issue thinking it was settings app-only but had to give up on it since none of my attempts to fix it worked, then I found out the same was happening in the quick settings wallpaper picker, this was probably because it goes through the code and tries to render the image using JS, and it can’t do it before the app opening animation finishes. Current issues/bugs There is no CSS for the new settings areas that have been added There’s no JS for the new settings areas that have been added Note I am thinking of making a pack that can make Windows 11 feel like Fluetro, so please let me know if anyone would like that."}, {"post_id": 78291, "ts": "2026-10-10T09:45:59Z", "hours": 2.3794, "text": "Fluetro OS DevLog 055 CSS stuff New stuff added/changelog Did the CSS for the Settings app Revamped some designs for the Gaming Hub and Settings when maximized so they don’t look weird Did a roadmap for all the settings to add Fixes Fixed some of the jumpy and jittery elements in the UI Current issues/bugs I still haven’t done anything about the JavaScript part of the Settings app so for now, everything is only visual Fun Fact The UI for this project was inspired by a leaked screenshot of a concept Windows version that surfaced online, I tried to remake that in my Windows 11 system and had a screenshot, finally found it and it’s attached below. The dock is inspired by a DeviantArt Post I saw a few years ago (I think it was called Fluent Big Sur). The top Bar UI of the OS is inspired by the new “Dock” feature added to Microsoft PowerToys and how I arranged it when I first enabled it (image attached)"}, {"post_id": 77915, "ts": "2026-10-08T19:01:41Z", "hours": 2.3003, "text": "Fluetro OS DevLog 054 Mostly improvements New stuff added Maximizing/restoring down now has animations and they don’t interfere with the resizing scenario like earlier, this took so long to implement because my first ever project that involved JavaScript was just this year, so I am still learning. Revamped the Gaming Hub Added a Settings app, and hooked it to the Quick Settings panel so it can also be opened from there Fixes For some reason the animations weren’t working for all the windows, so I checked and tried lots of different stuff, and then found out that there was no height and width parameters for most of the windows, so I added some and that fixed the animations Current bugs/issues I just started working on the Settings app, so it’s really unfinished (shown in the video)"}, {"post_id": 77783, "ts": "2026-10-08T08:24:58Z", "hours": 2.73, "text": "Fluetro OS DevLog 053 Music to my ears New stuff added Added a Music Player with working Play/Pause, seekBar, Previous/Next and Queue Added music in Audio Folder in the Files App Redid almost all the Files App icons with higher quality versions Changed the Details Pane text to a more appropriate one Added a Supabase fetch system for the Music Clicking “Previous” while being on the 1st music in the Queue results in restarting that song Clicking “Next” while being on the last music in the Queue results in restarting that song Fixes Fixed some issues with the un-resizable windows, which could be resized earlier, they just didn’t show the custom cursors Fixed jumpy windows Fixed Music Player issues that I encountered along the way, like the Play/Pause buttons not rendering properly or the SeekBar jumping Current issues/bugs The Music takes some time to load, but it mostly depends on your internet connection The Queue is still custom arranged, and not alphabetically sorted"}, {"post_id": 76238, "ts": "2026-10-02T20:12:22Z", "hours": 1.7733, "text": "Fluetro OS DevLog 052 Well, this is embarrassing New Stuff added Browser has its own custom accent color now (like how browsers on Windows have) The Photo Viewer icon stuck in the dock is now gone and appears only when Photo Viewer is called Fixes Fixed the issue with the dock padding when Photo Viewer wasn’t called Stuff that happened Tried to add a dynamic accent color sync system for the browser, it worked to some extent, but it won’t instantly sync if you changed the wallpaper to change the accent color, but would sync that accent color after a restart, so I had to remove it. Will try to implement it later though. I have been working on a Music Player app (as I said that there will be one in a future update), wasted a lot of time debugging it trying to find out why the music wasn’t playing, turns out, the Integrated Browser in VS Code doesn’t allow intregated <audio> elements. Tried in my default browser (and brave), works as intended. (Please ignore the bright blue background, it’s just a placeholder)"}, {"post_id": 75373, "ts": "2026-09-29T21:32:07Z", "hours": 1.0592, "text": "Fluetro OS DevLog 051 Lost my 25-day Streak New Stuff added Photo viewer that can open photos from the gallery and adjusts according to image size Fixes Fixed the Delete system, so now it deletes only what you want to delete, and it’s now persistent so it stays that way even after a page refresh/restart Current bugs/issues The issue with the sub-folders not opening after the parent folder is renamed still exists"}, {"post_id": 75005, "ts": "2026-09-28T20:36:29Z", "hours": 1.6364, "text": "Fluetro OS DevLog 050 Half-century DevLog? Really? New Stuff added The rename function works now Delete button kinda works Yeah that’s about it Fixes The rename function was really hard to implement, so there were lots of glitches and issues and stuff, I did manage to fix most of them, the rename box was originally meant to show over the existing file name, I did do some research to see if I could get it to work this way, but since I couldn’t get it working, I had to improvise and do the separate rename section. Tried to make the rename system be inside one single eventListener but couldn’t get it to work that way, had to create a separate function to call along with Pressing the rename and delete buttons no longer remove the selected state from the item. Current bugs/issues Clicking delete doesn’t dismiss the context menu (easy fix but it’s here because it’s just my current progress) Clicking delete for one item deletes all the items in the folder Delete is temporary and resets on refresh (for now at least) Nested Folders don’t work if you rename the parent folder (for example, in the video I rename a folder, then the folder inside it doesn’t open. This is fixed on a restart/webpage refresh)"}, {"post_id": 73741, "ts": "2026-09-25T20:19:36Z", "hours": 1.6108, "text": "Fluetro OS DevLog 049 Very little progress, since most of the time just went into debugging and fixing stuff, tried using Copilot in VS Code but it’s New stuff The context menu is finally aligned The context menu got icons now Made the delete button have a red icon and red text The open button in the context menu finally works Had to redo the file handling system so the open button system can be implemented easier Fixes Broke everything, yeah, literally the whole OS, while trying to redo the file handler because I was removing some lines (individual EventListeners) and putting them under one roof, but I forgot some brackets, since I couldn’t fix it easily, I tried to use Copilot (the one inside VS Code) to find out what’s causing the error, dude literally said that there’s an error in these lines, no elaboration or fix so I had to get the code from my backup and redo everything very carefully, so now it’s ok I have never positioned an element inside another element that can be resized, so this was new and challenging for me to align the context menu nicely with respect to the files window and its variable size system, it took some time, but I did it. Current issues/bugs Rename and Delete buttons are still to be implemented"}, {"post_id": 72767, "ts": "2026-09-23T18:21:02Z", "hours": 2.7964, "text": "Fluetro OS DevLog 048 Late DevLog, couple of improvements, mostly fixes Was supposed to upload a DevLog yesterday but had some issues with the internet (had to ditch the router), probably some coding time isn’t event logged New Features added/changelog Revamped the File Management system so now the sub directory system actually works, like you create a “New Folder” in one directory, and one in another, and now they both don’t overlap/refer to the same directory Added icons inside the Sort Menu Added a context menu for files/folders (the positioning is broken since the css isn’t done correctly, because I’ll probably be using some inspiration from Fluent New Tab for the dynamic positioning) The context menu for files/folders behaves differently according to if the Folder/File mentioned is a System one or User Created You can now un-select items by clicking somewhere else inside the app, this even updates the details pane accordingly Added custom “Date modified” parameters, so they correspond to when the file/folder was created Internal Storage now shows Size as 23.4 GB / 512 GB Removed Trash Changed the animation for the details bar (“Name | Size ….” bar) at the top to just minimize in height and not width too. Fixes As I said in changelog, the folder directories don’t overlap now I made lots of errors while trying to get this new directory system to work, like the folder numbering not working correctly, like there’s a folder: “Internal Storage\\New Folder (2)”, and then you try to go to downloads and create a folder, and then it’s named “New Folder (3)” There was also an issue where the address bar pointed to somewhere else rather than the original path for that directory (so I had to combine multiple arrays for directory system to one, which is part of the Revamped file system) Fixed a background size inconsistency in the gallery section Fixed the status bar in gallery saying “undefined items” Fixed the context menus being transparent instead of blurry (for Files and Browser), so now they’re opaque like Chrome or Edge or Safari Removed all pointer events from the details bar at the top, so it no longer shows the hand pointing cursor when hovering Current issues/bugs The file/folder context menu is positioned oddly and doesn’t have any icons The details pane icons are blurred since it uses the 32x32 icons I used in the file/folder icons"}, {"post_id": 71945, "ts": "2026-09-21T20:29:43Z", "hours": 2.5697, "text": "Fluetro OS DevLog 047 One step closer to finishing the Files app New Features added New File and New Folder options that actually work (with icons BTW) New File can only be used to create text files, and the get the Type as Text File, and a .txt extension User Created files/folders now stay even after a restart/page refresh (like in your browser, not the files or browser app of Fluetro) Removed the size detail for folders since most OSes don’t even show it Sorting actually works, but it’s only Ascending or Descending, only based off of the Item name Clicking the dock icon now instantly focus the corresponding window, except for errors Added an actually working address bar, inspired by the older Windows (like XP), which can also take user input to go to said location Putting in an invalid location in the address bar gives an error box, like the System or unsupported file type errors Fixes Fixed issues that I faced while implementing the Dynamic Naming Process for the User Created files, like adding the extension for the Text Files Fixed an issue with the sorting logic, where, since I copied most of the logic from the ascending system to the descending system, I left the button click listener for the ascending system, in the descending system, so for some time, clicking ascending just sorted the items in descending Current issues/bugs The Sort and New Menus don’t close if I click anywhere else in the files app You can’t unselect an item The Gallery Status bar shows “undefined items” Note Added the Gallery Screenshot promised in my last DevLog"}, {"post_id": 71137, "ts": "2026-09-20T10:43:54Z", "hours": 1.8961, "text": "Fluetro OS DevLog 046 Frequency of DevLogs has plummeted, but Files app is almost complete## New Features Added Preview Pane changed to Details Pane Details Pane actually works No Details Pane in Gallery .exe files open the corresponding app Added a scrollbar for the apps folder since it has way too many items Made the Files Status bar independent of the files body, so it doesn’t go away when scrolling Made the Details area on top (Name, Size etc.) independent of the files body, so they don’t go away when scrolling Added a select system which triggers the details pane Details pane won’t show up after coming back from gallery if you disabled it previously, otherwise it will Fixes Made a mess while trying to move the Status and Details areas, noticed it was because I had a part of js coded into the details area for future purposes(sorting), so I removed it and now it’s just cosmetic and does nothing else, and the status bar was appended to the main files body, which I changed to another div that contains the file operations area (New, Sort etc.), the details area and the files body Broke the details pane while trying to use querySelector to check if Gallery is active and the button is disabled or not, fixed it by switching to contains Fixed the padding and margin for the Details Pane to match the height of the Files main area Current issues/bugs I was thinking of adding Windows-style breadcrumb address bar, but that’s very problematic, and might not even suit it well, so I’ll be adding a retro-style “ \" system for the address bar There’s still no new and sort system Note I forgot to add the screenshot of gallery, and now it’s only allowing me to replace the existing files and not add more"}, {"post_id": 70266, "ts": "2026-09-18T20:45:45Z", "hours": 1.3344, "text": "Fluetro OS DevLog 045 Adding the preloaded files and folders was easy (which I did before), but now progress has been slowed, again New Features added Menus for Sorting and New File/Folder creation Different states for the New and Sort By buttons Removed Search Bar (too complicated to implement) Removed View option (still complicated to implement, might add it again later on) Removed Up one level button (most complicated) Added an error window that shows up when you try to open up a file that’s not supported by any existing app Fixes I wasted a lot of time trying to fix the issue in the css that was causing the weird position for the menus, turns out the css wasn’t the issue at all and it was actually the HTMl since I put the menus outside the upper button panel handler I also wasted a lot of time trying the hit-and-run approach for the perfect height and width for the unsupported file type error box Fixed the corner radius for the System Menu (even though barely noticeable) Current issues/bugs You can still go inside .exe files, since they’re still treated as folders (actually the type doesn’t matter for them, since the code is really simple for the folders and items) Something weird is going on with the padding for the sort and new menu buttons, and they don’t have blur either"}, {"post_id": 69786, "ts": "2026-09-17T19:49:54Z", "hours": 2.5436, "text": "Fluetro OS DevLog 044 Lot of progress New Features added An actual File System with lots of Files, including Apps and User Files Custom .igr File extension and “Integration” type for Games files Working Navigation buttons, except the “Up one level button” Double-click system for files/folders Different file/item types and different icons for each one Disabled states for navigation buttons when not available/applicable Fully redesigned “Access Denied” error box Access Denied error integration when trying to access System Files Separate dock icon with running status for the error box Connected Navigation panel to individual folders/locations Animations on the error icon on the dock when it appears and disappears Animations on dock for expanding and shrinking to make room for the error icon Fixes Minor fixes regarding the UI like hover effect for the OK button in System info box and corner radius adjustment in certain areas Fixed the weird padding at the right side of the dock due to appearance and disappearance of the error icon Current bugs/issues As I said earlier, the Up one level button doesn’t work Address bar still need a lot of work Search is still just a placeholder Preview pane is still in the works I didn’t add the sounds, and I’ll probably add them last, because being forced to hear those sounds every time I restart Fluetro for debugging will become irritating fast There’s no scroll bar in the Files App Note The animation looks jittery, but it’s due to some issue with Snipping Tool, it’s really smooth in reality"}, {"post_id": 68751, "ts": "2026-09-15T17:53:25Z", "hours": 1.6878, "text": "Fluetro OS DevLog 043 Slow and steady progress New Features added Toggleable Navigation and Preview Panes Slight Redesigns for Browser, Paint and Gaming Hub Games Minor redesigns for all tooltips Animations while enabling or disabling the Navigation and Preview panes Made iframe based windows easier to resize and move Fixes Fixed an issue where the hover of an object inside the files body would get cut off Fixed an issue where the Close button tooltip would get cut off Current issues/bugs Resizing the AI/Daily Brief app is slow and kind of jittery The items inside the files body currently do nothing There’s no active state in the Navigation pane for the folder you’re currently in"}, {"post_id": 68209, "ts": "2026-09-14T18:16:14Z", "hours": 1.7369, "text": "Fluetro OS DevLog 042 Well, at least this is better than the last time New features added Placeholder for Preview Pane Working Navigation Panel Working Gallery, currently only shows the preloaded wallpapers and I plan to add more images, maybe some taken by me A different screen for visiting empty folders Changing address bar icons according to the folder you visit Changing address bar text according to the folder you visit Added Trash (Recycle Bin), only as a Navigation Panel location for now Fixes I checked the feedback and found out Minesweeper was not working for the current version of Fluetro, so I checked and found out that vercel is case sensitive and so it didn’t work, I fixed it now Yes, I’ll be adding almost all the features from feedback like making the dock auto-hide on maximize for more usable screen real estate Fixed multiple errors that I made while trying to make this update to the Files app, mostly by missing an “=” sign or a “.” at places. These errors basically broke everything, making everything non-interactable. Current issues/bugs: IDK how I got the Details and stuff at the top to get working, but now I can’t get the content to adjust according to it, so it breaks whenever the window is maximized (screenshot attached)"}, {"post_id": 67268, "ts": "2026-09-13T10:38:04Z", "hours": 1.9453, "text": "Fluetro OS DevLog 041 Very little progress New features added Added an operations section (new, sort by and view) Added what’s supposed to be a details panel Added a status bar Added placeholder content Added the top bar for the content, with separators Current issues/bugs This is really complicated and all this time I am using up, is just for debugging, which is crazy The details pane is still blank Nothing does anything, since I have only managed to do the css and html so far"}, {"post_id": 66856, "ts": "2026-09-12T19:50:02Z", "hours": 2.5003, "text": "Fluetro OS DevLog 040 Exact reason why I delayed the development for the Files App New Features added Scrapped the plan for making the Files app iframe based Added the Files app code directly into Fluetro code for better OS integration Added Navigation pane containing all important OS locations Added a main section for the app, where the content will be shown Also fixed dark mode for the app Removed the Work in Progress window for the Files App Fixes Fixed the backgrounds for the different app elements Current issues/bugs I have been working on this for almost 2.5 hours and managed to come only this far, nothing else is done, no JavaScript, or system, only the visual app is present, and opens on clicking the files icon on the dock Should I change the icons in the Navigation panel to colorful ones?"}, {"post_id": 66078, "ts": "2026-09-11T17:22:25Z", "hours": 0.2631, "text": "Fluetro OS DevLog 039 First DevLog after 2nd ship New Features added Started working on the Files app, so now it only has a really basic design, mostly taken from the WebOS Browser project (image attached), it currently does nothing, and is just a blank slate What’s in the works? Made some sounds for the UI like Startup, login, and shutdown Got a new roadmap and a whole list of features to add next"}, {"post_id": 65544, "ts": "2026-09-10T19:07:37Z", "hours": 0.2592, "text": "Fluetro OS DevLog 038 Did some last-minute changes New Features added Now you can actually see what wallpaper you have selected The Calculator now follows the accent colors for more buttons Note for reviewers Some browsers may currently display phishing or scam warnings when accessing my GitHub Pages websites. These appear to be false positives. My projects are designed with a privacy-focused approach and do not intentionally collect sensitive user information. I have already reported the issue and am currently waiting for the warnings to be reviewed and resolved."}, {"post_id": 65493, "ts": "2026-09-10T17:48:19Z", "hours": 0.7078, "text": "Fluetro OS DevLog 037 Final DevLog before 2nd Ship New Features added New favicon Automatic Accent colors for the 4 preloaded wallpapers The accent colors not only affect the active toggles, but also affect the TopBar/System Menu Logo, the seconds hand of the clock, the today indicator of the calendar, the separators in the dock and the Welcome/Lock Screen too New spinning design for the Signing out/shutting down/restarting screens Fixed the default window sizing for the browser Removed the “…” from the above-mentioned screens There’s also an accent2 for the gradient design, and it will be customizable in later versions Removed a really light color that was present at 50% Fixes The lock screen gradient is now smoother, and the text is easier to read due the color removal. Fixed the tooltip artifact issue from my Last DevLog Current issues/bugs Opening Files no longer shows Work in Progress but shows “This Location is System Protected”, this was due to me making an error screen for situations where the user tries to access stuff in the OS that they’re not supposed to. But since it’s already there, it stays. It will be fixed in a later release. What’s next? Ship #2"}, {"post_id": 65463, "ts": "2026-09-10T16:38:29Z", "hours": 1.4742, "text": "Fluetro OS DevLog 036 Redesigns, features, and animations New Features added Minimized and open running states for the dock icon, inspired by Windows 11 Redesigned the logo again, and made it perfect this time Redesigned running design for dock icons along with a custom hover design for that state. Redesigned Boot Screen inspired by macOS and Windows 7 Redesigned System information window Animations for the different app states in the dock A restart function that shuts down and reloads the page Redesigned Dark Mode Redesigned accent color Fixes Fixed an issue where Signing out won’t close any open apps Fixed an issue where the running states would be jumping around when switching (made this issue while trying to add the different states) Current issues/bugs There is an issue with tooltips where a line with the tooltip color appears and stays until another tooltip appears What’s next? I’ll probably be implementing an automatic accent color system for the present 4 wallpapers before the second ship. What the 3rd ship will include will be included in the README."}, {"post_id": 64964, "ts": "2026-09-09T18:20:34Z", "hours": 1.5181, "text": "Fluetro OS DevLog 035 Redesign and more stuff New Features added Boot Screen Redesigned logo and Lock screen inspired by the default wallpaper Transitions and Animations for Boot Screen No pointer in Boot Screen Fixes Fixed an issue where Escape and Function Keys won’t work, this was due to a misplaced exclamation mark 😐 Fixed the lock screen animations which I broke while trying to add the Boot Screen Current issues/bugs There’s something wrong with the Sign Out option, since it’s keeping the apps open when signed out What’s Next? I’ll probably be adding a restart option, and then do a 2nd ship, there’ll also be a 3rd ship with the Files App, which is possibly the hardest thing to do (at least for me) in this project."}, {"post_id": 64427, "ts": "2026-09-08T19:56:33Z", "hours": 0.4503, "text": "Fluetro OS DevLog 034 Some changes New Features added Added icons to the System Menu Full logo redesign Finished on a new color scheme Animation when hovering on or pressing the Continue button on Welcome screen Fixes Fixed the animation system for the Continue button on the Welcome Screen Finalized the new color scheme Current bugs/issues I still don’t know if this color scheme is better than the original one(1st image)"}, {"post_id": 64403, "ts": "2026-09-08T19:09:41Z", "hours": 0.9294, "text": "Fluetro OS DevLog 033 Some redesigns New Features added Better logo design Fixes Fixed an issue where the running state of the app won’t show but instead make the tooltips of that app have its color. Current issues/bugs This is an issue, I am thinking of giving the OS a better and more premium color identity, should I stick with the old color design or the new one, or if someone could provide any new suggestions, that would be nice too."}, {"post_id": 63479, "ts": "2026-09-07T11:13:23Z", "hours": 0.6122, "text": "Fluetro OS DevLog 032 Huge addition New Features added Browser is no longer a Work in Progress Fixes Spent a lot of time trying to figure out how to send the theme from the OS to the Browser, since earlier that part of the code was handled inside the Gaming Hub code. So yeah, that’s just about what I did for the latest logged time"}, {"post_id": 63078, "ts": "2026-09-06T17:50:18Z", "hours": 1.0811, "text": "Fluetro OS DevLog 031 More icons and some small additions New Features added Added arrows for the buttons for changing Calendar Month in the Time & Date flyout Added tooltips for all the buttons in the TopBar that can open flyouts Themed the tooltips Made the topbar tooltips not open if a flyout is open Added tooltips to dock icons Fixes Fixed the gap and alignment of the buttons used to change months in the calendar Fixed the weird pill-shaped today indicator in the calendar flyout Fixed positioning issues with the tooltips Fixed the issue of the System Menu not having any background blur Current issues/bugs Have added too much animations/fancy stuff/polish instead of adding actual features Next target The Fluetro Browser"}, {"post_id": 62987, "ts": "2026-09-06T15:37:52Z", "hours": 0.4775, "text": "Fluetro OS DevLog 030 More icons New features added Replaced the icon for the Continue button at the login screen Replaced the icon for the exit game button in Gaming Hub Added animations to the exit game button Overhauled the calculator with icons Fixes Fixed the dark mode color for the percentage operator, it became invisible during dark mode Made the exit game button in Gaming Hub show up only when a game is running Fixed the AC button being too bold Current issues/bugs Need to add more icons for the Weather flyout"}, {"post_id": 62956, "ts": "2026-09-06T14:51:43Z", "hours": 0.4186, "text": "Fluetro OS DevLog 029 More icons and more fixes New features added Redid the Weather flyout with the new icons Fixes Wasted a lot of time trying to rotate the icon for the refresh button, then I realized that something called “rotate” exists for html, but then the icon was off-center so I had to go through a bunch of margin length and stuff just to get it to be centered Fixed the issue of the Calculator taking input when not focused Current issues/bugs There are many more buttons left where I need to add icons, and many more that need changing Will add the browser as soon as my work on WebOS Browser is completed, meanwhile I am working on a file structure for the Files app."}, {"post_id": 62937, "ts": "2026-09-06T14:13:14Z", "hours": 0.7372, "text": "Fluetro OS DevLog 028 I’m back to Fluetro OS after working on Fluent New Tab for some time, I’ll also be working on my WebOS Browser project alongside this. New Features added Didn’t do anything much, just learned about Lucide Replaced all window control icons Replaced the Quick Settings icon Added Keyboard input to the calculator Fixes Fixed the “%” button in the calculator having the wrong color Current issues/bugs The keyboard takes input unless you are typing anywhere else"}, {"post_id": 58204, "ts": "2026-08-30T15:45:07Z", "hours": 0.6964, "text": "Fluetro OS DevLog 027 •OK, so I’m back to Fluetro OS after working on some other projects like Fluent 2048 and Fluent Minesweeper (which I did because working on games inside the code of Fluetro was problematic due to having so much code for the OS itself) •As I said I did make those games for this and will be adding those here, so I did. •So now there’s a total of 5 simple and easily recognizable games in Gaming Hub. •I am thinking of doing a 2nd ship of this today, but should I? I did add 3 features and plan on adding more later. •The Fluent 2048 and Minesweeper games are a different version of what I’ve uploaded as separate projects, so they might look “a bit” different."}, {"post_id": 55114, "ts": "2026-08-26T16:01:31Z", "hours": 0.6219, "text": "Fluetro OS DevLog 026 •Added the custom version of Fluent Minesweeper •Added an animation while changing from Dark Mode to Light Mode and vice-versa •Working on a new logo for the OS •Working on more custom games and features"}, {"post_id": 54494, "ts": "2026-08-25T14:47:09Z", "hours": 0.9369, "text": "Fluetro OS DevLog 025 •Added a Last Played section to Gaming Hub showing the game last played by the user •Added the “My Games” heading •Edited the Work in Progress Windows to behave differently (for a future purpose)"}, {"post_id": 54418, "ts": "2026-08-25T12:52:02Z", "hours": 0.6103, "text": "Fluetro OS DevLog 024 •Added Chrome Dino as a game •Added Surf (from MS Edge) as a game •Fixed an issue where the bottom of the window would not be visible (especially Minecraft Classic) •Fixed multiple UI issues and bugs in Gaming Hub •Added icons for all the games and Gaming Hub"}, {"post_id": 54374, "ts": "2026-08-25T10:47:47Z", "hours": 1.3764, "text": "Fluetro OS DevLog 023 •Scrapped the previous games because those websites refused to work with iframe •Added Minesweeper instead of GTA: Vice City •Added Minecraft Classic •Added Separators in the Dock (forgot to mention in previous DevLog) •Added an issue where the top has a lot of extra padding •Thinking of taking another break to create my own Minesweeper and other games/apps to add here"}, {"post_id": 54334, "ts": "2026-08-25T09:11:48Z", "hours": 0.7736, "text": "Fluetro OS DevLog 022 •Added Dock and Title Bar icons for Daily Brief •Made Memo resizable and have maximize/restore down functions •Added a Gaming Hub for games to be added"}, {"post_id": 54290, "ts": "2026-08-25T07:25:05Z", "hours": 0.4281, "text": "Fluetro OS DevLog 021 First DevLog for WebOS 2 project •Added an AI Brief app using iframe (app created by one of my friends) •This app uses an approximate in-browser location from your IP, so the Weather in my topBar is different than what’s shown here."}, {"post_id": 54077, "ts": "2026-08-24T21:04:58Z", "hours": 1.9297, "text": "Fluetro OS DevLog 020 This might be my last DevLog to this project before uploading this to GitHub and Shipping •Added a new Logo, with a stylized F •Added actual icons to the Dock and Title Bar •Replaced the settings icon placeholder emoji with an actual icon •Turned Memo into an actual Memo, so it’s not resizable and doesn’t have Maximize/Restore Down buttons •Added some more text to the System Info box"}, {"post_id": 53954, "ts": "2026-08-24T17:42:33Z", "hours": 1.6442, "text": "Fluetro OS DevLog 019 •Added Nicer animations to Flyouts •Added a separate menu for Sign out and Shut down at OS logo on TopBar •Moved System Info to OS Name text on TopBar •Tried to add Window Maximize/Restore Down animations but messed it up •Added a transition while changing wallpapers •Fixed the issue where a window would jump to the left while resizing/dragging"}, {"post_id": 53862, "ts": "2026-08-24T15:48:40Z", "hours": 0.8386, "text": "Fluetro OS DevLog 018 •Added a Weather Section in Settings •Added the option to change the weather by adding your own location yourself (so no location tracking involved) •Found out that JSPaint (the paint app integration) has multiple themes including Modern ones"}, {"post_id": 53338, "ts": "2026-08-23T20:30:52Z", "hours": 2.0442, "text": "Fluetro OS DevLog 017 •Added working weather using Open Meteo API (currently fixed to Los Angeles only) •Added working weather to Top Bar •Added a Signing Out screen •Added animations to the Signing out and Shutting down screens •Added animations while Logging in"}, {"post_id": 53253, "ts": "2026-08-23T18:10:22Z", "hours": 1.3803, "text": "Fluetro OS DevLog 016 •Added Calculator •Added Paint (JS Paint Integration via iframe) •Made sure the calculator cannot be resized or maximized, so it’s a fixed size."}, {"post_id": 52973, "ts": "2026-08-23T10:55:55Z", "hours": 1.4153, "text": "Fluetro OS DevLog 015 •Added “Work in Progress” placeholders for apps that will be added in a future update (WebOS 2). •Added a working Memo that stores text in localStorage, thus making the text Persistent. •Added running indicators for apps that are open/minimized. •Fixed the title bar padding."}, {"post_id": 52919, "ts": "2026-08-23T09:20:40Z", "hours": 1.4139, "text": "Fluetro OS DevLog 014 •I’m back to working on Fluetro OS again •Added active states to buttons •Made the Weather button work •Added working Weather Flyout •Added animations to the Weather Flyout •Added bunch of placeholder text for the weather"}, {"post_id": 51108, "ts": "2026-08-20T16:35:55Z", "hours": 1.6989, "text": "Fluetro OS Devlog 013 •Added Animations and Transitions to Logon Screen. •Added Animations and Transitions to all the Flyouts. •Added Hover Effects to OS Name button on TopBar. •Tried to add a Logon Screen to Desktop Transition but failed."}, {"post_id": 50908, "ts": "2026-08-20T11:41:57Z", "hours": 0.5647, "text": "Fluetro OS Devlog 012 •Fixed the Clock Flyout •Gave the Clock Flyout a redesign. •Added working Weather to TopBar. •Fixed the problem of UI elements/text being selected while clicking and dragging."}, {"post_id": 50881, "ts": "2026-08-20T10:40:20Z", "hours": 0.57, "text": "Fluetro OS Devlog 011 •Managed to kind of fix the Clock Flyout. •Added Dark Mode to the Clock Flyout. •Added Hover effects to the clock in the topBar."}, {"post_id": 50858, "ts": "2026-08-20T09:30:34Z", "hours": 1.1558, "text": "Fluetro OS Devlog 010 •Added a Expandable Clock Section to the TopBar clock (currently kind of broken). •Added Hover to TopBar weather section."}, {"post_id": 50823, "ts": "2026-08-20T08:04:49Z", "hours": 0.6014, "text": "Fluetro OS Devlog 009 •Added Resizable Windows. •Added Draggable Windows. •Added Animations to the Dock."}, {"post_id": 50813, "ts": "2026-08-20T07:16:04Z", "hours": 1.2939, "text": "Fluetro OS Devlog 008 •Broke the Window Controls but managed to fix them. •Fixed Padding for the Dock. •Made sure maximized windows don’t overlap the Top Bar or Dock."}, {"post_id": 50794, "ts": "2026-08-20T05:50:00Z", "hours": 0.9014, "text": "Fluetro OS Devlog 007 •Added Focused and Unfocused states to the Windows. •Fixed the Corner Radius for many UI elements. •Fixed Title bar height. •Made the Windows draggable using the Title Bar."}, {"post_id": 50619, "ts": "2026-08-19T20:58:07Z", "hours": 1.4964, "text": "Fluetro OS Devlog 006 •Added a Working Window •Fixed the TopBar Clock •Added a working Shutdown Sequence •Added System Info (basic and needs more work)"}, {"post_id": 50554, "ts": "2026-08-19T19:17:37Z", "hours": 1.3172, "text": "Fluetro OS Devlog 005 •Added working Dark Mode and Wallpaper Picker. •Added working Sign Out and Shut down options. •Introduced more bugs and issues to fix."}, {"post_id": 50506, "ts": "2026-08-19T17:55:21Z", "hours": 1.7083, "text": "Fluetro OS Devlog 004 •Started from Scratch •Working on giving this a MacOS+Windows+OneUI esque feel •Finished the Welcome Screen •Partial Success regarding the Top Bar, Dock and Apps"}, {"post_id": 49717, "ts": "2026-08-18T17:05:34Z", "hours": 0.5936, "text": "Fluetro OS devlog 003 •Added actual Photo Wallpapers (from Unsplash). •Fixed the issues with some of the app icons. •Updated the System Info."}, {"post_id": 49694, "ts": "2026-08-18T16:16:29Z", "hours": 1.2136, "text": "Fleutro OS Devlog 002. •Added a Shutdown sequence. •Managed to fix the small UI issues and bugs. •Added a Sign out and Shutdown option inside the OS Menu. •Added working System info and Power off button to the Lock Screen. •Added some more apps in the Store •Added indicators for Minimized apps"}, {"post_id": 49102, "ts": "2026-08-17T18:41:47Z", "hours": 0.9647, "text": "Managed to make a lot of Progress, right now the Logon screen and the desktop work with all the apps being functional. Am working on getting a working version of the Start Screen-like Interface."}]...
|
Title: Fluetro OS by @TonyStark965 | Stardance
De Title: Fluetro OS by @TonyStark965 | Stardance
Devlogs:
Managed to make a lot of Progress, right now the Logon screen and the desktop work with all the apps being functional. Am working on getting a working version of the Start Screen-like Interface.
Fleutro OS Devlog 002. •Added a Shutdown sequence. •Managed to fix the small UI issues and bugs. •Added a Sign out and Shutdown option inside the OS Menu. •Added working System info and Power off button to the Lock Screen. •Added some more apps in the Store •Added indicators for Minimized apps
Fluetro OS devlog 003 •Added actual Photo Wallpapers (from Unsplash). •Fixed the issues with some of the app icons. •Updated the System Info.
Fluetro OS Devlog 004 •Started from Scratch •Working on giving this a MacOS+Windows+OneUI esque feel •Finished the Welcome Screen •Partial Success regarding the Top Bar, Dock and Apps
Fluetro OS Devlog 005 •Added working Dark Mode and Wallpaper Picker. •Added working Sign Out and Shut down options. •Introduced more bugs and issues to fix.
Fluetro OS Devlog 006 •Added a Working Window •Fixed the TopBar Clock •Added a working Shutdown Sequence •Added System Info (basic and needs more work)
Fluetro OS Devlog 007 •Added Focused and Unfocused states to the Windows. •Fixed the Corner Radius for many UI elements. •Fixed Title bar height. •Made the Windows draggable using the Title Bar.
Fluetro OS Devlog 008 •Broke the Window Controls but managed to fix them. •Fixed Padding for the Dock. •Made sure maximized windows don’t overlap the Top Bar or Dock.
Fluetro OS Devlog 009 •Added Resizable Windows. •Added Draggable Windows. •Added Animations to the Dock.
Fluetro OS Devlog 010 •Added a Expandable Clock Section to the TopBar clock (currently kind of broken). •Added Hover to TopBar weather section.
Fluetro OS Devlog 011 •Managed to kind of fix the Clock Flyout. •Added Dark Mode to the Clock Flyout. •Added Hover effects to the clock in the topBar.
Fluetro OS Devlog 012 •Fixed the Clock Flyout •Gave the Clock Flyout a redesign. •Added working Weather to TopBar. •Fixed the problem of UI elements/text being selected while clicking and dragging.
Fluetro OS Devlog 013 •Added Animations and Transitions to Logon Screen. •Added Animations and Transitions to all the Flyouts. •Added Hover Effects to OS Name button on TopBar. •Tried to add a Logon Screen to Desktop Transition but failed.
Fluetro OS DevLog 014 •I’m back to working on Fluetro OS again •Added active states to buttons •Made the Weather button work •Added working Weather Flyout •Added animations to the Weather Flyout •Added bunch of placeholder text for the weather
Fluetro OS DevLog 015 •Added “Work in Progress” placeholders for apps that will be added in a future update (WebOS 2). •Added a working Memo that stores text in localStorage, thus making the text Persistent. •Added running indicators for apps that are open/minimized. •Fixed the title bar padding.
Fluetro OS DevLog 016 •Added Calculator •Added Paint (JS Paint Integration via iframe) •Made sure the calculator cannot be resized or maximized, so it’s a fixed size.
Fluetro OS DevLog 017 •Added working weather using Open Meteo API (currently fixed to Los Angeles only) •Added working weather to Top Bar •Added a Signing Out screen •Added animations to the Signing out and Shutting down screens •Added animations while Logging in
Fluetro OS DevLog 018 •Added a Weather Section in Settings •Added the option to change the weather by adding your own location yourself (so no location tracking involved) •Found out that JSPaint (the paint app integration) has multiple themes including Modern ones
Fluetro OS DevLog 019 •Added Nicer animations to Flyouts •Added a separate menu for Sign out and Shut down at OS logo on TopBar •Moved System Info to OS Name text on TopBar •Tried to add Window Maximize/Restore Down animations but messed it up •Added a transition while changing wallpapers •Fixed the issue where a window would jump to the left while resizing/dragging
Fluetro OS DevLog 020 This might be my last DevLog to this project before uploading this to GitHub and Shipping •Added a new Logo, with a stylized F •Added actual icons to the Dock and Title Bar •Replaced the settings icon placeholder emoji with an actual icon •Turned Memo into an actual Memo, so it’s not resizable and doesn’t have Maximize/Restore Down buttons •Added some more text to the System Info box
Fluetro OS DevLog 021 First DevLog for WebOS 2 project •Added an AI Brief app using iframe (app created by one of my friends) •This app uses an approximate in-browser location from your IP, so the Weather in my topBar is different than what’s shown here.
Fluetro OS DevLog 022 •Added Dock and Title Bar icons for Daily Brief •Made Memo resizable and have maximize/restore down functions •Added a Gaming Hub for games to be added
Fluetro OS DevLog 023 •Scrapped the previous games because those websites refused to work with iframe •Added Minesweeper instead of GTA: Vice City •Added Minecraft Classic •Added Separators in the Dock (forgot to mention in previous DevLog) •Added an issue where the top has a lot of extra padding •Thinking of taking another break to create my own Minesweeper and other games/apps to add here
Fluetro OS DevLog 024 •Added Chrome Dino as a game •Added Surf (from MS Edge) as a game •Fixed an issue where the bottom of the window would not be visible (especially Minecraft Classic) •Fixed multiple UI issues and bugs in Gaming Hub •Added icons for all the games and Gaming Hub
Fluetro OS DevLog 025 •Added a Last Played section to Gaming Hub showing the game last played by the user •Added the “My Games” heading •Edited the Work in Progress Windows to behave differently (for a future purpose)
Fluetro OS DevLog 026 •Added the custom version of Fluent Minesweeper •Added an animation while changing from Dark Mode to Light Mode and vice-versa •Working on a new logo for the OS •Working on more custom games and features
Fluetro OS DevLog 027 •OK, so I’m back to Fluetro OS after working on some other projects like Fluent 2048 and Fluent Minesweeper (which I did because working on games inside the code of Fluetro was problematic due to having so much code for the OS itself) •As I said I did make those games for this and will be adding those here, so I did. •So now there’s a total of 5 simple and easily recognizable games in Gaming Hub. •I am thinking of doing a 2nd ship of this today, but should I? I did add 3 features and plan on adding more later. •The Fluent 2048 and Minesweeper games are a different version of what I’ve uploaded as separate projects, so they might look “a bit” different.
Fluetro OS DevLog 028 I’m back to Fluetro OS after working on Fluent New Tab for some time, I’ll also be working on my WebOS Browser project alongside this. New Features added Didn’t do anything much, just learned about Lucide Replaced all window control icons Replaced the Quick Settings icon Added Keyboard input to the calculator Fixes Fixed the “%” button in the calculator having the wrong color Current issues/bugs The keyboard takes input unless you are typing anywhere else
Fluetro OS DevLog 029 More icons and more fixes New features added Redid the Weather flyout with the new icons Fixes Wasted a lot of time trying to rotate the icon for the refresh button, then I realized that something called “rotate” exists for html, but then the icon was off-center so I had to go through a bunch of margin length and stuff just to get it to be centered Fixed the issue of the Calculator taking input when not focused Current issues/bugs There are many more buttons left where I need to add icons, and many more that need changing Will add the browser as soon as my work on WebOS Browser is completed, meanwhile I am working on a file structure for the Files app.
Fluetro OS DevLog 030 More icons New features added Replaced the icon for the Continue button at the login screen Replaced the icon for the exit game button in Gaming Hub Added animations to the exit game button Overhauled the calculator with icons Fixes Fixed the dark mode color for the percentage operator, it became invisible during dark mode Made the exit game button in Gaming Hub show up only when a game is running Fixed the AC button being too bold Current issues/bugs Need to add more icons for the Weather flyout
Fluetro OS DevLog 031 More icons and some small additions New Features added Added arrows for the buttons for changing Calendar Month in the Time & Date flyout Added tooltips for all the buttons in the TopBar that can open flyouts Themed the tooltips Made the topbar tooltips not open if a flyout is open Added tooltips to dock icons Fixes Fixed the gap and alignment of the buttons used to change months in the calendar Fixed the weird pill-shaped today indicator in the calendar flyout Fixed positioning issues with the tooltips Fixed the issue of the System Menu not having any background blur Current issues/bugs Have added too much animations/fancy stuff/polish instead of adding actual features Next target The Fluetro Browser
Fluetro OS DevLog 032 Huge addition New Features added Browser is no longer a Work in Progress Fixes Spent a lot of time trying to figure out how to send the theme from the OS to the Browser, since earlier that part of the code was handled inside the Gaming Hub code. So yeah, that’s just about what I did for the latest logged time
Fluetro OS DevLog 033 Some redesigns New Features added Better logo design Fixes Fixed an issue where the running state of the app won’t show but instead make the tooltips of that app have its color. Current issues/bugs This is an issue, I am thinking of giving the OS a better and more premium color identity, should I stick with the old color design or the new one, or if someone could provide any new suggestions, that would be nice too.
Fluetro OS DevLog 034 Some changes New Features added Added icons to the System Menu Full logo redesign Finished on a new color scheme Animation when hovering on or pressing the Continue button on Welcome screen Fixes Fixed the animation system for the Continue button on the Welcome Screen Finalized the new color scheme Current bugs/issues I still don’t know if this color scheme is better than the original one(1st image)
Fluetro OS DevLog 035 Redesign and more stuff New Features added Boot Screen Redesigned logo and Lock screen inspired by the default wallpaper Transitions and Animations for Boot Screen No pointer in Boot Screen Fixes Fixed an issue where Escape and Function Keys won’t work, this was due to a misplaced exclamation mark 😐 Fixed the lock screen animations which I broke while trying to add the Boot Screen Current issues/bugs There’s something wrong with the Sign Out option, since it’s keeping the apps open when signed out What’s Next? I’ll probably be adding a restart option, and then do a 2nd ship, there’ll also be a 3rd ship with the Files App, which is possibly the hardest thing to do (at least for me) in this project.
Fluetro OS DevLog 036 Redesigns, features, and animations New Features added Minimized and open running states for the dock icon, inspired by Windows 11 Redesigned the logo again, and made it perfect this time Redesigned running design for dock icons along with a custom hover design for that state. Redesigned Boot Screen inspired by macOS and Windows 7 Redesigned System information window Animations for the different app states in the dock A restart function that shuts down and reloads the page Redesigned Dark Mode Redesigned accent color Fixes Fixed an issue where Signing out won’t close any open apps Fixed an issue where the running states would be jumping around when switching (made this issue while trying to add the different states) Current issues/bugs There is an issue with tooltips where a line with the tooltip color appears and stays until another tooltip appears What’s next? I’ll probably be implementing an automatic accent color system for the present 4 wallpapers before the second ship. What the 3rd ship will include will be included in the README.
Fluetro OS DevLog 037 Final DevLog before 2nd Ship New Features added New favicon Automatic Accent colors for the 4 preloaded wallpapers The accent colors not only affect the active toggles, but also affect the TopBar/System Menu Logo, the seconds hand of the clock, the today indicator of the calendar, the separators in the dock and the Welcome/Lock Screen too New spinning design for the Signing out/shutting down/restarting screens Fixed the default window sizing for the browser Removed the “…” from the above-mentioned screens There’s also an accent2 for the gradient design, and it will be customizable in later versions Removed a really light color that was present at 50% Fixes The lock screen gradient is now smoother, and the text is easier to read due the color removal. Fixed the tooltip artifact issue from my Last DevLog Current issues/bugs Opening Files no longer shows Work in Progress but shows “This Location is System Protected”, this was due to me making an error screen for situations where the user tries to access stuff in the OS that they’re not supposed to. But since it’s already there, it stays. It will be fixed in a later release. What’s next? Ship #2
Fluetro OS DevLog 038 Did some last-minute changes New Features added Now you can actually see what wallpaper you have selected The Calculator now follows the accent colors for more buttons Note for reviewers Some browsers may currently display phishing or scam warnings when accessing my GitHub Pages websites. These appear to be false positives. My projects are designed with a privacy-focused approach and do not intentionally collect sensitive user information. I have already reported the issue and am currently waiting for the warnings to be reviewed and resolved.
Fluetro OS DevLog 039 First DevLog after 2nd ship New Features added Started working on the Files app, so now it only has a really basic design, mostly taken from the WebOS Browser project (image attached), it currently does nothing, and is just a blank slate What’s in the works? Made some sounds for the UI like Startup, login, and shutdown Got a new roadmap and a whole list of features to add next
Fluetro OS DevLog 040 Exact reason why I delayed the development for the Files App New Features added Scrapped the plan for making the Files app iframe based Added the Files app code directly into Fluetro code for better OS integration Added Navigation pane containing all important OS locations Added a main section for the app, where the content will be shown Also fixed dark mode for the app Removed the Work in Progress window for the Files App Fixes Fixed the backgrounds for the different app elements Current issues/bugs I have been working on this for almost 2.5 hours and managed to come only this far, nothing else is done, no JavaScript, or system, only the visual app is present, and opens on clicking the files icon on the dock Should I change the icons in the Navigation panel to colorful ones?
Fluetro OS DevLog 041 Very little progress New features added Added an operations section (new, sort by and view) Added what’s supposed to be a details panel Added a status bar Added placeholder content Added the top bar for the content, with separators Current issues/bugs This is really complicated and all this time I am using up, is just for debugging, which is crazy The details pane is still blank Nothing does anything, since I have only managed to do the css and html so far
Fluetro OS DevLog 042 Well, at least this is better than the last time New features added Placeholder for Preview Pane Working Navigation Panel Working Gallery, currently only shows the preloaded wallpapers and I plan to add more images, maybe some taken by me A different screen for visiting empty folders Changing address bar icons according to the folder you visit Changing address bar text according to the folder you visit Added Trash (Recycle Bin), only as a Navigation Panel location for now Fixes I checked the feedback and found out Minesweeper was not working for the current version of Fluetro, so I checked and found out that vercel is case sensitive and so it didn’t work, I fixed it now Yes, I’ll be adding almost all the features from feedback like making the dock auto-hide on maximize for more usable screen real estate Fixed multiple errors that I made while trying to make this update to the Files app, mostly by missing an “=” sign or a “.” at places. These errors basically broke everything, making everything non-interactable. Current issues/bugs: IDK how I got the Details and stuff at the top to get working, but now I can’t get the content to adjust according to it, so it breaks whenever the window is maximized (screenshot attached)
Fluetro OS DevLog 043 Slow and steady progress New Features added Toggleable Navigation and Preview Panes Slight Redesigns for Browser, Paint and Gaming Hub Games Minor redesigns for all tooltips Animations while enabling or disabling the Navigation and Preview panes Made iframe based windows easier to resize and move Fixes Fixed an issue where the hover of an object inside the files body would get cut off Fixed an issue where the Close button tooltip would get cut off Current issues/bugs Resizing the AI/Daily Brief app is slow and kind of jittery The items inside the files body currently do nothing There’s no active state in the Navigation pane for the folder you’re currently in
Fluetro OS DevLog 044 Lot of progress New Features added An actual File System with lots of Files, including Apps and User Files Custom .igr File extension and “Integration” type for Games files Working Navigation buttons, except the “Up one level button” Double-click system for files/folders Different file/item types and different icons for each one Disabled states for navigation buttons when not available/applicable Fully redesigned “Access Denied” error box Access Denied error integration when trying to access System Files Separate dock icon with running status for the error box Connected Navigation panel to individual folders/locations Animations on the error icon on the dock when it appears and disappears Animations on dock for expanding and shrinking to make room for the error icon Fixes Minor fixes regarding the UI like hover effect for the OK button in System info box and corner radius adjustment in certain areas Fixed the weird padding at the right side of the dock due to appearance and disappearance of the error icon Current bugs/issues As I said earlier, the Up one level button doesn’t work Address bar still need a lot of work Search is still just a placeholder Preview pane is still in the works I didn’t add the sounds, and I’ll probably add them last, because being forced to hear those sounds every time I restart Fluetro for debugging will become irritating fast There’s no scroll bar in the Files App Note The animation looks jittery, but it’s due to some issue with Snipping Tool, it’s really smooth in reality
Fluetro OS DevLog 045 Adding the preloaded files and folders was easy (which I did before), but now progress has been slowed, again New Features added Menus for Sorting and New File/Folder creation Different states for the New and Sort By buttons Removed Search Bar (too complicated to implement) Removed View option (still complicated to implement, might add it again later on) Removed Up one level button (most complicated) Added an error window that shows up when you try to open up a file that’s not supported by any existing app Fixes I wasted a lot of time trying to fix the issue in the css that was causing the weird position for the menus, turns out the css wasn’t the issue at all and it was actually the HTMl since I put the menus outside the upper button panel handler I also wasted a lot of time trying the hit-and-run approach for the perfect height and width for the unsupported file type error box Fixed the corner radius for the System Menu (even though barely noticeable) Current issues/bugs You can still go inside .exe files, since they’re still treated as folders (actually the type doesn’t matter for them, since the code is really simple for the folders and items) Something weird is going on with the padding for the sort and new menu buttons, and they don’t have blur either
Fluetro OS DevLog 046 Frequency of DevLogs has plummeted, but Files app is almost complete## New Features Added Preview Pane changed to Details Pane Details Pane actually works No Details Pane in Gallery .exe files open the corresponding app Added a scrollbar for the apps folder since it has way too many items Made the Files Status bar independent of the files body, so it doesn’t go away when scrolling Made the Details area on top (Name, Size etc.) independent of the files body, so they don’t go away when scrolling Added a select system which triggers the details pane Details pane won’t show up after coming back from gallery if you disabled it previously, otherwise it will Fixes Made a mess while trying to move the Status and Details areas, noticed it was because I had a part of js coded into the details area for future purposes(sorting), so I removed it and now it’s just cosmetic and does nothing else, and the status bar was appended to the main files body, which I changed to another div that contains the file operations area (New, Sort etc.), the details area and the files body Broke the details pane while trying to use querySelector to check if Gallery is active and the button is disabled or not, fixed it by switching to contains Fixed the padding and margin for the Details Pane to match the height of the Files main area Current issues/bugs I was thinking of adding Windows-style breadcrumb address bar, but that’s very problematic, and might not even suit it well, so I’ll be adding a retro-style “ " system for the address bar There’s still no new and sort system Note I forgot to add the screenshot of gallery, and now it’s only allowing me to replace the existing files and not add more
Fluetro OS DevLog 047 One step closer to finishing the Files app New Features added New File and New Folder options that actually work (with icons BTW) New File can only be used to create text files, and the get the Type as Text File, and a .txt extension User Created files/folders now stay even after a restart/page refresh (like in your browser, not the files or browser app of Fluetro) Removed the size detail for folders since most OSes don’t even show it Sorting actually works, but it’s only Ascending or Descending, only based off of the Item name Clicking the dock icon now instantly focus the corresponding window, except for errors Added an actually working address bar, inspired by the older Windows (like XP), which can also take user input to go to said location Putting in an invalid location in the address bar gives an error box, like the System or unsupported file type errors Fixes Fixed issues that I faced while implementing the Dynamic Naming Process for the User Created files, like adding the extension for the Text Files Fixed an issue with the sorting logic, where, since I copied most of the logic from the ascending system to the descending system, I left the button click listener for the ascending system, in the descending system, so for some time, clicking ascending just sorted the items in descending Current issues/bugs The Sort and New Menus don’t close if I click anywhere else in the files app You can’t unselect an item The Gallery Status bar shows “undefined items” Note Added the Gallery Screenshot promised in my last DevLog
Fluetro OS DevLog 048 Late DevLog, couple of improvements, mostly fixes Was supposed to upload a DevLog yesterday but had some issues with the internet (had to ditch the router), probably some coding time isn’t event logged New Features added/changelog Revamped the File Management system so now the sub directory system actually works, like you create a “New Folder” in one directory, and one in another, and now they both don’t overlap/refer to the same directory Added icons inside the Sort Menu Added a context menu for files/folders (the positioning is broken since the css isn’t done correctly, because I’ll probably be using some inspiration from Fluent New Tab for the dynamic positioning) The context menu for files/folders behaves differently according to if the Folder/File mentioned is a System one or User Created You can now un-select items by clicking somewhere else inside the app, this even updates the details pane accordingly Added custom “Date modified” parameters, so they correspond to when the file/folder was created Internal Storage now shows Size as 23.4 GB / 512 GB Removed Trash Changed the animation for the details bar (“Name | Size ….” bar) at the top to just minimize in height and not width too. Fixes As I said in changelog, the folder directories don’t overlap now I made lots of errors while trying to get this new directory system to work, like the folder numbering not working correctly, like there’s a folder: “Internal Storage\New Folder (2)”, and then you try to go to downloads and create a folder, and then it’s named “New Folder (3)” There was also an issue where the address bar pointed to somewhere else rather than the original path for that directory (so I had to combine multiple arrays for directory system to one, which is part of the Revamped file system) Fixed a background size inconsistency in the gallery section Fixed the status bar in gallery saying “undefined items” Fixed the context menus being transparent instead of blurry (for Files and Browser), so now they’re opaque like Chrome or Edge or Safari Removed all pointer events from the details bar at the top, so it no longer shows the hand pointing cursor when hovering Current issues/bugs The file/folder context menu is positioned oddly and doesn’t have any icons The details pane icons are blurred since it uses the 32x32 icons I used in the file/folder icons
Fluetro OS DevLog 049 Very little progress, since most of the time just went into debugging and fixing stuff, tried using Copilot in VS Code but it’s New stuff The context menu is finally aligned The context menu got icons now Made the delete button have a red icon and red text The open button in the context menu finally works Had to redo the file handling system so the open button system can be implemented easier Fixes Broke everything, yeah, literally the whole OS, while trying to redo the file handler because I was removing some lines (individual EventListeners) and putting them under one roof, but I forgot some brackets, since I couldn’t fix it easily, I tried to use Copilot (the one inside VS Code) to find out what’s causing the error, dude literally said that there’s an error in these lines, no elaboration or fix so I had to get the code from my backup and redo everything very carefully, so now it’s ok I have never positioned an element inside another element that can be resized, so this was new and challenging for me to align the context menu nicely with respect to the files window and its variable size system, it took some time, but I did it. Current issues/bugs Rename and Delete buttons are still to be implemented
Fluetro OS DevLog 050 Half-century DevLog? Really? New Stuff added The rename function works now Delete button kinda works Yeah that’s about it Fixes The rename function was really hard to implement, so there were lots of glitches and issues and stuff, I did manage to fix most of them, the rename box was originally meant to show over the existing file name, I did do some research to see if I could get it to work this way, but since I couldn’t get it working, I had to improvise and do the separate rename section. Tried to make the rename system be inside one single eventListener but couldn’t get it to work that way, had to create a separate function to call along with Pressing the rename and delete buttons no longer remove the selected state from the item. Current bugs/issues Clicking delete doesn’t dismiss the context menu (easy fix but it’s here because it’s just my current progress) Clicking delete for one item deletes all the items in the folder Delete is temporary and resets on refresh (for now at least) Nested Folders don’t work if you rename the parent folder (for example, in the video I rename a folder, then the folder inside it doesn’t open. This is fixed on a restart/webpage refresh)
Fluetro OS DevLog 051 Lost my 25-day Streak New Stuff added Photo viewer that can open photos from the gallery and adjusts according to image size Fixes Fixed the Delete system, so now it deletes only what you want to delete, and it’s now persistent so it stays that way even after a page refresh/restart Current bugs/issues The issue with the sub-folders not opening after the parent folder is renamed still exists
Fluetro OS DevLog 052 Well, this is embarrassing New Stuff added Browser has its own custom accent color now (like how browsers on Windows have) The Photo Viewer icon stuck in the dock is now gone and appears only when Photo Viewer is called Fixes Fixed the issue with the dock padding when Photo Viewer wasn’t called Stuff that happened Tried to add a dynamic accent color sync system for the browser, it worked to some extent, but it won’t instantly sync if you changed the wallpaper to change the accent color, but would sync that accent color after a restart, so I had to remove it. Will try to implement it later though. I have been working on a Music Player app (as I said that there will be one in a future update), wasted a lot of time debugging it trying to find out why the music wasn’t playing, turns out, the Integrated Browser in VS Code doesn’t allow intregated <audio> elements. Tried in my default browser (and brave), works as intended. (Please ignore the bright blue background, it’s just a placeholder)
Fluetro OS DevLog 053 Music to my ears New stuff added Added a Music Player with working Play/Pause, seekBar, Previous/Next and Queue Added music in Audio Folder in the Files App Redid almost all the Files App icons with higher quality versions Changed the Details Pane text to a more appropriate one Added a Supabase fetch system for the Music Clicking “Previous” while being on the 1st music in the Queue results in restarting that song Clicking “Next” while being on the last music in the Queue results in restarting that song Fixes Fixed some issues with the un-resizable windows, which could be resized earlier, they just didn’t show the custom cursors Fixed jumpy windows Fixed Music Player issues that I encountered along the way, like the Play/Pause buttons not rendering properly or the SeekBar jumping Current issues/bugs The Music takes some time to load, but it mostly depends on your internet connection The Queue is still custom arranged, and not alphabetically sorted
Fluetro OS DevLog 054 Mostly improvements New stuff added Maximizing/restoring down now has animations and they don’t interfere with the resizing scenario like earlier, this took so long to implement because my first ever project that involved JavaScript was just this year, so I am still learning. Revamped the Gaming Hub Added a Settings app, and hooked it to the Quick Settings panel so it can also be opened from there Fixes For some reason the animations weren’t working for all the windows, so I checked and tried lots of different stuff, and then found out that there was no height and width parameters for most of the windows, so I added some and that fixed the animations Current bugs/issues I just started working on the Settings app, so it’s really unfinished (shown in the video)
Fluetro OS DevLog 055 CSS stuff New stuff added/changelog Did the CSS for the Settings app Revamped some designs for the Gaming Hub and Settings when maximized so they don’t look weird Did a roadmap for all the settings to add Fixes Fixed some of the jumpy and jittery elements in the UI Current issues/bugs I still haven’t done anything about the JavaScript part of the Settings app so for now, everything is only visual Fun Fact The UI for this project was inspired by a leaked screenshot of a concept Windows version that surfaced online, I tried to remake that in my Windows 11 system and had a screenshot, finally found it and it’s attached below. The dock is inspired by a DeviantArt Post I saw a few years ago (I think it was called Fluent Big Sur). The top Bar UI of the OS is inspired by the new “Dock” feature added to Microsoft PowerToys and how I arranged it when I first enabled it (image attached)
Fluetro OS DevLog 056 More Settings New Stuff added/changelog Added some more settings Did the JS for the Wallpapers so they actually work now Fixes Found an issue that causes lag and no animations when trying to open the wallpaper change menu from quick settings or the settings app, it’s now fixed, I did it by rendering the options beforehand. I tried to fix this issue thinking it was settings app-only but had to give up on it since none of my attempts to fix it worked, then I found out the same was happening in the quick settings wallpaper picker, this was probably because it goes through the code and tries to render the image using JS, and it can’t do it before the app opening animation finishes. Current issues/bugs There is no CSS for the new settings areas that have been added There’s no JS for the new settings areas that have been added Note I am thinking of making a pack that can make Windows 11 feel like Fluetro, so please let me know if anyone would like that.
Fluetro OS DevLog 057 Finally finished adding all the settings options New stuff added/changelog Added settings for Interface, Privacy & Security and the About sections Did the CSS for all the above-mentioned areas Made the Location bar work using JS and made it sync with the one in Quick Settings (shown in video) Fixes Fixed the weird gaps and padding in some areas of the settings app Current issues/bugs Most of the settings are not yet functional Note The Personalization area might get Radio buttons (or menus) while the other sections will get checkboxes
Fluetro OS DevLog 058 More settings that actually work New stuff/changelog All the settings in the Personalization area work, including custom Accent colors and custom wallpapers All the settings in the Time and Date area work (24-hr format added from feedback) Only the double-click title bar to maximize option works in the Interface section Multiple changes in HTML to accommodate the custom wallpapers and CSS designs for different areas Fixes Fixed an issue where the settings window would lag when trying to do anything with it, like resize/maximize/minimize/close etc. Fixed an issue with the margins and padding in the Clock Flyout caused by the weird CSS code that I did for the it during the initial stages since I didn’t know that much about CSS yet Current issues/bugs If you select a custom wallpaper, then switch back to a preloaded wallpaper, and then try to go back to your custom one, you’ll be prompted to choose a new one, but you can just close the window if you don’t want to choose a new one Some of the settings in the Interface and Time & Date sections aren’t retained after a Fluetro restart The gradient in the left side lock screen isn’t coded properly so a section of it uses the default colors, resulting in weird gradients according to the custom accent used, this doesn’t happen in the case of Automatic Accents though Note: The Automatic Accent system is reserved only for the preloaded wallpapers and is disabled for custom ones
Fluetro OS DevLog 059 Settings app almost complete, only 2 settings left New stuff/changelog Navigation for the Settings app works now Custom accent no longer allows pure black/pure white and only allows 6-digit Hex codes All settings are now persistent throughout restarts and shutdowns Stretch dock to max width when an app is maximized works, even with multiple apps open Clear memo on Shutdown/Restart works too Added working Stardance and Github Page links to About section Show highlight for open apps option works too, so you can turn it off to get only a sleek border around the running app icon in the dock, instead of the full background The reset option works now too, and it also asks for confirmation Added tick marks to options that are turned on Added calculation logic to get the nice gradient in the lock screen according to the Custom accent too Fixes Fixed an issue where the running app highlight would appear even when the option was unchecked Fixed an issue with setting persistence which was caused due to some options being on by default Fixed an issue where the dock would get an awkward position when being stretched due to a maximized app Fixed an issue where multiple windows with some being maximized would glitch out the dock and make it toggle between its stretched and unstretched state Fixed an issue where the Window wouldn’t take up all of the screen when maximized if stretch dock option was checked Fixed an issue where the error windows would appear in the dock between Gaming Hub and Music player instead of appearing at the end of the dock Fixed the Songs in Music Player queue so they appear alphabetically Fixed an issue where you could put transparency values into hex for the accent to get a transparent color Fixed another issue with the clock Flyout which caused the Calendar to appear slightly off Fixed the issue from my previous DevLog which talked about the Lock Screen Gradient not being coded properly Current issues/bugs I haven’t implemented the Desktop icons yet, so the option in Settings remains unusable I also haven’t done the Privacy Policy or the Window for it, so that option remains unused too
Fluetro OS DevLog 060 More stuff, but nothing major New stuff/changelog So, the Photo Viewer app now supports moving between images inside the same folder, and it’s like that cuz it’s inspired by Windows Photo Viewer, and yes, it also supports your keyboard’s arrow keys There’s now a Text Editor embedded inside the Files app to edit your Text Files that you create There’re now some sample images in the Images folder, and thus in the gallery Gallery elements can now be selected and have their own context menus, which is literally the same as all the preloaded folders and files Fixes The Navigation pane in the Settings app now reacts to you scrolling in the app, so it highlights the corresponding panel button Current issues/bugs The sort button in the gallery does nothing, so it’s deprecated for that area, and gallery will be arranged by order of importance
Fluetro OS DevLog 061 File system complete, but still much more is left New stuff/changelog Added some sample video files (these are a surprise, I already ruined it for the images, but won’t for the videos) Added a working video player, but unfortunately, it doesn’t have a queue, so you open a video file and it plays that file Added a Pomodoro timer, based on cutepomodorotimer.com All music, images, and videos are now cloud-based, and thus will not be uploaded to the Project’s GitHub page The text at the top left now responds to the currently open and focused app Added icons for User folders Added an indicator when refreshing in the Files app Fixes Fixed an issue where the Dock would remain stretched if you closed an app while it was maximized Fixed an issue where you couldn’t name 2 different files of different types the same, so if a Folder is named “F1” you couldn’t name a file in the same directory as “F1” Fixed another issue in which naming a file the same as an app’s executable file would give it the same icon Sort option is now disabled in the Gallery and Home page of the Files app Photo viewer no longer uses random arrangement of photos, instead uses an ascending alphabetical order Current issues/bugs None encountered at this point in time
Fluetro OS DevLog 062 I said I’d work slowly and post one DevLog a day, I guess one of them was a lie New stuff/changelog Removed the toggle to show them from settings and scrapped the idea Added the OS logo to the About section in Settings Added a macOS Finder-like search bar, called “Find” Added a toggle for “Find” in the quick settings Made “Find” actually work Made “Find” actually update the suggestions with the app you last opened via it at the top Made the toggle functionality stay even after a restart/shutdown using localStorage Added an option in settings to clear recent searched apps during a restart/shutdown Changed the icons in the Quick Settings panel to use images of Windows 11’s Fluent Emojis, before they used Emojis which looked good on my end, but probably won’t on Linux or macOS. And yes, the search bar has animations, but its position is fixed cuz it looks good over there Fixes Fixed an issue, where checking the option to clear memo on shutdown/restart would clear it instantly Fixed multiple issues noticed regarding “Find” during its development Changed Daily Brief to load Dynamically when the app opens, to preserve Privacy further unless someone decides to open it manually rather than it just running in the background all INVISIBLE style. Current bugs/issues “Find” can’t browse through the File system, this is intended cuz “Find” is supposed to be a launcher for your apps There’s another issue, but it is going to be an easter egg
Fluetro OS DevLog 063 Redesigns, yayyy New stuff/changelog Files app now has Breadcrumbs design in the address bar instead of the normal “ " style, you can’t click on them to change locations though, it just looks cleaner, and when you click it, it turns back to the “ " style where you can edit stuff Quick settings redesign including all icons More additions to quick settings Find now supports keyboard input to select and launch items Did the HTML and CSS for some other little features that’ll be added All selection is now themed using Accent Color Added a text at the bottom of the Boot Screen prompting you to go Fullscreen mode “Escape” button on the keyboard can now be used to exit any input type box, like the Address Bar in the Files App, or the Custom Accent color and Weather location fields in the Settings app. Added an Easter egg (not gonna show that though) Fixes As I said under “New stuff”, Find now supports keyboard input and at first, it was glitching out randomly highlighting stuff, but now it’s fixed Fixed the issue with the Game Bar background so now the Games Library area has a whole background covering up the rest of the app. Fixed an issue where the Memo and the Find Recent searches list wasn’t actually being cleared on Shutdown/Restart, it was actually not being loaded the next boot. Fixed an issue which caused the “non-existent location error” to not pop up when you entered a non-existent address in the Files app’s address bar Fixed and issue where the window contents would overflow invisibly at the bottom and cause issues with the padding and margins Current issues/bugs I only did the HTML and CSS for the upcoming features, so they don’t actually work at this point, since I didn’t do the JS part.
Ships:
A WebOS inspired heavily from the Metro aesthetic from Windows 8/8.1 and Fluent Design aesthetic from Windows 11. Has multiple working apps, working login screen and desktop elements. Will get an update in the future for WebOS 2, with a working Start Screen inspired menu.
I have now made Fluetro OS into a much more complete OS experience. It now has a working Browser, AI Brief, and some games, along with the previous Paint, Memo and Calculator apps. It now also includes a Boot screen and a Restart function, along with automatic and more consistent Accent Color theming throughout the UI. Also, the UI is now much more consistent with its icons and design. The biggest challenge for me was trying to “not” make silly mistakes, I’d forget a comma or a semi-colon somewhere or misspell something and it’d break the whole system. I especially had trouble with the animations and different app states. I am especially proud of how much the OS has evolved through the span of only a month, I tried my best to make it feel usable and interactive. To test it, just click try project and use it. The AI Brief feature will ask you for your location permission and if denied will resort to IP-based location, but the built-in weather system of the OS will require you to add your own location from the Quick Settings....
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1792990264.209012
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1793076664.209012
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38416
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Badgeware Tufty WeatherStation by @nouxinf | Stard Badgeware Tufty WeatherStation by @nouxinf | Stardance...
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nouxinf
|
1
|
31.0
|
579
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T19:20:46Z", "hours": 31.0, "multiplier": 18.44, "payout": 579, "blessing": "neutral", "text": "I just finished making the Badgeware Tufty Weatherstation. The Badgeware Tufty is a cool digital conference badge made by Pimoroni that comes with a nice screen, buttons, a battery and the RP2350 chip. This makes it fairly capable at 8MiB of RAM, meaning it could be used for just about anything (yes 8MiB is enough). The default firmware has an apps launcher that can launch user-made MicroPython apps, like Weatherstation. Weatherstation is essentially a weather app. The two main features are 1. the multisensor strip: you can plug in a Pimoroni made multisensor stick to get temperature, humidity and air pressure data and 2. internet data from openmeteo. you set the coordinates for your locations in options.json (typing them in manually with the tufty’s 5 buttons would be a pain), it fetches place names for the coordinates (usually suburb, city) through OpenStreetMap Nominatim and displays them or you can set a nickname to override it. it then fetches the weather data from openmeteo and displays temperature, precipitation and wind direction with cool pixel art icons. it updates weather data every 10 minutes, but you can manually refresh by pressing A. The other two screens is the vitals screen, which displays battery percentage, though it doesn’t display the percentage if it’s charging due to a bug with either the firmware or the hardware where it always shows 100% even though its not, the amount of storage space left and the amount of ram free. The next screen after that is attribution info, giving credit to OpenStreetMap and Open-meteo which is legally required. If you’re reading this you probably don’t have a Badgeware Tufty and that’s ok because I forked the official Badgeware Web Emulator at https://try.badgewa.re/ (with permission “I think it’s acceptable to consider it MIT, but either way fork away- and enjoy!” - Gadgetoid, the developer of the simulator on the pimoroni discord) and updated it with some info, installation instructions, and an options.json setup tool. Try it out at https://weatherstation.nouxinf.net/ or press the “Try Project” button! Note that Vitals info data and sensor data are made up (obviously). I hope you enjoy this project!", "repo": "https://github.com/nouxinf/weatherstation", "demo": "https://weatherstation.nouxinf.net/"}]...
|
[{"post_id": 65536, "ts": "202 [{"post_id": 65536, "ts": "2026-09-10T18:54:32Z", "hours": 3.0042, "text": "Devlog #11 of the Badgeware Tufty Weatherstation (prob the final one) In this devlog I: added this vitals screen which includes battery percentage, flash storage space used and the amount of PSRAM free. It doesn’t show the percentage when its plugged in because for some reason the battery reader always gives 100% when its plugged in published the weatherstation website to https://weatherstation.nouxinf.net/ fix a few bugs"}, {"post_id": 64339, "ts": "2026-09-08T17:18:47Z", "hours": 2.3861, "text": "Devlog #10 of the Badgeware Tufty Weatherstation In this devlog I: added some more effective error handling moved a bunch of functions out of __init__.py into their own files to make the code cleaner add an attribution screen (pictured) to be legally compliant with copyright"}, {"post_id": 63098, "ts": "2026-09-06T18:20:34Z", "hours": 6.5119, "text": "Devlog #9 of the Badgeware Tufty Weatherstation In this devlog I: stripped down the fork of the badgeware web emulator to onl have the badge screen and console log then added content to the homepage talking about the app added a new page with installation instructions for users unfamiliar with the badgeware tufty in that tutorial page i made a tool that generates options.json configurations where you can set temperature unit and pick out coordinates on a map"}, {"post_id": 59070, "ts": "2026-08-31T17:54:39Z", "hours": 1.4375, "text": "Devlog #8 of the Badgeware Tufty Weatherstation In this devlog I: forked the badgeware web simulator with permission modified the backend slightly to “work on my machine” also modified the actual badge code to use badgeware libraries instead of micropython libraries to let it work on the emulator added a github action to automatically update whats on the simulator repo when a new weatherstation release comes out things i’ve yet to add: automatic time zone setting in the simulator: will add that by overriding secrets.py somehow reskinning the whole site to be a weatherstation homepage"}, {"post_id": 58207, "ts": "2026-08-30T15:49:08Z", "hours": 2.3372, "text": "Devlog #7 of the Badgeware Tufty Weatherstation In this devlog I: Made it that the A button allows refetching weather data Automatically refresh weather data every 10 minutes Have a text display that shows when the weather was last updated (respecting TIMEZONE setting in secrets.py) Fixed some issues so now most of the time you can plug and replug the multisensor stick. Doesn’t work very reliably though due to issues where the cable is half-connected yet the badge is trying to read from the sensor."}, {"post_id": 53955, "ts": "2026-08-24T17:43:27Z", "hours": 0.3058, "text": "Devlog #6 of the Badgeware Tufty Weatherstation In this devlog I: removed unused functions that were replaced by native 3.0 functions made it so that the app works without internet so you can just use it as a sensor"}, {"post_id": 53936, "ts": "2026-08-24T17:12:48Z", "hours": 4.6589, "text": "Devlog #5 of the Badgeware Tufty Weatherstation Stuff added since the last devlog: Updated firmware version: While I was working on a side project Pimoroni made new firmware versions so I ported it from 2.0.2 to 3.0.2 though I’m pretty sure it works with 3.0.0 3.0.1 Along with that I changed some functions to native ones like word wrapping and centering text that came with 3.0 I added a temperature icon to the internet weather, and added precipitation and wind direction both with icons (pictured) I modified someone else’s screenshot code to work on windows and have a few extra features, which is how the screenshot attached was taken. Added comment boxes generated by one of my side projects, https://commentboxgenerator.lemonsite.uk/ Write a readme and roadmap Things that have yet to be added (from the roadmap) Offline support internet is optional just like sensor Update weather every 1 hour or on request- Some basic forecast information (e.g. weather icons per day of the week) in another screen Web editor for options.json through Flask or Bun (preferrably something self contained though) Badge diagnostics page (e.g. storage space, RAM, battery) Fork badgeware web simulator to work with weatherstation by adding proxy"}, {"post_id": 39425, "ts": "2026-08-02T11:36:26Z", "hours": 2.7283, "text": "Devlog #4 of the Badgeware Tufty Weatherstation Stuff added in this devlog: Indicator to show how many pages there are and which one you’re on 16 weather icons that map to the WMO codes that openmeteo gives Temperature display (that respects units set in options.json) Potentially next I’ll code a precipitation levels display, and maybe some charts that show temperature and precipitation throughout the day when you press B."}, {"post_id": 37151, "ts": "2026-07-29T17:22:28Z", "hours": 4.6317, "text": "Devlog #3 of the Badgeware Tufty Weatherstation The Badgeware Tufty is this cool conference badge from Pimoroni that is programmable with MicroPython. I’ve been making a Weather Station app for it, which can use a Pimoroni multisensor kit to show temperature, humidity and air pressure, but soon it will be able to fetch weather data around the world from the internet. In the previous devlogs I added the multisensor screen. Now I’ve started working on the weather from the internet part. So far it gets coordinates from options.json, and can show the suburb/neighbourhood and the city from Openstreetmap Nominatim. You can also optionally set a nickname for a location. Next up I’ll actually be putting the weather info in. That’ll involve getting data from Openmeteo, drawing a bunch of pixel art icons for each (~80) weather codes and rendering out the data."}, {"post_id": 34081, "ts": "2026-07-24T15:30:16Z", "hours": 0.5519, "text": "Added an option to use Fahrenheit or Kelvin instead of Celsius by editing options.json on the computer"}, {"post_id": 34047, "ts": "2026-07-24T14:28:24Z", "hours": 2.8611, "text": "I’m making a weather app for the Badgeware Tufty, a cool badge wearable that’s programmable with MicroPython! First step that I’ve done for my app is coding a screen that shows the temperature, humidity and air pressure sensed from the multisensor strip that comes with the Badgeware Tufty STEM kit. I’ve made 30 pixel art icons so far that scale with the values. Next up I’ll be adding the option to grab weather data from the internet using Openmeteo API for the weather data and Openstreetmap nominatim to get a place name. The locations would have to be configured through a JSON config file on the computer as the 5 buttons on the Tufty aren’t really enough for this kind of input. Maybe there could be some web UI to pick coordinates off a map and update the config file?"}]...
|
Title: Badgeware Tufty WeatherStation by @nouxinf Title: Badgeware Tufty WeatherStation by @nouxinf | Stardance
Devlogs:
I’m making a weather app for the Badgeware Tufty, a cool badge wearable that’s programmable with MicroPython! First step that I’ve done for my app is coding a screen that shows the temperature, humidity and air pressure sensed from the multisensor strip that comes with the Badgeware Tufty STEM kit. I’ve made 30 pixel art icons so far that scale with the values. Next up I’ll be adding the option to grab weather data from the internet using Openmeteo API for the weather data and Openstreetmap nominatim to get a place name. The locations would have to be configured through a JSON config file on the computer as the 5 buttons on the Tufty aren’t really enough for this kind of input. Maybe there could be some web UI to pick coordinates off a map and update the config file?
Added an option to use Fahrenheit or Kelvin instead of Celsius by editing options.json on the computer
Devlog #3 of the Badgeware Tufty Weatherstation The Badgeware Tufty is this cool conference badge from Pimoroni that is programmable with MicroPython. I’ve been making a Weather Station app for it, which can use a Pimoroni multisensor kit to show temperature, humidity and air pressure, but soon it will be able to fetch weather data around the world from the internet. In the previous devlogs I added the multisensor screen. Now I’ve started working on the weather from the internet part. So far it gets coordinates from options.json, and can show the suburb/neighbourhood and the city from Openstreetmap Nominatim. You can also optionally set a nickname for a location. Next up I’ll actually be putting the weather info in. That’ll involve getting data from Openmeteo, drawing a bunch of pixel art icons for each (~80) weather codes and rendering out the data.
Devlog #4 of the Badgeware Tufty Weatherstation Stuff added in this devlog: Indicator to show how many pages there are and which one you’re on 16 weather icons that map to the WMO codes that openmeteo gives Temperature display (that respects units set in options.json) Potentially next I’ll code a precipitation levels display, and maybe some charts that show temperature and precipitation throughout the day when you press B.
Devlog #5 of the Badgeware Tufty Weatherstation Stuff added since the last devlog: Updated firmware version: While I was working on a side project Pimoroni made new firmware versions so I ported it from 2.0.2 to 3.0.2 though I’m pretty sure it works with 3.0.0 3.0.1 Along with that I changed some functions to native ones like word wrapping and centering text that came with 3.0 I added a temperature icon to the internet weather, and added precipitation and wind direction both with icons (pictured) I modified someone else’s screenshot code to work on windows and have a few extra features, which is how the screenshot attached was taken. Added comment boxes generated by one of my side projects, https://commentboxgenerator.lemonsite.uk/ Write a readme and roadmap Things that have yet to be added (from the roadmap) Offline support internet is optional just like sensor Update weather every 1 hour or on request- Some basic forecast information (e.g. weather icons per day of the week) in another screen Web editor for options.json through Flask or Bun (preferrably something self contained though) Badge diagnostics page (e.g. storage space, RAM, battery) Fork badgeware web simulator to work with weatherstation by adding proxy
Devlog #6 of the Badgeware Tufty Weatherstation In this devlog I: removed unused functions that were replaced by native 3.0 functions made it so that the app works without internet so you can just use it as a sensor
Devlog #7 of the Badgeware Tufty Weatherstation In this devlog I: Made it that the A button allows refetching weather data Automatically refresh weather data every 10 minutes Have a text display that shows when the weather was last updated (respecting TIMEZONE setting in secrets.py) Fixed some issues so now most of the time you can plug and replug the multisensor stick. Doesn’t work very reliably though due to issues where the cable is half-connected yet the badge is trying to read from the sensor.
Devlog #8 of the Badgeware Tufty Weatherstation In this devlog I: forked the badgeware web simulator with permission modified the backend slightly to “work on my machine” also modified the actual badge code to use badgeware libraries instead of micropython libraries to let it work on the emulator added a github action to automatically update whats on the simulator repo when a new weatherstation release comes out things i’ve yet to add: automatic time zone setting in the simulator: will add that by overriding secrets.py somehow reskinning the whole site to be a weatherstation homepage
Devlog #9 of the Badgeware Tufty Weatherstation In this devlog I: stripped down the fork of the badgeware web emulator to onl have the badge screen and console log then added content to the homepage talking about the app added a new page with installation instructions for users unfamiliar with the badgeware tufty in that tutorial page i made a tool that generates options.json configurations where you can set temperature unit and pick out coordinates on a map
Devlog #10 of the Badgeware Tufty Weatherstation In this devlog I: added some more effective error handling moved a bunch of functions out of __init__.py into their own files to make the code cleaner add an attribution screen (pictured) to be legally compliant with copyright
Devlog #11 of the Badgeware Tufty Weatherstation (prob the final one) In this devlog I: added this vitals screen which includes battery percentage, flash storage space used and the amount of PSRAM free. It doesn’t show the percentage when its plugged in because for some reason the battery reader always gives 100% when its plugged in published the weatherstation website to https://weatherstation.nouxinf.net/ fix a few bugs
Ships:
I just finished making the Badgeware Tufty Weatherstation. The Badgeware Tufty is a cool digital conference badge made by Pimoroni that comes with a nice screen, buttons, a battery and the RP2350 chip. This makes it fairly capable at 8MiB of RAM, meaning it could be used for just about anything (yes 8MiB is enough). The default firmware has an apps launcher that can launch user-made MicroPython apps, like Weatherstation. Weatherstation is essentially a weather app. The two main features are 1. the multisensor strip: you can plug in a Pimoroni made multisensor stick to get temperature, humidity and air pressure data and 2. internet data from openmeteo. you set the coordinates for your locations in options.json (typing them in manually with the tufty’s 5 buttons would be a pain), it fetches place names for the coordinates (usually suburb, city) through OpenStreetMap Nominatim and displays them or you can set a nickname to override it. it then fetches the weather data from openmeteo and displays temperature, precipitation and wind direction with cool pixel art icons. it updates weather data every 10 minutes, but you can manually refresh by pressing A. The other two screens is the vitals screen, which displays battery percentage, though it doesn’t display the percentage if it’s charging due to a bug with either the firmware or the hardware where it always shows 100% even though its not, the amount of storage space left and the amount of ram free. The next screen after that is attribution info, giving credit to OpenStreetMap and Open-meteo which is legally required. If you’re reading this you probably don’t have a Badgeware Tufty and that’s ok because I forked the official Badgeware Web Emulator at https://try.badgewa.re/ (with permission “I think it’s acceptable to consider it MIT, but either way fork away- and enjoy!” - Gadgetoid, the developer of the simulator on the pimoroni discord) and updated it with some info, installation instructions, and an options.json setup tool. Try it out at https://weatherstation.nouxinf.net/ or press the “Try Project” button! Note that Vitals info data and sensor data are made up (obviously). I hope you enjoy this project!...
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1793004523.830885
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1793090923.830885
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60760
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Slackyyy bot by @Romomankoo | Stardance
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Romomankoo
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T19:09:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made Slackyyy Bot, a Slack bot packed with a bunch of fun and utility commands. Some of my favorite features are /slackyyy-bot-encrypt and /slackyyy-bot-decrypt for quick Base64 encoding right inside chat, /slackyyy-bot-flip for quick coin flips when making decisions, and the classic /slackyyy-bot-catfact and /slackyyy-bot-joke commands when you just need a quick break. The trickiest part was definitely dealing with Slack’s 3-second timeout limit and getting server deployment right. I kept getting hit with that annoying “app did not respond” error because socket lag was delaying my ack() calls, and at one point a single missing semicolon threw a whole TypeError: app.command is not a function error that took a minute to track down. 😭 I’m really proud that I pushed through all the server bugs and command errors to get it shipped. I learned a ton about Node.js, the Slack Bolt framework, Socket Mode, and writing systemd services to manage background processes. Seeing the commands actually work live in the workspace without any timeouts was super satisfying after all the trial and error!", "repo": "https://github.com/Romomankoo147/slackyyy-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 65538, "ts": "202 [{"post_id": 65538, "ts": "2026-09-10T18:58:51Z", "hours": 0.5844, "text": "I am working on slack bot that can respond with your ping, then tell you jokes or random cat facts, then you can flip a coin and lastly it supports encrypting and decrypting messages with Base64."}]...
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Title: Slackyyy bot by @Romomankoo | Stardance
De Title: Slackyyy bot by @Romomankoo | Stardance
Devlogs:
I am working on slack bot that can respond with your ping, then tell you jokes or random cat facts, then you can flip a coin and lastly it supports encrypting and decrypting messages with Base64.
Ships:
made Slackyyy Bot, a Slack bot packed with a bunch of fun and utility commands. Some of my favorite features are /slackyyy-bot-encrypt and /slackyyy-bot-decrypt for quick Base64 encoding right inside chat, /slackyyy-bot-flip for quick coin flips when making decisions, and the classic /slackyyy-bot-catfact and /slackyyy-bot-joke commands when you just need a quick break. The trickiest part was definitely dealing with Slack’s 3-second timeout limit and getting server deployment right. I kept getting hit with that annoying “app did not respond” error because socket lag was delaying my ack() calls, and at one point a single missing semicolon threw a whole TypeError: app.command is not a function error that took a minute to track down. 😭 I’m really proud that I pushed through all the server bugs and command errors to get it shipped. I learned a ton about Node.js, the Slack Bolt framework, Socket Mode, and writing systemd services to manage background processes. Seeing the commands actually work live in the workspace without any timeouts was super satisfying after all the trial and error!...
|
1793055238.9647863
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1793141638.9647863
|
|
55057
|
ThecybersecurityGame by @eli_27 | Stardance
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eli_27
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1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T18:55:33Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a website that allows you to immerse yourself in the world of investigations, you can review suspect case files, view evidence folders and ultimately you can determine who you think committed the crime. The biggest struggle with this project was making sure that all of the evidence and the clues led to the right person whilst making sure that there was enough room for you to make your own decision.", "repo": "https://github.com/elivickery27/mystery", "demo": "https://elivickery27.github.io/mystery/"}]...
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[{"post_id": 65535, "ts": "202 [{"post_id": 65535, "ts": "2026-09-10T18:51:31Z", "hours": 0.3775, "text": "adding the final tab the the heading bar, allowing you to select what case you want to pick."}, {"post_id": 64854, "ts": "2026-09-09T15:28:41Z", "hours": 2.3708, "text": "Finally finished both part and tidied up the css."}, {"post_id": 62442, "ts": "2026-09-05T19:47:34Z", "hours": 3.8411, "text": "added a case selection page, allowing the user to pick different options."}, {"post_id": 61603, "ts": "2026-09-04T16:19:14Z", "hours": 12.1931, "text": "making a website and designing the face of it"}]...
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Title: ThecybersecurityGame by @eli_27 | Stardance Title: ThecybersecurityGame by @eli_27 | Stardance
Devlogs:
making a website and designing the face of it
added a case selection page, allowing the user to pick different options.
Finally finished both part and tidied up the css.
adding the final tab the the heading bar, allowing you to select what case you want to pick.
Ships:
This is a website that allows you to immerse yourself in the world of investigations, you can review suspect case files, view evidence folders and ultimately you can determine who you think committed the crime. The biggest struggle with this project was making sure that all of the evidence and the clues led to the right person whilst making sure that there was enough room for you to make your own decision....
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1793001167.2755535
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1793087567.2755535
|
|
50286
|
YOURS by @deepermemer | Stardance
|
deepermemer
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2
|
34.0
|
141
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T18:26:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock, it has weather(allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there from review of old ship i got to know people wanted multi search engine so i added it click on google icon in search bar it will let u change search engine rn it has brave duckduckgo and google", "repo": "https://github.com/deepermemer-bit/Yours", "demo": "https://yours-virid.vercel.app"}, {"ship_num": 2, "ts": "2026-09-04T14:05:22Z", "hours": 32.0, "multiplier": 4.4, "payout": 141, "blessing": "neutral", "text": "It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock , it has weather (allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there", "repo": "https://github.com/deepermemer-bit/Yours", "demo": "https://yours-virid.vercel.app"}]...
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[{"post_id": 65505, "ts": "202 [{"post_id": 65505, "ts": "2026-09-10T18:16:52Z", "hours": 1.8931, "text": "DEVLOG-10 got a laptop suiiii yeah so ts is 1st devlog from laptop and rehsiping this proj with multi search engine option, so added it, yeah"}, {"post_id": 61447, "ts": "2026-09-04T11:32:05Z", "hours": 2.8594, "text": "DEVLOG-9 done adding random stuff and readme too took a long time… Enhancements were easy but readme… Nah there was a lot of things to write… But now it’s done suiiiii…."}, {"post_id": 61034, "ts": "2026-09-03T18:58:16Z", "hours": 4.6231, "text": "DEVLOG-8 finally everything done now jus some random enhancements left suiii…. After that I will write a good readme then ship then sleep"}, {"post_id": 58143, "ts": "2026-08-30T14:30:40Z", "hours": 2.175, "text": "DEVLOG-7 as I said I will be consistent… Had done making To-do now it full and final (may do some changes at last of proj as a cherry on top) It has 4 placeholder todos u add more and also del them and also check them (it was tough man) now I will head to music player then readme then final upgrading then ship then pray to god for good ratings then sleep… Ahem ahem okay enough yapping let me go for music player… Pokemon"}, {"post_id": 57905, "ts": "2026-08-30T07:28:59Z", "hours": 8.0994, "text": "DEVLOG-6 okay hadn’t posted from a while but work is still going on mah man… Yup I had done a lot of things such as upgrading css (I am in love with css) had done js of clock, weather, recent tabs search bar etc. working on todo then will work on music player that’s it suiiiiiiii (I will be more consistent i wear)"}, {"post_id": 53716, "ts": "2026-08-24T11:59:22Z", "hours": 1.2725, "text": "#DEVLOG-5 this Devlog is coming too early I mean I haven’t done a lot of work but its to announce that i finally ended doing css stuf 😭 now stepping towards js suiiii… See you after some js."}, {"post_id": 52976, "ts": "2026-08-23T10:58:18Z", "hours": 4.7611, "text": "#DEVLOG-4 whole css done too only js remaining now will do some minor changes in css later ig but this is the end visual till then I am fed up so going now bye… Soon project will be ready"}, {"post_id": 52216, "ts": "2026-08-22T09:50:11Z", "hours": 3.2431, "text": "#DEVLOG-3 most css done such as search bar, side bar, recent tabs, and other stuff still ig 40% css remaining to do and thats why in image it looks bad and as I am a new person in coding like yeah I am literally coding stuff for like 3rd or 4th time in my whole life so its pretty confusing but fun at the same time + I am more into visual things thats why I am making mostly visual stuff on my own like that bg image and stuff and the js aaaaa thats the main prob for me its too confusing man that’s it now go do something else till i complete my stuff"}, {"post_id": 51490, "ts": "2026-08-21T07:20:11Z", "hours": 2.4472, "text": "#DEVLOG-2 This time i had done making whole html file… 182 additions doen, had also done some css shi and added some image files in project too i have a refrence image made by me… So i am jus trying to achieve that quality…"}, {"post_id": 51135, "ts": "2026-08-20T17:06:12Z", "hours": 2.5503, "text": "YOURS - DEVLOG 1, had finally started doing stuff this is the 1st project mainly focused on the mission give your website a pulse or something i forgot the Mission name tbh… Well what’s the progress? Had done Setuping basic stuff such as readme, vercel, git, GitHub, hackatime and all it took some time (or may be i was the lazy one, wo cares…) + started work on the project too had made html css and js files. I already had started to commit stuff and yeah I had committed a lot… + started work on html too (basic layout is ready). So that’s it it’s my 1st project, will try to complete it as early as i can…"}]...
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Title: YOURS by @deepermemer | Stardance
Devlogs: Title: YOURS by @deepermemer | Stardance
Devlogs:
YOURS - DEVLOG 1, had finally started doing stuff this is the 1st project mainly focused on the mission give your website a pulse or something i forgot the Mission name tbh… Well what’s the progress? Had done Setuping basic stuff such as readme, vercel, git, GitHub, hackatime and all it took some time (or may be i was the lazy one, wo cares…) + started work on the project too had made html css and js files. I already had started to commit stuff and yeah I had committed a lot… + started work on html too (basic layout is ready). So that’s it it’s my 1st project, will try to complete it as early as i can…
#DEVLOG-2 This time i had done making whole html file… 182 additions doen, had also done some css shi and added some image files in project too i have a refrence image made by me… So i am jus trying to achieve that quality…
#DEVLOG-3 most css done such as search bar, side bar, recent tabs, and other stuff still ig 40% css remaining to do and thats why in image it looks bad and as I am a new person in coding like yeah I am literally coding stuff for like 3rd or 4th time in my whole life so its pretty confusing but fun at the same time + I am more into visual things thats why I am making mostly visual stuff on my own like that bg image and stuff and the js aaaaa thats the main prob for me its too confusing man that’s it now go do something else till i complete my stuff
#DEVLOG-4 whole css done too only js remaining now will do some minor changes in css later ig but this is the end visual till then I am fed up so going now bye… Soon project will be ready
#DEVLOG-5 this Devlog is coming too early I mean I haven’t done a lot of work but its to announce that i finally ended doing css stuf 😭 now stepping towards js suiiii… See you after some js.
DEVLOG-6 okay hadn’t posted from a while but work is still going on mah man… Yup I had done a lot of things such as upgrading css (I am in love with css) had done js of clock, weather, recent tabs search bar etc. working on todo then will work on music player that’s it suiiiiiiii (I will be more consistent i wear)
DEVLOG-7 as I said I will be consistent… Had done making To-do now it full and final (may do some changes at last of proj as a cherry on top) It has 4 placeholder todos u add more and also del them and also check them (it was tough man) now I will head to music player then readme then final upgrading then ship then pray to god for good ratings then sleep… Ahem ahem okay enough yapping let me go for music player… Pokemon
DEVLOG-8 finally everything done now jus some random enhancements left suiii…. After that I will write a good readme then ship then sleep
DEVLOG-9 done adding random stuff and readme too took a long time… Enhancements were easy but readme… Nah there was a lot of things to write… But now it’s done suiiiii….
DEVLOG-10 got a laptop suiiii yeah so ts is 1st devlog from laptop and rehsiping this proj with multi search engine option, so added it, yeah
Ships:
It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock , it has weather (allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there
It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock, it has weather(allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there from review of old ship i got to know people wanted multi search engine so i added it click on google icon in search bar it will let u change search engine rn it has brave duckduckgo and google...
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Visora by @Amadev | Stardance
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Amadev
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1
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31.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T17:29:23Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Visora, an MCP server that gives AI agents reliable high-level control over the Unity Editor. The hardest part was making animation and editor workflows safe and predictable: IK, gaze, retargeting, animation QA, bridge reload recovery, prefab inspection, rollback, and reproducible preview artifacts. I’m most proud of how much of the Unity-side behavior is covered by real EditMode/integration tests instead of only mocked Python tests. To test it, use the GitHub release/source, follow the setup guide, connect Visora to a Unity project, and try the MCP tools for animation, scene inspection, previews, or prefab inspection.", "repo": "https://github.com/AmaLS367/Visora", "demo": "https://github.com/AmaLS367/Visora/releases/tag/v0.1.3"}]...
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[{"post_id": 65482, "ts": "202 [{"post_id": 65482, "ts": "2026-09-10T17:21:38Z", "hours": 5.3419, "text": "Preview Artifacts, Bridge Recovery & Prefab Workflows Added reproducible animation preview artifacts with stored records and comparison tools for repeatable QA.Improved Unity bridge recovery during reloads/recompiles, added retry hints and safer timeout handling. Added real Unity E2E animation fixtures and reorganized the test suite.Finished the v0.1.3 release, refreshed the README/docs, and started v0.1.4 prefab workflows. Added inspect_prefab_asset and inspect_prefab_overrides with native Unity services, support for nested/variant/model prefabs, structured override inspection, stable IDs, and Python/integration/EditMode test coverage."}, {"post_id": 64760, "ts": "2026-09-09T12:27:18Z", "hours": 8.7661, "text": "Worked on a large animation/character workflow update for Visora. Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases. Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts. Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers. Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling. Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk. After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44. Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately. Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed."}, {"post_id": 62172, "ts": "2026-09-05T13:09:04Z", "hours": 2.9436, "text": "Editing Animation Clips & Events Hey everyone, continue working on it. Up until now, the agent could only really watch animations—taking previews and checking poses. If a keyframe was off or a transition looked janky, you still had to go into Unity and fix it by hand. Now, the agent can actually edit AnimationClip assets directly. It can add, move, or delete keyframes, tweak curves, and set tangent modes like smooth, linear, or step holds. Giving an AI write access to your animation files is honestly a bit scary—one bad curve and your character turns into a noodle. To keep things safe, Visora now takes an automatic backup of the clip before touching it, and hooks every edit into Unity’s native Undo system. If the agent makes a mess, you can roll it back with a tool call or just hit Ctrl + Z right in the editor. We also added tools to create and remove animation events. This makes it way easier to sync things like hit-stops, camera shake, or footstep sounds to exact frames on the timeline instead of guessing with timers."}, {"post_id": 61583, "ts": "2026-09-04T15:45:13Z", "hours": 5.5072, "text": "Visora v0.1.3 — Giving Agents Eyes on Unity Animations So, we just fixed a massive problem. Once I hit merge, a huge weight lifted off my shoulders. It feels like the raw volume of code I write is getting smaller each time, but what actually lands has a massive, cascading impact on the entire system.Until now, whenever an AI agent needed to inspect an animation in Unity, it was basically flying blind. The old approach was either pulling raw curve data (which tells an agent nothing about clipping, silhouette, or visual feel) or recording full video dumps over the HTTP bridge. Video was heavy, expensive on tokens, slow to transfer, and worse: if the camera wasn’t manually lined up in the scene, the character would just walk right out of frame or get clipped halfway through. With Visora v0.1.3, we tackled this head-on by building preview_animation. It’s not just a snapshot tool — it’s a complete visual pipeline designed specifically for agent context budgets. What Actually Changed Under the Hood Trajectory-Aware Auto-Framing (C# Engine Side) Instead of relying on whatever camera happens to be in the scene, Visora now spins up a transient preview camera. Before snapping a single frame, it samples the clip across its timeline, collects every active skinned and mesh renderer, and computes a union bounding sphere for the entire motion trajectory. It places the camera at an ideal 45° vantage point, automatically calculates the optimal distance based on camera FOV, and dynamically compensates for vertical vs. horizontal aspect ratios so tall or wide aspect ratios don’t clip the character’s head or limbs. Smart Keyframe Selection (Python Side) Agents can’t look at 120 raw frames — that would incinerate context windows and latency. We built an intelligent keyframe extractor (preview_keyframes.py) that analyzes the clip curves to find where actual motion happens: curve extrema, zero-crossings, sudden velocity changes, and animation event timestamps. It pins the start and end poses, then fits the most informative frames within a strict frame budget (e.g. 4 to 8 images). Zero-Side-Effect Scene Safety One of the hardest parts of building agent tooling for Unity is engine hygiene. The preview system samples the animation, renders offscreen to a custom RenderTexture, encodes directly to PNG byte buffers, and cleans up after itself. No dummy cameras left in the hierarchy, no dirty scene flags, and character poses are strictly restored to their pre-sampling state. Hardened CI & The Unity Package Gate We also tightened our pre-commit and CI gates. We introduced scripts/check_unity_package.py, compiling the C# package directly against real Unity assemblies with Microsoft.Unity.Analyzers in headless Linux containers. If there’s an obsolete API, a loose memory allocation, or a CA analyzer warning, the build fails before it ever touches a project. It feels great to have this merged and rock-solid. With animation visual inspection out of the way, I’m heading straight to the next item on the Roadmap: Typed Clip, Event, and Camera Authoring!"}, {"post_id": 60781, "ts": "2026-09-03T11:33:29Z", "hours": 2.2286, "text": "Visora devlog — v0.1.1 & v0.1.2 Shipped two releases back to back. Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically. v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork. v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora. And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed. The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own. Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line."}, {"post_id": 60717, "ts": "2026-09-03T08:42:43Z", "hours": 0.915, "text": "Production CI/CD and MCP 2.0 are now complete for Visora. The project now has a parallel GitHub Actions pipeline covering formatting, Ruff linting, strict mypy checks, unit and integration tests, lockfile validation, Unity package validation, distribution builds, and an enforced 80% coverage threshold. The workflows use uv caching, cancel outdated runs automatically, and skip runs for documentation-only changes. All GitHub Actions are pinned by commit SHA. A release pipeline now validates version tags, runs the full verification suite, builds the package, publishes it to PyPI, and creates a GitHub Release. Dependabot was added to update GitHub Actions and Python dependencies weekly. Funding configuration was added as well. Visora was migrated from MCP 1.x to MCP 2.1.1, replacing FastMCP with MCPServer and updating the related tests and documentation. The updated Dependabot pull request passed every CI check and was merged. The Production CI/CD roadmap item is now marked as completed."}, {"post_id": 60695, "ts": "2026-09-03T07:39:13Z", "hours": 3.4883, "text": "Visora devlog — asset pipeline & Unity native bridge (18 commits) Asset pipeline: from broken to trustworthy Built out the 3D-asset workflow (search → download → import → verify) and then spent most of the effort hardening it against silent failures: Added asset search/download/Unity-import tools (1a0bcd3, bf6a7d9), then refactored out dead backward-compat aliases (dda6c17). Fixed real bugs found by actually running it: ambientCG downloads being wrongly rejected and Sketchfab results silently hidden (99d3f15), a wrong ambientCG download URL for 3D models (1d6e2ce), a crash on comma-separated port lists plus missing env-var docs (117e6e3), and .bin/.mtl companion files being incorrectly stripped out of glTF/OBJ archives (5cb1afa). Discovered Sketchfab’s own search API ignores the query text entirely (verified live) — added web_search_assets, a SearXNG-primary/DuckDuckGo-fallback real web search to find a specific named model and extract its Sketchfab UID (4489725). Biggest find: download_and_import_asset was reporting success=true even when Unity couldn’t actually parse the file (glTF with no importer installed → empty placeholder asset). Fixed to detect and reject that case explicitly instead of lying about success (8c4241b). Native Unity bridge: first real compile & runtime test com.visora.editor had apparently never been compiled in a real Unity Editor before. Opening it in Unity 6.6 surfaced a chain of genuine bugs, fixed one at a time: A broken float field that Unity’s JSON deserializer can’t handle, flattened to float on both C# and Python sides (08f502e, 4d05468). Unity 6.6 API removals: GetInstanceID() → GetEntityId() (c8c8905), then GetEntityId()’s own obsolete int-conversion operator → GetRawData() (027e39c). Two HTTP handlers (/api/editor/state, /api/visora/info) and a log-callback subscription were calling Unity APIs off the main thread, causing runtime errors — dispatched onto the main thread (d27e03f, 5e3069b). Dynamic C# snippet compilation was missing a reference to UnityEditor.CoreModule, breaking any snippet touching EditorApplication/EditorSceneManager (a8689a9). Agent guidance Shipped documentation aimed at other agents driving Visora, not just humans: an always-on MCP instructions block plus a copyable Claude Code skill (visora-asset-workflow) covering Sketchfab’s broken search, supported import formats, and how to actually verify an import worked (4e8cd5c). Housekeeping Committed the 29 .meta files Unity generated on first real import of the package — standard Unity convention, and further confirmation the package had never been opened in a real editor before this round of testing (b9e4f01). Net effect: the asset import pipeline no longer lies about success, Sketchfab search actually works for named models, and the native Unity bridge compiles and runs cleanly on Unity 6.6 — all verified end-to-end (ambientCG apple + a Sketchfab character model imported, inspected, and visually confirmed in-scene)."}, {"post_id": 60167, "ts": "2026-09-02T11:47:32Z", "hours": 1.5803, "text": "Building Visora: Teaching AI agents to actually see and fix Unity scenes (v0.1.0 update) Quick update on what I’ve been hacking on for Visora since adding the project banner. The problem I ran into: If you try to let an AI agent (like Claude or Cursor) work inside Unity, it’s usually a disaster. Current bridges just let the model run raw C# strings and read console logs.The agent is completely blind. It doesn’t know if a 3D character spawned behind the camera, if an animation is flying off into infinity, or if a model looks like a spiky mess because bone weights are broken. Even worse, agents love to edit things during Play Mode or hit save while Unity is recompiling, completely wrecking the scene files.I got tired of babysitting that, so I built Visora — a Python MCP server and a companion Unity package that gives agents actual eyes, rigging smarts, and guardrails so they don’t break your project. V0.1.0 — Here is what I’ve coded and got working over the last few days: Gave the agent actual vision. The agent can now render screenshots from any camera in the scene, check if a character is cut off by the screen edges or clipping planes (project_world_points and diagnose_camera_framing), compare before/after images, and even record short MP4/WebP video clips to inspect physics and animations over time. Made it understand rigs and animations. Instead of guessing why an animation looks wrong: It inspects AnimationClip curves directly and catches unwanted position or scale drift. It can sample any character’s pose at a specific second, inspect the transforms, and immediately restore the original pose so nothing stays messed up. Added a skeleton mapper with fuzzy bone search that understands both standard Humanoid rigs and messy Japanese MMD bone chains (like 全ての親, センター, 下半身, D-bones). Skinned mesh diagnostics Added tools to inspect SkinnedMeshRenderers. It detects inverted or zero-sized bounding boxes, missing root bones, and broken bone weights. It also tells you whether a glitch is just a missing material/texture or an actual broken mesh deformation. Made scene edits safe (undo & transaction rollback). Every script the agent runs now happens inside an isolated Undo group. If the C# code crashes or throws an exception, Visora automatically rolls back the entire scene to before the run. It also blocks saving during Play Mode so your scene never gets corrupted. Native Unity package + 24 typed tools Built a native Unity Editor package (com.visora.editor) using HttpListener hooked directly into Unity’s main editor update loop. On the Python side, I implemented 24 clean MCP tools with strict Pydantic schemas, auto-discovery for ports 8080-8085, and async queue polling for long tasks. Tagged and released v0.1.0 on GitHub with complete setup guides, agent recipes, and test coverage. What I’m building next for v0.1.1: Auto 3D model web search & download: I want the agent to search the web, find 3D models, textures, and environments, and download/import them directly into the Unity project so it can build and animate entire scenes on its own. Clean GitHub Actions CI/CD: Automatic linting, typing, and test runners on every commit. Docker support: A lightweight Dockerfile to easily run the MCP server anywhere in a headless container. You can check out the code and the v0.1.0 release here: https://github.com/AmaLS367/Visora"}]...
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Title: Visora by @Amadev | Stardance
Devlogs:
Bui Title: Visora by @Amadev | Stardance
Devlogs:
Building Visora: Teaching AI agents to actually see and fix Unity scenes (v0.1.0 update) Quick update on what I’ve been hacking on for Visora since adding the project banner. The problem I ran into: If you try to let an AI agent (like Claude or Cursor) work inside Unity, it’s usually a disaster. Current bridges just let the model run raw C# strings and read console logs.The agent is completely blind. It doesn’t know if a 3D character spawned behind the camera, if an animation is flying off into infinity, or if a model looks like a spiky mess because bone weights are broken. Even worse, agents love to edit things during Play Mode or hit save while Unity is recompiling, completely wrecking the scene files.I got tired of babysitting that, so I built Visora — a Python MCP server and a companion Unity package that gives agents actual eyes, rigging smarts, and guardrails so they don’t break your project. V0.1.0 — Here is what I’ve coded and got working over the last few days: Gave the agent actual vision. The agent can now render screenshots from any camera in the scene, check if a character is cut off by the screen edges or clipping planes (project_world_points and diagnose_camera_framing), compare before/after images, and even record short MP4/WebP video clips to inspect physics and animations over time. Made it understand rigs and animations. Instead of guessing why an animation looks wrong: It inspects AnimationClip curves directly and catches unwanted position or scale drift. It can sample any character’s pose at a specific second, inspect the transforms, and immediately restore the original pose so nothing stays messed up. Added a skeleton mapper with fuzzy bone search that understands both standard Humanoid rigs and messy Japanese MMD bone chains (like 全ての親, センター, 下半身, D-bones). Skinned mesh diagnostics Added tools to inspect SkinnedMeshRenderers. It detects inverted or zero-sized bounding boxes, missing root bones, and broken bone weights. It also tells you whether a glitch is just a missing material/texture or an actual broken mesh deformation. Made scene edits safe (undo & transaction rollback). Every script the agent runs now happens inside an isolated Undo group. If the C# code crashes or throws an exception, Visora automatically rolls back the entire scene to before the run. It also blocks saving during Play Mode so your scene never gets corrupted. Native Unity package + 24 typed tools Built a native Unity Editor package (com.visora.editor) using HttpListener hooked directly into Unity’s main editor update loop. On the Python side, I implemented 24 clean MCP tools with strict Pydantic schemas, auto-discovery for ports 8080-8085, and async queue polling for long tasks. Tagged and released v0.1.0 on GitHub with complete setup guides, agent recipes, and test coverage. What I’m building next for v0.1.1: Auto 3D model web search & download: I want the agent to search the web, find 3D models, textures, and environments, and download/import them directly into the Unity project so it can build and animate entire scenes on its own. Clean GitHub Actions CI/CD: Automatic linting, typing, and test runners on every commit. Docker support: A lightweight Dockerfile to easily run the MCP server anywhere in a headless container. You can check out the code and the v0.1.0 release here: https://github.com/AmaLS367/Visora
Visora devlog — asset pipeline & Unity native bridge (18 commits) Asset pipeline: from broken to trustworthy Built out the 3D-asset workflow (search → download → import → verify) and then spent most of the effort hardening it against silent failures: Added asset search/download/Unity-import tools (1a0bcd3, bf6a7d9), then refactored out dead backward-compat aliases (dda6c17). Fixed real bugs found by actually running it: ambientCG downloads being wrongly rejected and Sketchfab results silently hidden (99d3f15), a wrong ambientCG download URL for 3D models (1d6e2ce), a crash on comma-separated port lists plus missing env-var docs (117e6e3), and .bin/.mtl companion files being incorrectly stripped out of glTF/OBJ archives (5cb1afa). Discovered Sketchfab’s own search API ignores the query text entirely (verified live) — added web_search_assets, a SearXNG-primary/DuckDuckGo-fallback real web search to find a specific named model and extract its Sketchfab UID (4489725). Biggest find: download_and_import_asset was reporting success=true even when Unity couldn’t actually parse the file (glTF with no importer installed → empty placeholder asset). Fixed to detect and reject that case explicitly instead of lying about success (8c4241b). Native Unity bridge: first real compile & runtime test com.visora.editor had apparently never been compiled in a real Unity Editor before. Opening it in Unity 6.6 surfaced a chain of genuine bugs, fixed one at a time: A broken float field that Unity’s JSON deserializer can’t handle, flattened to float on both C# and Python sides (08f502e, 4d05468). Unity 6.6 API removals: GetInstanceID() → GetEntityId() (c8c8905), then GetEntityId()’s own obsolete int-conversion operator → GetRawData() (027e39c). Two HTTP handlers (/api/editor/state, /api/visora/info) and a log-callback subscription were calling Unity APIs off the main thread, causing runtime errors — dispatched onto the main thread (d27e03f, 5e3069b). Dynamic C# snippet compilation was missing a reference to UnityEditor.CoreModule, breaking any snippet touching EditorApplication/EditorSceneManager (a8689a9). Agent guidance Shipped documentation aimed at other agents driving Visora, not just humans: an always-on MCP instructions block plus a copyable Claude Code skill (visora-asset-workflow) covering Sketchfab’s broken search, supported import formats, and how to actually verify an import worked (4e8cd5c). Housekeeping Committed the 29 .meta files Unity generated on first real import of the package — standard Unity convention, and further confirmation the package had never been opened in a real editor before this round of testing (b9e4f01). Net effect: the asset import pipeline no longer lies about success, Sketchfab search actually works for named models, and the native Unity bridge compiles and runs cleanly on Unity 6.6 — all verified end-to-end (ambientCG apple + a Sketchfab character model imported, inspected, and visually confirmed in-scene).
Production CI/CD and MCP 2.0 are now complete for Visora. The project now has a parallel GitHub Actions pipeline covering formatting, Ruff linting, strict mypy checks, unit and integration tests, lockfile validation, Unity package validation, distribution builds, and an enforced 80% coverage threshold. The workflows use uv caching, cancel outdated runs automatically, and skip runs for documentation-only changes. All GitHub Actions are pinned by commit SHA. A release pipeline now validates version tags, runs the full verification suite, builds the package, publishes it to PyPI, and creates a GitHub Release. Dependabot was added to update GitHub Actions and Python dependencies weekly. Funding configuration was added as well. Visora was migrated from MCP 1.x to MCP 2.1.1, replacing FastMCP with MCPServer and updating the related tests and documentation. The updated Dependabot pull request passed every CI check and was merged. The Production CI/CD roadmap item is now marked as completed.
Visora devlog — v0.1.1 & v0.1.2 Shipped two releases back to back. Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically. v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork. v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora. And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed. The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own. Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line.
Visora v0.1.3 — Giving Agents Eyes on Unity Animations So, we just fixed a massive problem. Once I hit merge, a huge weight lifted off my shoulders. It feels like the raw volume of code I write is getting smaller each time, but what actually lands has a massive, cascading impact on the entire system.Until now, whenever an AI agent needed to inspect an animation in Unity, it was basically flying blind. The old approach was either pulling raw curve data (which tells an agent nothing about clipping, silhouette, or visual feel) or recording full video dumps over the HTTP bridge. Video was heavy, expensive on tokens, slow to transfer, and worse: if the camera wasn’t manually lined up in the scene, the character would just walk right out of frame or get clipped halfway through. With Visora v0.1.3, we tackled this head-on by building preview_animation. It’s not just a snapshot tool — it’s a complete visual pipeline designed specifically for agent context budgets. What Actually Changed Under the Hood Trajectory-Aware Auto-Framing (C# Engine Side) Instead of relying on whatever camera happens to be in the scene, Visora now spins up a transient preview camera. Before snapping a single frame, it samples the clip across its timeline, collects every active skinned and mesh renderer, and computes a union bounding sphere for the entire motion trajectory. It places the camera at an ideal 45° vantage point, automatically calculates the optimal distance based on camera FOV, and dynamically compensates for vertical vs. horizontal aspect ratios so tall or wide aspect ratios don’t clip the character’s head or limbs. Smart Keyframe Selection (Python Side) Agents can’t look at 120 raw frames — that would incinerate context windows and latency. We built an intelligent keyframe extractor (preview_keyframes.py) that analyzes the clip curves to find where actual motion happens: curve extrema, zero-crossings, sudden velocity changes, and animation event timestamps. It pins the start and end poses, then fits the most informative frames within a strict frame budget (e.g. 4 to 8 images). Zero-Side-Effect Scene Safety One of the hardest parts of building agent tooling for Unity is engine hygiene. The preview system samples the animation, renders offscreen to a custom RenderTexture, encodes directly to PNG byte buffers, and cleans up after itself. No dummy cameras left in the hierarchy, no dirty scene flags, and character poses are strictly restored to their pre-sampling state. Hardened CI & The Unity Package Gate We also tightened our pre-commit and CI gates. We introduced scripts/check_unity_package.py, compiling the C# package directly against real Unity assemblies with Microsoft.Unity.Analyzers in headless Linux containers. If there’s an obsolete API, a loose memory allocation, or a CA analyzer warning, the build fails before it ever touches a project. It feels great to have this merged and rock-solid. With animation visual inspection out of the way, I’m heading straight to the next item on the Roadmap: Typed Clip, Event, and Camera Authoring!
Editing Animation Clips & Events Hey everyone, continue working on it. Up until now, the agent could only really watch animations—taking previews and checking poses. If a keyframe was off or a transition looked janky, you still had to go into Unity and fix it by hand. Now, the agent can actually edit AnimationClip assets directly. It can add, move, or delete keyframes, tweak curves, and set tangent modes like smooth, linear, or step holds. Giving an AI write access to your animation files is honestly a bit scary—one bad curve and your character turns into a noodle. To keep things safe, Visora now takes an automatic backup of the clip before touching it, and hooks every edit into Unity’s native Undo system. If the agent makes a mess, you can roll it back with a tool call or just hit Ctrl + Z right in the editor. We also added tools to create and remove animation events. This makes it way easier to sync things like hit-stops, camera shake, or footstep sounds to exact frames on the timeline instead of guessing with timers.
Worked on a large animation/character workflow update for Visora. Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases. Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts. Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers. Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling. Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk. After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44. Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately. Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed.
Preview Artifacts, Bridge Recovery & Prefab Workflows Added reproducible animation preview artifacts with stored records and comparison tools for repeatable QA.Improved Unity bridge recovery during reloads/recompiles, added retry hints and safer timeout handling. Added real Unity E2E animation fixtures and reorganized the test suite.Finished the v0.1.3 release, refreshed the README/docs, and started v0.1.4 prefab workflows. Added inspect_prefab_asset and inspect_prefab_overrides with native Unity services, support for nested/variant/model prefabs, structured override inspection, stable IDs, and Python/integration/EditMode test coverage.
Ships:
Built Visora, an MCP server that gives AI agents reliable high-level control over the Unity Editor. The hardest part was making animation and editor workflows safe and predictable: IK, gaze, retargeting, animation QA, bridge reload recovery, prefab inspection, rollback, and reproducible preview artifacts. I’m most proud of how much of the Unity-side behavior is covered by real EditMode/integration tests instead of only mocked Python tests. To test it, use the GitHub release/source, follow the setup guide, connect Visora to a Unity project, and try the MCP tools for animation, scene inspection, previews, or prefab inspection....
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1793004937.6767473
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1793091337.6767473
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60268
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Frictionless by @Romomankoo | Stardance
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Romomankoo
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T17:12:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a modern portfolio website about myself. It features four distinct sections: About, Skills, Projects, and Contact. The hardest thing for me was learning how to use GitHub, but otherwise it all went pretty smoothly. Sometimes I didn’t know how to make certain things (AI helped), BUT all code was written by hand by me. I’m really proud of how it turned out and that I successfully deployed my first project.", "repo": "https://github.com/Romomankoo147/my-website", "demo": "https://romomankoo147.github.io/my-website/#projects"}]...
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[{"post_id": 65034, "ts": "202 [{"post_id": 65034, "ts": "2026-09-09T20:50:49Z", "hours": 0.2667, "text": "Just fixing stuff"}, {"post_id": 64955, "ts": "2026-09-09T18:07:42Z", "hours": 0.5125, "text": "First time uploading my work started this project before this but came back to tweak few things."}]...
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Title: Frictionless by @Romomankoo | Stardance
De Title: Frictionless by @Romomankoo | Stardance
Devlogs:
First time uploading my work started this project before this but came back to tweak few things.
Just fixing stuff
Ships:
I built a modern portfolio website about myself. It features four distinct sections: About, Skills, Projects, and Contact. The hardest thing for me was learning how to use GitHub, but otherwise it all went pretty smoothly. Sometimes I didn’t know how to make certain things (AI helped), BUT all code was written by hand by me. I’m really proud of how it turned out and that I successfully deployed my first project....
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1793055153.9440076
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1793141553.9440076
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60687
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SpikeyDodge by @Sameer23 | Stardance
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Sameer23
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1
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1.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T17:04:18Z", "hours": 1.0, "multiplier": 1.53, "payout": 2, "blessing": "neutral", "text": "I made a meteor dodging game where we can use the A and D key in keyboard to move our triangle and survive.", "repo": "https://github.com/imskyyyy5/SpikeyDodge", "demo": "https://silly-crisp-053d76.netlify.app/"}]...
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[{"post_id": 65472, "ts": "202 [{"post_id": 65472, "ts": "2026-09-10T17:03:19Z", "hours": 0.3908, "text": "DevLog:3–> The game is completed"}, {"post_id": 65433, "ts": "2026-09-10T15:53:14Z", "hours": 0.3831, "text": "DEVLOG:2–>It looks like this and the triangle started moving."}, {"post_id": 65420, "ts": "2026-09-10T15:27:19Z", "hours": 0.2567, "text": "A HTML CSS JS game SpikeyDodge under progress where you have the control of the triangle and you have to dodge the balls falling."}]...
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Title: SpikeyDodge by @Sameer23 | Stardance
Devlo Title: SpikeyDodge by @Sameer23 | Stardance
Devlogs:
A HTML CSS JS game SpikeyDodge under progress where you have the control of the triangle and you have to dodge the balls falling.
DEVLOG:2–>It looks like this and the triangle started moving.
DevLog:3–> The game is completed
Ships:
I made a meteor dodging game where we can use the A and D key in keyboard to move our triangle and survive....
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1793055232.0190558
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1793141632.0190558
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57462
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Image to ASCII by @reaue | Stardance
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reaue
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3
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26.0
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376
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T17:02:20Z", "hours": 11.0, "multiplier": 18.12, "payout": 205, "blessing": "neutral", "text": "What did you make? I finalized my website which convert image and now text and video into ASCII art. For this ship, I added the video (including GIF) and text convertor. I also added new way to export your art such as in PNG, JPG, MP4 and GIF. I also try to design the website to be more undestandable (for example you don’t have acces to the download button when nothing it’s ready to be download). What was challenging? There were the challenging part. First find the good API for the text to ASCII convertor. I easily tested 5 different APIs for this features. The second challenge was to find a way to convert GIF to MP4 and the opposite. I first tried with a librairie, it didn’t work I had an error messag. So, I switched to FFmpeg and it was very complicated to find a workable way to do the conversion. What are you proud of? I’m proud of presenting you a finished Website where you can created easily ASCII art. With the implementation of features requested by raters. What should people know so they can test your project? The project is available at this url : https://reaue.github.io/ImgToASCII/ . So come test it and send your best ASCII art to your friends.", "repo": "https://github.com/reaue/ImgToASCII", "demo": "https://reaue.github.io/ImgToASCII/"}, {"ship_num": 2, "ts": "2026-09-08T17:30:09Z", "hours": 5.0, "multiplier": 16.78, "payout": 80, "blessing": "neutral", "text": "What did you make? ImgToASCII is a web-based tool which converts image to ASCII art. This is the V.2 of this website. I mostly added features requested by raters such as a drag and drop zone, an invert button, optimization on the algorithm and progress notification when your computer calculate the render. I fanilly made the pyhton proof of concept more user-friendly. What was challenging? The most challenging part was the algorithm optimization. It took me time and reflection and I have a good and a bad news, the first one is that for the black and white version there is almost no waiting time no matter the size. But for the color version it was harder. I succeed on reducing the time but no like for the the no color version. What are you proud of? I’m proud of how much time I earn between before and now for the calculation time. I thought it was impossible to optimize it but after some reflection time I found solution. I’m also proud of succeed all features that people want to get. What should people know so they can test your project? The project is available online here : https://reaue.github.io/ImgToASCII/ .", "repo": "https://github.com/reaue/ImgToASCII", "demo": "https://reaue.github.io/ImgToASCII/"}, {"ship_num": 3, "ts": "2026-09-03T18:41:21Z", "hours": 10.0, "multiplier": 9.07, "payout": 91, "blessing": "neutral", "text": "What did you make? I created a web-based tool that converts images into ASCII art directly in your browser. I started with a proof of concept in python because it’s the programming langage I know best. You can find it on GitHub (poc/main.py). What was challenging? I had never built a website apart from a local one with Flask in python. I had never work with HTML, CSS or even JS before. Fortunately, JS looks quite similar to C, so it was not the most challenging to learn. HTML is quite simple and CSS was an nightmare, and the most difficult part for me. What are you proud of? I’m proud if the design, the website follows a paper style and for the dark mod a terminal-inspired style. I’m also happy with the final result and all I learned. What should people know so they can test your project? The website can be very funny, you can convert memes or other images to ASCII art and then share it as text or as a png.", "repo": "https://github.com/reaue/ImgToASCII", "demo": "https://reaue.github.io/ImgToASCII/"}]...
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[{"post_id": 65467, "ts": "202 [{"post_id": 65467, "ts": "2026-09-10T16:44:47Z", "hours": 1.9567, "text": "The last devlog (10) - I think I finally have finished this webiste. I added more way to export your ASCII art such as PNG, JPG, GIF and MP4. I also tried to optimize the design to be more user-friendly. Now I think I have finished this site (maybe if someone propose me a big feature I will come back to my decision). Time to ship the final version. Thanks for all your feedback it was very useful."}, {"post_id": 65274, "ts": "2026-09-10T08:46:02Z", "hours": 1.975, "text": "Devlog 9 - Adding Gif to the video format. I thought it would be easier but I spent 2 hours of finding a good way to convert Gif to video format (such as MP4). I started with a librarie but I had an error, so I switched for FFmpeg and this has led to a lot of bugs. I coorected them and added a better preview of what your video would like. Now everything works well so try it by converting your best meme."}, {"post_id": 65003, "ts": "2026-09-09T19:43:07Z", "hours": 3.8242, "text": "Devlog 8 - Finally the video option ! After hours of development I added the video to ASCII convertor. If you tested it you will see a notification informing you about estimated pourcentage and it can take time so don’t try big video (a big video it’s already a 30 secondes one) or decrease other options. How it’s work. Basically, it cut video into frame, uses the image to ASCII converter and then recreates a video."}, {"post_id": 64766, "ts": "2026-09-09T12:45:42Z", "hours": 3.5339, "text": "Devlog 7 - Adding a text to ASCII converter ! It was such a really challenging idea to implement. My first idea was to call a google API, make the search and take the first image proposed by google. But the API I was looking for was disable for new people. So I try an API with AI generation but it wasn’t free. After that I looked for the reserp API a google scraper. But I needed to stock a private API key on a server and after one hour of trying, testing and fixing bugs. I said to myself that the best way was maybe the wikimedia API, it’s maybe less accurate than other API but at least it was free and no API_KEY needed. So I started devloped this idea and now it’s online. Don’t hesitate to test it and give me feedback or other features you want to see."}, {"post_id": 64334, "ts": "2026-09-08T17:10:51Z", "hours": 1.2358, "text": "Devlog 6 - Updating the README and make main.py user-friendly. I updated the README.md to list new features for the upcoming ship, I also made the proof of concept in python more user-friendly with commands in the terminal."}, {"post_id": 64271, "ts": "2026-09-08T15:27:01Z", "hours": 2.7508, "text": "Devlog 5 - I had added all requested features ! Firstly, I added the invert button and the drag and drop zone, it was quite simple. After that, I added the progress notification and tried to optimize the algorithm. It was not simple, I changed it to read only one time the image and not read for brightness and then another time for the drawing… I, also for the black and white version, drew not each character one by one but only after a line. It speed up the calculation time a lot."}, {"post_id": 64163, "ts": "2026-09-08T11:43:02Z", "hours": 0.7614, "text": "Devlog 4 - Think about raters ideas. I add a section in the README with every features request. I think the first two are excelent ideas, for the third one I have no idea how to make it and then the last one can be a good feature. If you have any ideas I’m taker and if you know how to optimize the algorithm let me know."}, {"post_id": 61007, "ts": "2026-09-03T18:21:33Z", "hours": 1.7447, "text": "Devlog 3 - the final one ! I added a switch between a light and a dark mod, the design of the dark one is inspire by a terminal/ the movie Matrix. I also fix some small positioning bugs. And that’s all. I wil ship it now."}, {"post_id": 60905, "ts": "2026-09-03T15:40:34Z", "hours": 6.7278, "text": "Devlog 2 - the website is online ! Come test it, it’s a web-based tool that converts images into ASCII art directly in your browser. You can convert memes, family photos and even more. I’m very happy with the design, because I learned HTML, JS and CSS for this project (CSS is the worst and least fun) and I like the result. I would be very grateful if you report any bugs, because I test it only in Firefox and Microsoft Edge. The next step is to add a dark mode."}, {"post_id": 60423, "ts": "2026-09-02T18:45:57Z", "hours": 1.5622, "text": "Devlog 1 - New project ! I started a new project, the main goal is to build a website that lets you choose an image or a video and transform it into ASCII art. I quickly built a proof of concept in Python. But the problem is that I have literally no knowledge of web programming. So, I’m going to spend next hours learning JavaScrypt and try to implement all my ideas."}]...
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Title: Image to ASCII by @reaue | Stardance
Devlo Title: Image to ASCII by @reaue | Stardance
Devlogs:
Devlog 1 - New project ! I started a new project, the main goal is to build a website that lets you choose an image or a video and transform it into ASCII art. I quickly built a proof of concept in Python. But the problem is that I have literally no knowledge of web programming. So, I’m going to spend next hours learning JavaScrypt and try to implement all my ideas.
Devlog 2 - the website is online ! Come test it, it’s a web-based tool that converts images into ASCII art directly in your browser. You can convert memes, family photos and even more. I’m very happy with the design, because I learned HTML, JS and CSS for this project (CSS is the worst and least fun) and I like the result. I would be very grateful if you report any bugs, because I test it only in Firefox and Microsoft Edge. The next step is to add a dark mode.
Devlog 3 - the final one ! I added a switch between a light and a dark mod, the design of the dark one is inspire by a terminal/ the movie Matrix. I also fix some small positioning bugs. And that’s all. I wil ship it now.
Devlog 4 - Think about raters ideas. I add a section in the README with every features request. I think the first two are excelent ideas, for the third one I have no idea how to make it and then the last one can be a good feature. If you have any ideas I’m taker and if you know how to optimize the algorithm let me know.
Devlog 5 - I had added all requested features ! Firstly, I added the invert button and the drag and drop zone, it was quite simple. After that, I added the progress notification and tried to optimize the algorithm. It was not simple, I changed it to read only one time the image and not read for brightness and then another time for the drawing… I, also for the black and white version, drew not each character one by one but only after a line. It speed up the calculation time a lot.
Devlog 6 - Updating the README and make main.py user-friendly. I updated the README.md to list new features for the upcoming ship, I also made the proof of concept in python more user-friendly with commands in the terminal.
Devlog 7 - Adding a text to ASCII converter ! It was such a really challenging idea to implement. My first idea was to call a google API, make the search and take the first image proposed by google. But the API I was looking for was disable for new people. So I try an API with AI generation but it wasn’t free. After that I looked for the reserp API a google scraper. But I needed to stock a private API key on a server and after one hour of trying, testing and fixing bugs. I said to myself that the best way was maybe the wikimedia API, it’s maybe less accurate than other API but at least it was free and no API_KEY needed. So I started devloped this idea and now it’s online. Don’t hesitate to test it and give me feedback or other features you want to see.
Devlog 8 - Finally the video option ! After hours of development I added the video to ASCII convertor. If you tested it you will see a notification informing you about estimated pourcentage and it can take time so don’t try big video (a big video it’s already a 30 secondes one) or decrease other options. How it’s work. Basically, it cut video into frame, uses the image to ASCII converter and then recreates a video.
Devlog 9 - Adding Gif to the video format. I thought it would be easier but I spent 2 hours of finding a good way to convert Gif to video format (such as MP4). I started with a librarie but I had an error, so I switched for FFmpeg and this has led to a lot of bugs. I coorected them and added a better preview of what your video would like. Now everything works well so try it by converting your best meme.
The last devlog (10) - I think I finally have finished this webiste. I added more way to export your ASCII art such as PNG, JPG, GIF and MP4. I also tried to optimize the design to be more user-friendly. Now I think I have finished this site (maybe if someone propose me a big feature I will come back to my decision). Time to ship the final version. Thanks for all your feedback it was very useful.
Ships:
What did you make? I created a web-based tool that converts images into ASCII art directly in your browser. I started with a proof of concept in python because it’s the programming langage I know best. You can find it on GitHub (poc/main.py). What was challenging? I had never built a website apart from a local one with Flask in python. I had never work with HTML, CSS or even JS before. Fortunately, JS looks quite similar to C, so it was not the most challenging to learn. HTML is quite simple and CSS was an nightmare, and the most difficult part for me. What are you proud of? I’m proud if the design, the website follows a paper style and for the dark mod a terminal-inspired style. I’m also happy with the final result and all I learned. What should people know so they can test your project? The website can be very funny, you can convert memes or other images to ASCII art and then share it as text or as a png.
What did you make? ImgToASCII is a web-based tool which converts image to ASCII art. This is the V.2 of this website. I mostly added features requested by raters such as a drag and drop zone, an invert button, optimization on the algorithm and progress notification when your computer calculate the render. I fanilly made the pyhton proof of concept more user-friendly. What was challenging? The most challenging part was the algorithm optimization. It took me time and reflection and I have a good and a bad news, the first one is that for the black and white version there is almost no waiting time no matter the size. But for the color version it was harder. I succeed on reducing the time but no like for the the no color version. What are you proud of? I’m proud of how much time I earn between before and now for the calculation time. I thought it was impossible to optimize it but after some reflection time I found solution. I’m also proud of succeed all features that people want to get. What should people know so they can test your project? The project is available online here : https://reaue.github.io/ImgToASCII/ .
What did you make? I finalized my website which convert image and now text and video into ASCII art. For this ship, I added the video (including GIF) and text convertor. I also added new way to export your art such as in PNG, JPG, MP4 and GIF. I also try to design the website to be more undestandable (for example you don’t have acces to the download button when nothing it’s ready to be download). What was challenging? There were the challenging part. First find the good API for the text to ASCII convertor. I easily tested 5 different APIs for this features. The second challenge was to find a way to convert GIF to MP4 and the opposite. I first tried with a librairie, it didn’t work I had an error messag. So, I switched to FFmpeg and it was very complicated to find a workable way to do the conversion. What are you proud of? I’m proud of presenting you a finished Website where you can created easily ASCII art. With the implementation of features requested by raters. What should people know so they can test your project? The project is available at this url : https://reaue.github.io/ImgToASCII/ . So come test it and send your best ASCII art to your friends....
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1792983213.4088063
|
1793069613.4088063
|
|
60594
|
WebOS 1 Dipargu by @dipargu | Stardance
|
dipargu
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T16:28:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a “OS” that have 3 basic functions hour chronometer and calculator you can close the bottom bar. The difficult thing is the fact that i don’t have that much time on VS. I had help from Gemini on things like the chronometer and on the calculator. Thanks for your time.", "repo": "https://github.com/dipargu/WebOS-1-Stardance", "demo": "https://dipargu.github.io/diparguOS/"}]...
|
[{"post_id": 65452, "ts": "202 [{"post_id": 65452, "ts": "2026-09-10T16:18:05Z", "hours": 0.6358, "text": "Added a calc and a chronometer"}, {"post_id": 65424, "ts": "2026-09-10T15:37:11Z", "hours": 0.2556, "text": "I was happy because this is my first time but i saw others and i felt humiliated"}, {"post_id": 65410, "ts": "2026-09-10T15:04:09Z", "hours": 0.2681, "text": "It’s almost ready after more than two hours."}, {"post_id": 65396, "ts": "2026-09-10T14:46:07Z", "hours": 1.0242, "text": "The web starts to look better i understant better the easy things"}, {"post_id": 65366, "ts": "2026-09-10T13:41:41Z", "hours": 0.4931, "text": "Learned how to use VS and git push git add…"}, {"post_id": 65325, "ts": "2026-09-10T12:17:54Z", "hours": 0.0, "text": "My first proyect Hey everyone, I just started with Stardance and I’m working on WebOS 1, but when I open a codespace, my work isn’t being saved to the GitHub repository. I need help figuring this out; I’m new to this. Does anyone know how to do it or have a guide? Any help is appreciated."}]...
|
Title: WebOS 1 Dipargu by @dipargu | Stardance
De Title: WebOS 1 Dipargu by @dipargu | Stardance
Devlogs:
My first proyect Hey everyone, I just started with Stardance and I’m working on WebOS 1, but when I open a codespace, my work isn’t being saved to the GitHub repository. I need help figuring this out; I’m new to this. Does anyone know how to do it or have a guide? Any help is appreciated.
Learned how to use VS and git push git add…
The web starts to look better i understant better the easy things
It’s almost ready after more than two hours.
I was happy because this is my first time but i saw others and i felt humiliated
Added a calc and a chronometer
Ships:
I made a “OS” that have 3 basic functions hour chronometer and calculator you can close the bottom bar. The difficult thing is the fact that i don’t have that much time on VS. I had help from Gemini on things like the chronometer and on the calculator. Thanks for your time....
|
1793055212.1068952
|
1793141612.1068952
|
|
60168
|
My Site! by @sparklydinosaur310 | Stardance
|
sparklydinosaur310
|
1
|
1.43
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T16:07:33Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal site. This was a good challenge for me as i have just started coding and i had to ask AI for the basics. I wrote all the code myself.", "repo": "https://github.com/sparklydinosaur310-design/My-Site-", "demo": "https://sparklydinosaur310-design.github.io/My-Site-/"}]...
|
[{"post_id": 66685, "ts": "202 [{"post_id": 66685, "ts": "2026-09-12T15:42:49Z", "hours": 1.4339, "text": "Finished coding my site again."}, {"post_id": 65428, "ts": "2026-09-10T15:43:49Z", "hours": 0.3619, "text": "Devlog #1 creating my personal site. This is my second project that i will be coding in and i am excited to finish it. i have written a lot of code that the time was not being recorded. I fixed the issue so now the time is being logged and i will be finishing this project soon. This is a bit of the code i have written"}]...
|
Title: My Site! by @sparklydinosaur310 | Stardance Title: My Site! by @sparklydinosaur310 | Stardance
Devlogs:
Devlog #1 creating my personal site. This is my second project that i will be coding in and i am excited to finish it. i have written a lot of code that the time was not being recorded. I fixed the issue so now the time is being logged and i will be finishing this project soon. This is a bit of the code i have written
Finished coding my site again.
Ships:
I made my personal site. This was a good challenge for me as i have just started coding and i had to ask AI for the basics. I wrote all the code myself....
|
1793055142.4558172
|
1793141542.4558172
|
|
51457
|
Paste Bench by @XDabXking | Stardance
|
XDabXking
|
2
|
12.0
|
104
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:50:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Js getting my 3h worth of time, the projects out alr so take a took at it", "repo": "https://github.com/madhavsingla2013-dev/Paste-Bench", "demo": "https://paste-bench.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-27T08:50:00Z", "hours": 9.0, "multiplier": 11.61, "payout": 104, "blessing": "neutral", "text": "I created Paste Bench, a single HTML file containing 7 tools to address minor text processing tasks: cleaning up PDF extracts, list formatting conversion, casing transformation, word count, flashcards, group picking, and a focus timer. The most challenging task was undoubtedly the flashcard as not only did I have to create a system that would allow the user to shuffle and retest themselves, but I also wanted the cards that they got wrong to appear more frequently than those that they got right. It took some time to design the algorithm so that the cards that the user mastered would drop out of the rotation while the ones that they struggled with would persist. The floating pop-out timer was also tricky to build, since it relies on an experimental API and required synchronizing the timer state between two separate windows. However, I think that the dynamic flashcard system is the most inventive part of the tool. It transforms the simplistic card flipping from the earlier iterations into a proper spaced repetition memory trainer, giving the user an informative summary at the end. They can see how much time they spent on the cards and what mistakes they made. For testing purposes, everything is contained within a single HTML file that does not require any setup or logins. I prepared a TESTING.md file that has sample content to test each tab, should the user not want to type their own information. However, to use the floating pop-out timer, one has to use Chrome or Edge browsers, as other browsers do not support the necessary experimental API.", "repo": "https://github.com/madhavsingla2013-dev/Paste-Bench", "demo": "https://paste-bench.netlify.app/"}]...
|
[{"post_id": 57582, "ts": "202 [{"post_id": 57582, "ts": "2026-08-29T19:33:12Z", "hours": 1.9183, "text": "SO, i changed few descriptions bc i got flagged for using more the 30% of ai, the person testing didn’t even check the full website :C, I also found a glitch in the timer and fixed it. (js found abt the emojis, fire)"}, {"post_id": 56839, "ts": "2026-08-28T19:46:21Z", "hours": 0.7364, "text": "I shortened the code to 2080 lines and rewrote some parts of the code"}, {"post_id": 55221, "ts": "2026-08-26T20:05:13Z", "hours": 2.5869, "text": "Fixed the arrow glitch and improved flashcards, now you type your terms, hit start, then study. Also added a repeat system (meaning it shows cards you got wrong until you get it correct) Then gives you a summary of time taken and the questions you got wrong. Fixed few bugs with the timer, AND I’m still thinking about whether to add the ai bot bc if i add it, it will help people improve there grades for free but im lazy so ya if you want me to add it comment it il do it."}, {"post_id": 54723, "ts": "2026-08-25T20:02:41Z", "hours": 2.2814, "text": "I made some improvements to the timer and the pop up window, i removed citations as i don’t think people will use them often and replaced it with flip cards, BUT there’s a lot of glitches like the arrows so need to fix that and other stuff so ya and i was planning to add an ai bot to help in this but I’m not sure so gonna ask my friends if i should add it or not(if i do add ai, i need to google how to bc i don’t know how to)"}, {"post_id": 54002, "ts": "2026-08-24T18:57:26Z", "hours": 2.1722, "text": "Big update bc i had free time, I added more tools in each tab. Dewrap now strips HTML and URLs, Listify sorts and adds more formats, Case & Slug has 12 case styles now including alternating caps and reversed text. Also fixed a couple of bugs with the timer. (I have to type bc the ratings of my project echo{Go check it out})"}, {"post_id": 52577, "ts": "2026-08-22T19:14:38Z", "hours": 1.4961, "text": "Changed logo, added 4 new tabs - Word Count, Citations(Got this idea from my dad), Group Picker, and Study Timer(gonna try to make it so when you go to a new tab or smt is shows up as a pop up timer or smt) Gonna try to add more stuff in each tab and try fixing any bugs that come while waiting for my game echo to get get 12 more ratings (check it out, its fun trust me), i dont think people will acc read this much btw ✌️🥀"}, {"post_id": 52324, "ts": "2026-08-22T13:07:57Z", "hours": 0.3817, "text": "i added some ui and 3 tools, Dewrap fixes pasted PDF text, Listify turns a list into six formats; Case and Slug converts phrases into every naming convention instantly."}]...
|
Title: Paste Bench by @XDabXking | Stardance
Devl Title: Paste Bench by @XDabXking | Stardance
Devlogs:
i added some ui and 3 tools, Dewrap fixes pasted PDF text, Listify turns a list into six formats; Case and Slug converts phrases into every naming convention instantly.
Changed logo, added 4 new tabs - Word Count, Citations(Got this idea from my dad), Group Picker, and Study Timer(gonna try to make it so when you go to a new tab or smt is shows up as a pop up timer or smt) Gonna try to add more stuff in each tab and try fixing any bugs that come while waiting for my game echo to get get 12 more ratings (check it out, its fun trust me), i dont think people will acc read this much btw ✌️🥀
Big update bc i had free time, I added more tools in each tab. Dewrap now strips HTML and URLs, Listify sorts and adds more formats, Case & Slug has 12 case styles now including alternating caps and reversed text. Also fixed a couple of bugs with the timer. (I have to type bc the ratings of my project echo{Go check it out})
I made some improvements to the timer and the pop up window, i removed citations as i don’t think people will use them often and replaced it with flip cards, BUT there’s a lot of glitches like the arrows so need to fix that and other stuff so ya and i was planning to add an ai bot to help in this but I’m not sure so gonna ask my friends if i should add it or not(if i do add ai, i need to google how to bc i don’t know how to)
Fixed the arrow glitch and improved flashcards, now you type your terms, hit start, then study. Also added a repeat system (meaning it shows cards you got wrong until you get it correct) Then gives you a summary of time taken and the questions you got wrong. Fixed few bugs with the timer, AND I’m still thinking about whether to add the ai bot bc if i add it, it will help people improve there grades for free but im lazy so ya if you want me to add it comment it il do it.
I shortened the code to 2080 lines and rewrote some parts of the code
SO, i changed few descriptions bc i got flagged for using more the 30% of ai, the person testing didn’t even check the full website :C, I also found a glitch in the timer and fixed it. (js found abt the emojis, fire)
Ships:
I created Paste Bench, a single HTML file containing 7 tools to address minor text processing tasks: cleaning up PDF extracts, list formatting conversion, casing transformation, word count, flashcards, group picking, and a focus timer. The most challenging task was undoubtedly the flashcard as not only did I have to create a system that would allow the user to shuffle and retest themselves, but I also wanted the cards that they got wrong to appear more frequently than those that they got right. It took some time to design the algorithm so that the cards that the user mastered would drop out of the rotation while the ones that they struggled with would persist. The floating pop-out timer was also tricky to build, since it relies on an experimental API and required synchronizing the timer state between two separate windows. However, I think that the dynamic flashcard system is the most inventive part of the tool. It transforms the simplistic card flipping from the earlier iterations into a proper spaced repetition memory trainer, giving the user an informative summary at the end. They can see how much time they spent on the cards and what mistakes they made. For testing purposes, everything is contained within a single HTML file that does not require any setup or logins. I prepared a TESTING.md file that has sample content to test each tab, should the user not want to type their own information. However, to use the floating pop-out timer, one has to use Chrome or Edge browsers, as other browsers do not support the necessary experimental API.
Js getting my 3h worth of time, the projects out alr so take a took at it...
|
1792878527.7238207
|
1793742527.7238207
|
|
58881
|
Witcher | WebOS 1 by @karoltoo11 | Stardance
|
karoltoo11
|
1
|
3.54
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:43:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? It made a fully custom (and in some way castomable) website based on Witcher 3: Wild Hunt universe. Also on other parts of games and books. I built it using: HTML, CCS and Javascript . It was my second time using this langues that much. I really wasn’t using them that much before. I’m happy that I hade a chance to do this. What was challenging? This was completly new form of work for me. Like, yea I created sites before, but they were meant to look like sitI made a builded in local audio player named Dandelion’s Lute after one of character from book.es, not Operating Systems. I think that getting out of that type of thinking that I am creating a website. What are you proud of? Of course I’m proud of myself! Probably the most of local audio player named Dandelion’s Lute after one of character from book. What should people know to test your project? Just click this link: https://karoltoo11.github.io/witcherwebos/", "repo": "https://github.com/karoltoo11/witcherwebos", "demo": "https://karoltoo11.github.io/witcherwebos/"}]...
|
[{"post_id": 65436, "ts": "202 [{"post_id": 65436, "ts": "2026-09-10T15:57:46Z", "hours": 0.5389, "text": "Devlog Number 4 Today I made a callendar located in Witcher 3 Times. You can acess it by clicking on the timer. Also: Fixed some small, very small bugs I saw"}, {"post_id": 64277, "ts": "2026-09-08T15:39:17Z", "hours": 0.6706, "text": "Devlog Number 3 Today I made a fully working audio player with 5 orginal songs from The Witcher 3: Wild Hunt Silver for monsters Kear Morhen Steel for Humans Geralt of Rivia Wilcza zamieć (The wolven storm) Polish Version Also: Added/Fixed option to customize wallpaper and color theme. Create new option that allows you to change System clock and Time Display You can see a working audio player on the video!"}, {"post_id": 63605, "ts": "2026-09-07T15:11:33Z", "hours": 0.5781, "text": "Devlog Number 2 Today I made some progress and tidied a few things up . Specifically: Added a job system and a currency. Added settings with options to change the background, etc. I fixed: An issue where windows moved very slowly; the movement wasn’t smooth and was just annoying. The inability to close or minimize windows. The buttons were purely decorative before, but not anymore. You can see a demonstration of everything I fixed in the video. I’ve also included a snippet of the code. I’m writing everything in Visual Studio Code !"}, {"post_id": 62948, "ts": "2026-09-06T14:33:52Z", "hours": 1.6669, "text": "Devlog Number 1 I’m currently creating my own operating system based on The Witcher universe. Especifically, the third game, The Witcher 3: Wild Hunt . I’ve managed to build a working bestiary application. In the future, I plan to add: Contract boards An alchemy guide Gwent A music player featuring tracks from the game, like “Silver for Monsters” If you have any other suggestions, please let me know! PS. The browser component is going to be removed! (Also site is “larger” I just zoomed to 200%)"}]...
|
Title: Witcher | WebOS 1 by @karoltoo11 | Stardanc Title: Witcher | WebOS 1 by @karoltoo11 | Stardance
Devlogs:
Devlog Number 1 I’m currently creating my own operating system based on The Witcher universe. Especifically, the third game, The Witcher 3: Wild Hunt . I’ve managed to build a working bestiary application. In the future, I plan to add: Contract boards An alchemy guide Gwent A music player featuring tracks from the game, like “Silver for Monsters” If you have any other suggestions, please let me know! PS. The browser component is going to be removed! (Also site is “larger” I just zoomed to 200%)
Devlog Number 2 Today I made some progress and tidied a few things up . Specifically: Added a job system and a currency. Added settings with options to change the background, etc. I fixed: An issue where windows moved very slowly; the movement wasn’t smooth and was just annoying. The inability to close or minimize windows. The buttons were purely decorative before, but not anymore. You can see a demonstration of everything I fixed in the video. I’ve also included a snippet of the code. I’m writing everything in Visual Studio Code !
Devlog Number 3 Today I made a fully working audio player with 5 orginal songs from The Witcher 3: Wild Hunt Silver for monsters Kear Morhen Steel for Humans Geralt of Rivia Wilcza zamieć (The wolven storm) Polish Version Also: Added/Fixed option to customize wallpaper and color theme. Create new option that allows you to change System clock and Time Display You can see a working audio player on the video!
Devlog Number 4 Today I made a callendar located in Witcher 3 Times. You can acess it by clicking on the timer. Also: Fixed some small, very small bugs I saw
Ships:
What did you make? It made a fully custom (and in some way castomable) website based on Witcher 3: Wild Hunt universe. Also on other parts of games and books. I built it using: HTML, CCS and Javascript . It was my second time using this langues that much. I really wasn’t using them that much before. I’m happy that I hade a chance to do this. What was challenging? This was completly new form of work for me. Like, yea I created sites before, but they were meant to look like sitI made a builded in local audio player named Dandelion’s Lute after one of character from book.es, not Operating Systems. I think that getting out of that type of thinking that I am creating a website. What are you proud of? Of course I’m proud of myself! Probably the most of local audio player named Dandelion’s Lute after one of character from book. What should people know to test your project? Just click this link: https://karoltoo11.github.io/witcherwebos/...
|
1792982952.8337388
|
1793069352.8337388
|
|
17274
|
My neovim config by @Tuxilio | Stardance
|
Tuxilio
|
2
|
17.0
|
77
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:41:21Z", "hours": 7.0, "multiplier": 6.51, "payout": 44, "blessing": "neutral", "text": "I built a fully customized, lightweight neovim config. It’s my first time I configured my neovim and its simple and just have some main feature of an ide. It’s NOT a full vscode config. The difference between neovim and e.g. vscode is that neovim *or vim in general) gives you the freedom to make it look a little diffrent from the others. I did it mainly because I wanted a nice editor but also for fun :) It’s my first time configuring neovim so I used the docs a lot and tried a lot of things. You can look at some screenshots in the devlog or try it out by yourself :) If you’re new to vi/vim/neovim, it is a terminal-based editor. You can press Esc and then :q to exit. If you want to see a transparent background, you need a terminal with a transparency option configured. My neovim is just configured to have a transparent background but if your terminal is just black you won’t really see an effect ;) The main difference to the first ship is that I removed some dependencies on my nixos neovim config so it is a LOT smaller but that was more difficult than I thought so it took 6 whole hours :/", "repo": "https://codeberg.org/Tuxilio/nixos", "demo": "https://codeberg.org/Tuxilio/nixos/src/branch/main/docs/nvim.md#usage"}, {"ship_num": 2, "ts": "2026-08-25T18:18:25Z", "hours": 10.0, "multiplier": 6.79, "payout": 33, "blessing": "neutral", "text": "I built a fully customized, lightweight neovim config. It’s my first time I configured my neovim and its simple and just have some main feature of an ide. It’s NOT a full vscode config. I did it mainly because I wanted a nice editor but also for fun :) It’s my first time configuring neovim so I used the docs a lot and tried a lot of things. You can look at some screenshots in the devlog or try it out by yourself :) If you’re new to vi/vim/neovim, it is a terminal-based editor. You can press Esc and then :q to exit. If you want to see a transparent background, you need a terminal with a transparency option configured. My neovim is just configured to have a transparent background but if your terminal is just black you won’t really see an effect ;)", "repo": "https://codeberg.org/Tuxilio/nixos", "demo": "https://codeberg.org/Tuxilio/nixos/src/branch/main/docs/nvim.md#usage"}]...
|
[{"post_id": 65425, "ts": "202 [{"post_id": 65425, "ts": "2026-09-10T15:37:37Z", "hours": 5.3036, "text": "I refactored my whole nixos config and removed another dependency, flake-parts , so that users need to download less dependencies! The project is now much smaller and still works exactly the same :) This was really complicated because I had to rewrite nearly everything so it took a really long time (5 hours)"}, {"post_id": 57136, "ts": "2026-08-29T07:34:33Z", "hours": 1.5314, "text": "I removed the import-tree dependency in my nixos config so users need to download less inputs 🎉 It took some time because it was a bit difficult to reimport each file but I did it :)"}, {"post_id": 54665, "ts": "2026-08-25T18:13:19Z", "hours": 1.0836, "text": "I added a lot docs so it is a lot easier to setup and understand :)"}, {"post_id": 54539, "ts": "2026-08-25T15:50:46Z", "hours": 2.3975, "text": "I added lsp (language server protocol) configs to my neovim config. Using this I can get linting and autocompletions. I also migrated from nvim-cmp to blink.cmp for completions, because I couldn’t get nvim-cmp to work… blink-cmp works well. In the picture you can see the completion and docs window. I currently got the problem that the docs window isn’t transparent but I couldn’t fix that. I already tried this: https://codeberg.org/Tuxilio/nixos/commit/d68a3de50786da3b3bc2f6aaeb9d2b88147a1a9f (commented out because it doesn’t worked; it just hides the complete completion window) so if you have ideas please tell me :) (The background image, visible because my neovim background is transparent and my shell halve-transparent, is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree . My screenshot is licensed CC-BY-SA 4.0 .)"}, {"post_id": 52912, "ts": "2026-08-23T09:10:33Z", "hours": 0.4442, "text": "I just packaged my config using nix! You can now run nix run git+https://codeberg.org/tuxilio/nixos#neovim to run my full editor! (The background image, visible because my neovim background is transparent and my shell halve-transparent, is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree . My screenshot is licensed CC-BY-SA 4.0.)"}, {"post_id": 52862, "ts": "2026-08-23T07:15:47Z", "hours": 5.6083, "text": "I started creating my own neovim config! Currently, I use lazy.nvim as the plugin manager to install the following plugins: a catpuccin colorscheme, gitsigns (as you can see in the image on the left; to display not committed / added / changed … lines on the left), wakatime, cmp for suggestions, indent-blankline to determine and set 2 or 4 spaces for one tab, an lsp, nonels for formatting, notify and fidget-nvim for notifications and status updates inside neovim, telescope for searching and treesitter for syntax hightlighting. Quite a lot, and I forgot to add a devlog before because I was tinkering a lot xD I also used Mason.nvim before for automatically installing LSP, but I now do that system wide. The background image, visible because my neovim background is transparent and my shell halve-transparent, is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl < [email protected] > and licensed CC-BY-SA 4.0 . Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0 ."}]...
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Title: My neovim config by @Tuxilio | Stardance
D Title: My neovim config by @Tuxilio | Stardance
Devlogs:
I started creating my own neovim config! Currently, I use lazy.nvim as the plugin manager to install the following plugins: a catpuccin colorscheme, gitsigns (as you can see in the image on the left; to display not committed / added / changed … lines on the left), wakatime, cmp for suggestions, indent-blankline to determine and set 2 or 4 spaces for one tab, an lsp, nonels for formatting, notify and fidget-nvim for notifications and status updates inside neovim, telescope for searching and treesitter for syntax hightlighting. Quite a lot, and I forgot to add a devlog before because I was tinkering a lot xD I also used Mason.nvim before for automatically installing LSP, but I now do that system wide. The background image, visible because my neovim background is transparent and my shell halve-transparent, is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl < [email protected] > and licensed CC-BY-SA 4.0 . Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0 .
I just packaged my config using nix! You can now run nix run git+https://codeberg.org/tuxilio/nixos#neovim to run my full editor! (The background image, visible because my neovim background is transparent and my shell halve-transparent, is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree . My screenshot is licensed CC-BY-SA 4.0.)
I added lsp (language server protocol) configs to my neovim config. Using this I can get linting and autocompletions. I also migrated from nvim-cmp to blink.cmp for completions, because I couldn’t get nvim-cmp to work… blink-cmp works well. In the picture you can see the completion and docs window. I currently got the problem that the docs window isn’t transparent but I couldn’t fix that. I already tried this: https://codeberg.org/Tuxilio/nixos/commit/d68a3de50786da3b3bc2f6aaeb9d2b88147a1a9f (commented out because it doesn’t worked; it just hides the complete completion window) so if you have ideas please tell me :) (The background image, visible because my neovim background is transparent and my shell halve-transparent, is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree . My screenshot is licensed CC-BY-SA 4.0 .)
I added a lot docs so it is a lot easier to setup and understand :)
I removed the import-tree dependency in my nixos config so users need to download less inputs 🎉 It took some time because it was a bit difficult to reimport each file but I did it :)
I refactored my whole nixos config and removed another dependency, flake-parts , so that users need to download less dependencies! The project is now much smaller and still works exactly the same :) This was really complicated because I had to rewrite nearly everything so it took a really long time (5 hours)
Ships:
I built a fully customized, lightweight neovim config. It’s my first time I configured my neovim and its simple and just have some main feature of an ide. It’s NOT a full vscode config. I did it mainly because I wanted a nice editor but also for fun :) It’s my first time configuring neovim so I used the docs a lot and tried a lot of things. You can look at some screenshots in the devlog or try it out by yourself :) If you’re new to vi/vim/neovim, it is a terminal-based editor. You can press Esc and then :q to exit. If you want to see a transparent background, you need a terminal with a transparency option configured. My neovim is just configured to have a transparent background but if your terminal is just black you won’t really see an effect ;)
I built a fully customized, lightweight neovim config. It’s my first time I configured my neovim and its simple and just have some main feature of an ide. It’s NOT a full vscode config. The difference between neovim and e.g. vscode is that neovim *or vim in general) gives you the freedom to make it look a little diffrent from the others. I did it mainly because I wanted a nice editor but also for fun :) It’s my first time configuring neovim so I used the docs a lot and tried a lot of things. You can look at some screenshots in the devlog or try it out by yourself :) If you’re new to vi/vim/neovim, it is a terminal-based editor. You can press Esc and then :q to exit. If you want to see a transparent background, you need a terminal with a transparency option configured. My neovim is just configured to have a transparent background but if your terminal is just black you won’t really see an effect ;) The main difference to the first ship is that I removed some dependencies on my nixos neovim config so it is a LOT smaller but that was more difficult than I thought so it took 6 whole hours :/...
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1792983291.5507555
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1793069691.5507555
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56787
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Dama MarketPlace by @suchaz7539 | Stardance
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suchaz7539
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1
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28.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:39:52Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An ecommerce website", "repo": "https://github.com/surafel7539/Dama", "demo": "https://dama-ach4-alpha.vercel.app/"}]...
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[{"post_id": 59633, "ts": "202 [{"post_id": 59633, "ts": "2026-09-01T15:35:08Z", "hours": 0.3342, "text": "Yesterday I began the marketplace page and today i finished it"}, {"post_id": 58960, "ts": "2026-08-31T14:57:44Z", "hours": 27.3186, "text": "An Ecommerce Website called Dama"}]...
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Title: Dama MarketPlace by @suchaz7539 | Stardance Title: Dama MarketPlace by @suchaz7539 | Stardance
Devlogs:
An Ecommerce Website called Dama
Yesterday I began the marketplace page and today i finished it
Ships:
An ecommerce website...
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1793004900.4667263
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1793091300.4667263
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57505
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BlockGen Unity3d by @Rohit_Biswas | Stardance
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Rohit_Biswas
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:07:28Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made procedural block generation game. I made this with my self no help from AI but i used stackoverflow and internert.I learned block culling , block rendering , chunk generation and octave noise system.If you want to modify my project you can download unity 2022.3.", "repo": "https://github.com/BlooPlanet/BlockGen-Unity3d/tree/dev", "demo": "https://blooplanet.itch.io/blockgen-test"}]...
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[{"post_id": 64912, "ts": "202 [{"post_id": 64912, "ts": "2026-09-09T17:06:37Z", "hours": 0.2753, "text": "I made terrain generation and nice transparent water"}, {"post_id": 64212, "ts": "2026-09-08T13:27:08Z", "hours": 3.0925, "text": "Today, I made block generation and chunk load/unload system."}, {"post_id": 62054, "ts": "2026-09-05T09:03:31Z", "hours": 4.7456, "text": "today, i work on player model and player skin system. i made skin graber system in unity with using minotar api that provide me official minecraft user skins."}]...
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Title: BlockGen Unity3d by @Rohit_Biswas | Stardan Title: BlockGen Unity3d by @Rohit_Biswas | Stardance
Devlogs:
today, i work on player model and player skin system. i made skin graber system in unity with using minotar api that provide me official minecraft user skins.
Today, I made block generation and chunk load/unload system.
I made terrain generation and nice transparent water
Ships:
I made procedural block generation game. I made this with my self no help from AI but i used stackoverflow and internert.I learned block culling , block rendering , chunk generation and octave noise system.If you want to modify my project you can download unity 2022.3....
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1793004983.0328488
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1793091383.0328488
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59161
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JezoWare by @jezomc | Stardance
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jezomc
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1
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5.98
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:01:43Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did make a WarioWare like , the challenging thing was making the game fully works with no critical bugs , i am proud of the menus they look great , people should know that this is one of my first games and I am a beginner on Godot so don’t expect something big!", "repo": "https://github.com/jezomc/JezoWare", "demo": "https://jezodev.itch.io/jezoware"}]...
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[{"post_id": 68354, "ts": "202 [{"post_id": 68354, "ts": "2026-09-15T00:23:11Z", "hours": 0.2792, "text": "I added sound effects on the keybinds menu , I am not working much on the game because I am waiting for the shipwrights to approve my first mission"}, {"post_id": 66978, "ts": "2026-09-12T23:53:02Z", "hours": 0.4133, "text": "I changed the movment code to another one I saw it on a tutorial on youtube the movment is now much better"}, {"post_id": 66242, "ts": "2026-09-11T23:09:20Z", "hours": 0.2839, "text": "I just fixed some bugs on the player movment"}, {"post_id": 65377, "ts": "2026-09-10T14:03:30Z", "hours": 1.465, "text": "I added sound effects for the menus and also a fade transition between the scenes. Now I guess I am ready to ship the first version of the game!"}, {"post_id": 64721, "ts": "2026-09-09T10:53:22Z", "hours": 0.8942, "text": "I figured out how to make the lose screen work and I added a keybinds menu"}, {"post_id": 64286, "ts": "2026-09-08T15:45:50Z", "hours": 0.7317, "text": "I updated the title screen and I am trying to fix the lose screen because it does not want to show when the player loses."}, {"post_id": 64138, "ts": "2026-09-08T10:31:11Z", "hours": 0.2692, "text": "I finished minigame 2 and also the death and winner screen."}, {"post_id": 63934, "ts": "2026-09-08T00:34:00Z", "hours": 1.1503, "text": "I completed the first minigame and I am working for the second"}, {"post_id": 63614, "ts": "2026-09-07T15:19:31Z", "hours": 0.9667, "text": "Hello there! This my first devlog here and I am making a small WarioWare like game. For now I completed the title screen and the timer screen"}]...
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Title: JezoWare by @jezomc | Stardance
Devlogs:
H Title: JezoWare by @jezomc | Stardance
Devlogs:
Hello there! This my first devlog here and I am making a small WarioWare like game. For now I completed the title screen and the timer screen
I completed the first minigame and I am working for the second
I finished minigame 2 and also the death and winner screen.
I updated the title screen and I am trying to fix the lose screen because it does not want to show when the player loses.
I figured out how to make the lose screen work and I added a keybinds menu
I added sound effects for the menus and also a fade transition between the scenes. Now I guess I am ready to ship the first version of the game!
I just fixed some bugs on the player movment
I changed the movment code to another one I saw it on a tutorial on youtube the movment is now much better
I added sound effects on the keybinds menu , I am not working much on the game because I am waiting for the shipwrights to approve my first mission
Ships:
I did make a WarioWare like , the challenging thing was making the game fully works with no critical bugs , i am proud of the menus they look great , people should know that this is one of my first games and I am a beginner on Godot so don’t expect something big!...
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1792990187.7495072
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1793076587.7495072
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