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56693
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Sally The Slack Bot by @erenay | Stardance
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erenay
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:18:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m shipping my first slack bot, Sally, it’s little bot with 3 commands which you can try right now at #bot-spam @ Hack Club Slack. I deployed the bot to Nest so it works 24/7 and should always respond to your requests", "repo": "https://github.com/erenaywastaken/sallybot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 58847, "ts": "202 [{"post_id": 58847, "ts": "2026-08-31T13:00:23Z", "hours": 1.0419, "text": "I just finished my first silly Slack bot “Sally”! Maybe I will add more features to it in the future.. Art source: https://www.instagram.com/quartzstash/"}]...
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Title: Sally The Slack Bot by @erenay | Stardance
Title: Sally The Slack Bot by @erenay | Stardance
Devlogs:
I just finished my first silly Slack bot “Sally”! Maybe I will add more features to it in the future.. Art source: https://www.instagram.com/quartzstash/
Ships:
I’m shipping my first slack bot, Sally, it’s little bot with 3 commands which you can try right now at #bot-spam @ Hack Club Slack. I deployed the bot to Nest so it works 24/7 and should always respond to your requests...
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1793138110.9643784
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1793224510.9643784
|
|
55760
|
Personal Site by @swargaraj | Stardance
|
swargaraj
|
1
|
7.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:09:37Z", "hours": 7.0, "multiplier": 2.93, "payout": 21, "blessing": "neutral", "text": "Shipping my personal site! It’s a simple, minimal page, there’s honestly not much going on, and that’s intentional. I prefer things clean and simple, without adding stuff just for the sake of it. Thank You", "repo": "https://gitlab.com/swrg/web", "demo": "https://swrg.dev"}]...
|
[{"post_id": 58850, "ts": "202 [{"post_id": 58850, "ts": "2026-08-31T13:02:58Z", "hours": 1.6175, "text": "Added micro animation to links hover"}, {"post_id": 58596, "ts": "2026-08-31T02:18:34Z", "hours": 2.2528, "text": "day 3: added hover underline animation and copy feedback component"}, {"post_id": 57878, "ts": "2026-08-30T06:14:19Z", "hours": 2.2186, "text": "day 2: added favicon and connect section"}, {"post_id": 57269, "ts": "2026-08-29T11:36:52Z", "hours": 1.0711, "text": "finally started working on my personal site today"}]...
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Title: Personal Site by @swargaraj | Stardance
De Title: Personal Site by @swargaraj | Stardance
Devlogs:
finally started working on my personal site today
day 2: added favicon and connect section
day 3: added hover underline animation and copy feedback component
Added micro animation to links hover
Ships:
Shipping my personal site! It’s a simple, minimal page, there’s honestly not much going on, and that’s intentional. I prefer things clean and simple, without adding stuff just for the sake of it. Thank You...
|
1792875267.066502
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1793739267.066502
|
|
8801
|
Soundrise by @lenny8 | Stardance
|
lenny8
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T12:52:41Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple free Spotify Alarm App for IOS which wakes you up with a random song out of a album or a playlist. It was really difficult making a live acitivity and playing the downloaded mp3 instead of the regular ringtone", "repo": "https://github.com/lnny8/alarm", "demo": "https://raw.githubusercontent.com/lnny8/alarm/refs/heads/main/demo.txt"}]...
|
[{"post_id": 58840, "ts": "202 [{"post_id": 58840, "ts": "2026-08-31T12:51:51Z", "hours": 0.4753, "text": "Songs work now by being downloaded in a 30s format in a local folder by the deezer api"}, {"post_id": 4333, "ts": "2026-06-07T16:42:34Z", "hours": 0.8656, "text": "new better icon, new and more clear layout and UI, new section with “Next alarm in…” and display how many sleep cycles that are. Also adjusted some details in the playlist creation."}, {"post_id": 4173, "ts": "2026-06-07T12:09:50Z", "hours": 3.1519, "text": "Updated the majority of the UI, made a custom appIcon matching the name “Soundrise”, new playlist logic: You can import playlist from Spotify or just directly create them in the app. All the song snippets then get saved locally via the deezer api for a 30s preview so it can get played with the AlarmKit for IOS. Also added a new Volume Section with a Option for a gradually increasing volume."}, {"post_id": 3694, "ts": "2026-06-06T18:58:52Z", "hours": 2.4131, "text": "Simple working demo with the Apple Alarmkit and Spotify Integration - You can now make alarms, select the wakeup time, select songs from your top 50 most streamed songs when logged in with Spotify. Currently I programmed it in my native language, which I will change soon."}]...
|
Title: Soundrise by @lenny8 | Stardance
Devlogs:
Title: Soundrise by @lenny8 | Stardance
Devlogs:
Simple working demo with the Apple Alarmkit and Spotify Integration - You can now make alarms, select the wakeup time, select songs from your top 50 most streamed songs when logged in with Spotify. Currently I programmed it in my native language, which I will change soon.
Updated the majority of the UI, made a custom appIcon matching the name “Soundrise”, new playlist logic: You can import playlist from Spotify or just directly create them in the app. All the song snippets then get saved locally via the deezer api for a 30s preview so it can get played with the AlarmKit for IOS. Also added a new Volume Section with a Option for a gradually increasing volume.
new better icon, new and more clear layout and UI, new section with “Next alarm in…” and display how many sleep cycles that are. Also adjusted some details in the playlist creation.
Songs work now by being downloaded in a 30s format in a local folder by the deezer api
Ships:
A simple free Spotify Alarm App for IOS which wakes you up with a random song out of a album or a playlist. It was really difficult making a live acitivity and playing the downloaded mp3 instead of the regular ringtone...
|
1793260536.4171648
|
1793346936.4171648
|
|
51767
|
Friction less by @jinjin | Stardance
|
jinjin
|
1
|
128.53
|
110
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T12:30:11Z", "hours": 39.0, "multiplier": 3.55, "payout": 110, "blessing": "neutral", "text": "I built TidyPaste, a client-side web workbench designed to clean messy text, reformat data structures, and track session productivity - all inside a single browser tab.", "repo": "https://github.com/jinjintt89-cmyk/Friction-less-copy-and-paste", "demo": "https://copyandpaste2.vercel.app/"}]...
|
[{"post_id": 65982, "ts": "202 [{"post_id": 65982, "ts": "2026-09-11T14:14:33Z", "hours": 4.6333, "text": "Polishing the Desktop VersionI’ve continued working on the desktop version of Frictionless and focused on making it feel more like a proper standalone application.A big part of this work has been testing the Mac build, fixing issues that appeared during packaging, and making sure the desktop version still has the same core functionality as the web version.I also spent time improving the overall reliability of the project after moving more of the code into the Electron setup. This included checking that the app opens correctly, that the different tools continue to work, and that the project can still be built and packaged when changes are made.The desktop version is getting much closer to feeling like a complete second version of Frictionless rather than just a website running inside a window.What I worked onTested the Mac desktop buildImproved Electron integrationChecked existing Frictionless toolsFixed packaging-related issuesImproved desktop reliabilityContinued preparing the app for distributionKept the web and desktop versions working together"}, {"post_id": 65868, "ts": "2026-09-11T09:28:32Z", "hours": 9.1667, "text": "Fixing the Mac App and Improving DistributionI’ve been continuing work on the desktop version of Frictionless and focusing on making the Mac app easier to distribute.After successfully building the Electron version, I ran into an issue where macOS showed a “damaged” message when the app was downloaded. I investigated the problem and found that it was related to macOS security and the app being unsigned.I’ve now been working on ad-hoc signing the application and testing the build again. This has been useful because it showed me that building an application and actually distributing it are two different challenges.I also made sure the desktop-app changes were properly pushed to the Frictionless GitHub repository, so the project now contains both the original web version and the Electron desktop version.The main focus right now is making the desktop version as reliable as the web version while keeping the project simple and easy to access.What I worked onInvestigated the macOS “damaged app” issueTested ad-hoc code signingContinued improving the Electron buildPushed the desktop-app code to GitHubWorked on making the Mac version easier to distributeKept the web version available as an alternative"}, {"post_id": 65613, "ts": "2026-09-10T21:07:53Z", "hours": 9.8333, "text": "Making Frictionless a Desktop AppI’ve been working on turning Frictionless into more than just a web app by creating a proper desktop version for macOS.I set up Electron and Electron Forge to package the existing Frictionless code into a standalone Mac application. The app now runs in its own window and keeps the same tools and features from the web version.I also configured the project for Apple Silicon Macs and successfully built the application into a distributable .zip file. I connected all of the new Electron files to the GitHub repository as well, so the desktop version is now part of the main project.One issue I ran into was macOS showing a “damaged” warning when opening the downloaded application. After investigating, I found that this is related to macOS security checks for unsigned applications rather than the app itself being broken. I’m now testing ad-hoc signing while keeping the web version available as the easiest way to use Frictionless.This was a big milestone for the project because Frictionless can now work as both a web application and a standalone desktop application.What I worked onAdded ElectronAdded Electron ForgeCreated the desktop app windowBuilt an Apple Silicon Mac versionCreated a distributable ZIPAdded the desktop files to GitHubTested macOS app signingKept the web version working alongside the desktop version"}, {"post_id": 65305, "ts": "2026-09-10T11:16:42Z", "hours": 8.9792, "text": "Turning Frictionless Into a Desktop AppI’ve been working on taking Frictionless beyond just being a web app and turning it into a proper desktop application.I used Electron to package the existing HTML, CSS, and JavaScript version into a native-style macOS app. This means Frictionless can now run in its own window instead of requiring a browser tab.I also set up Electron Forge so the project can be packaged into a distributable Mac application. The app successfully builds for Apple Silicon, which means it works with Macs using Apple Silicon processors.I connected the desktop version back to the same GitHub repository as the web version, so both versions can continue to be developed together.I also spent some time dealing with macOS security and app signing. The app itself was working, but macOS can show a “damaged” warning for unsigned applications downloaded from the internet. I’m now testing free ad-hoc signing for local use while keeping the web version available as the easiest way to try Frictionless.This is a pretty big step for the project because Frictionless is no longer just a simple website. It can now exist as both a web tool and a standalone desktop application.What I addedElectron desktop appmacOS Apple Silicon buildElectron Forge packagingDesktop app entry pointGitHub integration for the desktop sourcemacOS signing testingKept the original web version workingThe goal is to make Frictionless feel like a real, complete tool that can be used wherever it is most convenient."}, {"post_id": 65091, "ts": "2026-09-09T23:47:56Z", "hours": 8.4333, "text": "Connecting Everything TogetherToday I spent around 8 hours and 50 minutes working on Frictionless and connecting the new tools together more smoothly.With the number of features growing, I focused on making sure everything still feels like one application instead of a collection of separate tools. I cleaned up interactions between the different text tools, improved how results are displayed, and fixed smaller issues I found while testing everything.I also spent time testing different types of input, including messy text, repeated lines, formatted data, and larger pieces of content. This helped me find and fix a few edge cases that weren’t obvious when testing with simple examples.The project is getting much closer to the version I want to ship. At this point I’m focusing less on just adding features and more on making sure the features I already built actually feel polished and useful."}, {"post_id": 64807, "ts": "2026-09-09T14:14:11Z", "hours": 5.6, "text": "Expanding FrictionlessToday I worked on expanding Frictionless from a simple text-cleaning tool into a much more complete text and data workbench.I added a bunch of new tools for different situations, including duplicate line removal, sorting, case conversion, text statistics, JSON formatting and validation, CSV tools, Markdown tools, and Diff/Compare.I also worked on features like Undo/Redo and Saved Presets so users can perform multiple transformations without worrying about losing their original text, and save workflows they use regularly.The main goal with these changes was to make Frictionless something that could actually be useful in everyday projects instead of only being a basic copy-and-paste cleaner.There is still plenty I want to polish, but the project is starting to feel much more like a complete productivity tool."}, {"post_id": 64679, "ts": "2026-09-09T08:36:55Z", "hours": 8.3781, "text": "Today I worked on adding a proper Find & Replace feature to Frictionless.The goal was to make it easier to quickly change specific words or phrases without having to manually search through a large amount of text. I added separate find and replace inputs, along with options that give more control over how searches work.I also made sure the feature fits into the existing workflow instead of feeling like a separate tool. Users can search through their text, see how many matches were found, and replace individual matches or all matching text at once.This is one of the bigger improvements I’ve made recently because it makes Frictionless more useful for actually working with messy or repetitive text, rather than only cleaning and converting it."}, {"post_id": 64458, "ts": "2026-09-08T21:13:08Z", "hours": 11.2139, "text": "Today I spent some time improving a few smaller parts of Frictionless that aren’t necessarily big features, but make the app nicer to use.I adjusted some of the interactions around the text tools so they give clearer feedback when an action is completed. I also cleaned up a few small inconsistencies between different buttons and controls.These changes were mostly about the little details. Frictionless has quite a few different tools now, so making sure everything behaves consistently is becoming more important as the project grows.Nothing huge was added today, but the overall experience feels a bit more polished and predictable."}, {"post_id": 64116, "ts": "2026-09-08T09:52:57Z", "hours": 4.1708, "text": "Timer & Calendar Improvements Today I worked on two parts of Frictionless: the timer and the calendar. I added a timer so I can keep track of how long I’m spending on a task while working in the app. I also went through the calendar and fixed several issues with how it behaved and displayed information. The calendar needed some extra attention because small problems with dates and interactions made it less reliable to use. I cleaned those areas up and made the experience smoother. These features aren’t the main text-cleaning tools, but they fit the idea of Frictionless being a small productivity workbench rather than just a place to paste and format text. There are still some improvements I’d like to make, but both features are now working much more reliably."}, {"post_id": 63902, "ts": "2026-09-07T22:47:41Z", "hours": 10.9, "text": "Timer & Calendar Improvements Today I added a timer to the project to make it more useful and interactive. I also spent some time fixing issues with the calendar and making sure it works properly. The timer should make it easier to keep track of time while using the app, while the calendar fixes should make scheduling and viewing events smoother. There are still a few things I want to improve, but the core features are now working much better."}, {"post_id": 63495, "ts": "2026-09-07T11:51:38Z", "hours": 6.5144, "text": "Background & Calendar Improvements Today I added a green background to give the UI a cleaner and more consistent look. I also continued working on the calendar, making improvements to how it looks and functions. These changes help make the project feel more polished and easier to use. I’m happy with how the new background fits with the rest of the interface, and I’ll keep improving the calendar as I work on the project."}, {"post_id": 61875, "ts": "2026-09-05T01:06:44Z", "hours": 1.7117, "text": "Code Improvements Today I worked on improving and cleaning up the code to make it more organised and easier to understand. I went through different parts of the project, made some sections simpler, and fixed small issues along the way. The goal was to make the code feel more natural and readable while keeping everything working properly. This should also make it easier to continue adding features and fixing bugs in the future."}, {"post_id": 52825, "ts": "2026-08-23T05:39:34Z", "hours": 5.8, "text": "Today I spent a long session finishing up the main parts of Frictionless. I worked through the remaining code, fixed issues as I found them, and made sure the different parts of the project were working together properly. A lot of the work was focused on getting everything into a usable state rather than adding one specific feature. I went back through parts that weren’t quite working as expected and cleaned them up. This was a big step toward getting the project ready to use properly, and it gave me a much better base to build the next features on."}, {"post_id": 52691, "ts": "2026-08-22T23:34:53Z", "hours": 12.1053, "text": "Today I continued working on the main code for Frictionless. I ran into an error that stopped part of the project from working correctly, so I spent time tracking down what was causing it and fixing the problem. After getting it working again, I tested the affected parts to make sure the fix didn’t break anything else. I also made a few small adjustments while going through the code. This was mainly a debugging session, but fixing these problems helped make the project more stable and gave me a better understanding of how the different parts of the app connect."}, {"post_id": 52254, "ts": "2026-08-22T10:59:09Z", "hours": 5.1794, "text": "Today I continued building Frictionless and spent most of the session working through the code and debugging issues as they came up. I tested different parts of the project while developing and fixed problems that were preventing certain features from working properly. I also made small changes to improve how the different parts of the app worked together. Most of the progress today came from fixing problems rather than adding a single large feature. Each issue I solved made the project more stable and brought it closer to being a complete, usable workbench."}, {"post_id": 52008, "ts": "2026-08-22T01:13:23Z", "hours": 15.5908, "text": "Today I continued building the core of Frictionless, focusing on writing and connecting the main parts of the application. I worked through the structure of the project and started putting the different features together so they could work as one consistent experience. Along the way, I tested what I had built and made adjustments where things weren’t working as expected. At this stage, I was mainly focused on getting a solid foundation in place. This gave me something reliable to build on as I started adding more features and improving the overall UI."}]...
|
Title: Friction less by @jinjin | Stardance
Devlo Title: Friction less by @jinjin | Stardance
Devlogs:
Today I continued building the core of Frictionless, focusing on writing and connecting the main parts of the application. I worked through the structure of the project and started putting the different features together so they could work as one consistent experience. Along the way, I tested what I had built and made adjustments where things weren’t working as expected. At this stage, I was mainly focused on getting a solid foundation in place. This gave me something reliable to build on as I started adding more features and improving the overall UI.
Today I continued building Frictionless and spent most of the session working through the code and debugging issues as they came up. I tested different parts of the project while developing and fixed problems that were preventing certain features from working properly. I also made small changes to improve how the different parts of the app worked together. Most of the progress today came from fixing problems rather than adding a single large feature. Each issue I solved made the project more stable and brought it closer to being a complete, usable workbench.
Today I continued working on the main code for Frictionless. I ran into an error that stopped part of the project from working correctly, so I spent time tracking down what was causing it and fixing the problem. After getting it working again, I tested the affected parts to make sure the fix didn’t break anything else. I also made a few small adjustments while going through the code. This was mainly a debugging session, but fixing these problems helped make the project more stable and gave me a better understanding of how the different parts of the app connect.
Today I spent a long session finishing up the main parts of Frictionless. I worked through the remaining code, fixed issues as I found them, and made sure the different parts of the project were working together properly. A lot of the work was focused on getting everything into a usable state rather than adding one specific feature. I went back through parts that weren’t quite working as expected and cleaned them up. This was a big step toward getting the project ready to use properly, and it gave me a much better base to build the next features on.
Code Improvements Today I worked on improving and cleaning up the code to make it more organised and easier to understand. I went through different parts of the project, made some sections simpler, and fixed small issues along the way. The goal was to make the code feel more natural and readable while keeping everything working properly. This should also make it easier to continue adding features and fixing bugs in the future.
Background & Calendar Improvements Today I added a green background to give the UI a cleaner and more consistent look. I also continued working on the calendar, making improvements to how it looks and functions. These changes help make the project feel more polished and easier to use. I’m happy with how the new background fits with the rest of the interface, and I’ll keep improving the calendar as I work on the project.
Timer & Calendar Improvements Today I added a timer to the project to make it more useful and interactive. I also spent some time fixing issues with the calendar and making sure it works properly. The timer should make it easier to keep track of time while using the app, while the calendar fixes should make scheduling and viewing events smoother. There are still a few things I want to improve, but the core features are now working much better.
Timer & Calendar Improvements Today I worked on two parts of Frictionless: the timer and the calendar. I added a timer so I can keep track of how long I’m spending on a task while working in the app. I also went through the calendar and fixed several issues with how it behaved and displayed information. The calendar needed some extra attention because small problems with dates and interactions made it less reliable to use. I cleaned those areas up and made the experience smoother. These features aren’t the main text-cleaning tools, but they fit the idea of Frictionless being a small productivity workbench rather than just a place to paste and format text. There are still some improvements I’d like to make, but both features are now working much more reliably.
Today I spent some time improving a few smaller parts of Frictionless that aren’t necessarily big features, but make the app nicer to use.I adjusted some of the interactions around the text tools so they give clearer feedback when an action is completed. I also cleaned up a few small inconsistencies between different buttons and controls.These changes were mostly about the little details. Frictionless has quite a few different tools now, so making sure everything behaves consistently is becoming more important as the project grows.Nothing huge was added today, but the overall experience feels a bit more polished and predictable.
Today I worked on adding a proper Find & Replace feature to Frictionless.The goal was to make it easier to quickly change specific words or phrases without having to manually search through a large amount of text. I added separate find and replace inputs, along with options that give more control over how searches work.I also made sure the feature fits into the existing workflow instead of feeling like a separate tool. Users can search through their text, see how many matches were found, and replace individual matches or all matching text at once.This is one of the bigger improvements I’ve made recently because it makes Frictionless more useful for actually working with messy or repetitive text, rather than only cleaning and converting it.
Expanding FrictionlessToday I worked on expanding Frictionless from a simple text-cleaning tool into a much more complete text and data workbench.I added a bunch of new tools for different situations, including duplicate line removal, sorting, case conversion, text statistics, JSON formatting and validation, CSV tools, Markdown tools, and Diff/Compare.I also worked on features like Undo/Redo and Saved Presets so users can perform multiple transformations without worrying about losing their original text, and save workflows they use regularly.The main goal with these changes was to make Frictionless something that could actually be useful in everyday projects instead of only being a basic copy-and-paste cleaner.There is still plenty I want to polish, but the project is starting to feel much more like a complete productivity tool.
Connecting Everything TogetherToday I spent around 8 hours and 50 minutes working on Frictionless and connecting the new tools together more smoothly.With the number of features growing, I focused on making sure everything still feels like one application instead of a collection of separate tools. I cleaned up interactions between the different text tools, improved how results are displayed, and fixed smaller issues I found while testing everything.I also spent time testing different types of input, including messy text, repeated lines, formatted data, and larger pieces of content. This helped me find and fix a few edge cases that weren’t obvious when testing with simple examples.The project is getting much closer to the version I want to ship. At this point I’m focusing less on just adding features and more on making sure the features I already built actually feel polished and useful.
Turning Frictionless Into a Desktop AppI’ve been working on taking Frictionless beyond just being a web app and turning it into a proper desktop application.I used Electron to package the existing HTML, CSS, and JavaScript version into a native-style macOS app. This means Frictionless can now run in its own window instead of requiring a browser tab.I also set up Electron Forge so the project can be packaged into a distributable Mac application. The app successfully builds for Apple Silicon, which means it works with Macs using Apple Silicon processors.I connected the desktop version back to the same GitHub repository as the web version, so both versions can continue to be developed together.I also spent some time dealing with macOS security and app signing. The app itself was working, but macOS can show a “damaged” warning for unsigned applications downloaded from the internet. I’m now testing free ad-hoc signing for local use while keeping the web version available as the easiest way to try Frictionless.This is a pretty big step for the project because Frictionless is no longer just a simple website. It can now exist as both a web tool and a standalone desktop application.What I addedElectron desktop appmacOS Apple Silicon buildElectron Forge packagingDesktop app entry pointGitHub integration for the desktop sourcemacOS signing testingKept the original web version workingThe goal is to make Frictionless feel like a real, complete tool that can be used wherever it is most convenient.
Making Frictionless a Desktop AppI’ve been working on turning Frictionless into more than just a web app by creating a proper desktop version for macOS.I set up Electron and Electron Forge to package the existing Frictionless code into a standalone Mac application. The app now runs in its own window and keeps the same tools and features from the web version.I also configured the project for Apple Silicon Macs and successfully built the application into a distributable .zip file. I connected all of the new Electron files to the GitHub repository as well, so the desktop version is now part of the main project.One issue I ran into was macOS showing a “damaged” warning when opening the downloaded application. After investigating, I found that this is related to macOS security checks for unsigned applications rather than the app itself being broken. I’m now testing ad-hoc signing while keeping the web version available as the easiest way to use Frictionless.This was a big milestone for the project because Frictionless can now work as both a web application and a standalone desktop application.What I worked onAdded ElectronAdded Electron ForgeCreated the desktop app windowBuilt an Apple Silicon Mac versionCreated a distributable ZIPAdded the desktop files to GitHubTested macOS app signingKept the web version working alongside the desktop version
Fixing the Mac App and Improving DistributionI’ve been continuing work on the desktop version of Frictionless and focusing on making the Mac app easier to distribute.After successfully building the Electron version, I ran into an issue where macOS showed a “damaged” message when the app was downloaded. I investigated the problem and found that it was related to macOS security and the app being unsigned.I’ve now been working on ad-hoc signing the application and testing the build again. This has been useful because it showed me that building an application and actually distributing it are two different challenges.I also made sure the desktop-app changes were properly pushed to the Frictionless GitHub repository, so the project now contains both the original web version and the Electron desktop version.The main focus right now is making the desktop version as reliable as the web version while keeping the project simple and easy to access.What I worked onInvestigated the macOS “damaged app” issueTested ad-hoc code signingContinued improving the Electron buildPushed the desktop-app code to GitHubWorked on making the Mac version easier to distributeKept the web version available as an alternative
Polishing the Desktop VersionI’ve continued working on the desktop version of Frictionless and focused on making it feel more like a proper standalone application.A big part of this work has been testing the Mac build, fixing issues that appeared during packaging, and making sure the desktop version still has the same core functionality as the web version.I also spent time improving the overall reliability of the project after moving more of the code into the Electron setup. This included checking that the app opens correctly, that the different tools continue to work, and that the project can still be built and packaged when changes are made.The desktop version is getting much closer to feeling like a complete second version of Frictionless rather than just a website running inside a window.What I worked onTested the Mac desktop buildImproved Electron integrationChecked existing Frictionless toolsFixed packaging-related issuesImproved desktop reliabilityContinued preparing the app for distributionKept the web and desktop versions working together
Ships:
I built TidyPaste, a client-side web workbench designed to clean messy text, reformat data structures, and track session productivity - all inside a single browser tab....
|
1792878589.8854256
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1793742589.8854256
|
|
56579
|
HmmOS by @lukas_56376 | Stardance
|
lukas_56376
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T12:14:20Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to HmmOS. An operating system that takes a moment after every click before it actually does something, as it has too think about it hmm.", "repo": "https://github.com/Lukas-56376/HmmOS", "demo": "https://lukas-56376.github.io/HmmOS/"}]...
|
[{"post_id": 58796, "ts": "202 [{"post_id": 58796, "ts": "2026-08-31T11:41:46Z", "hours": 0.5067, "text": "WOW, the ship is being posted right now!"}, {"post_id": 58668, "ts": "2026-08-31T05:17:25Z", "hours": 0.0, "text": "HmmOS V1 is out, still going to add some features, but it is out!"}]...
|
Title: HmmOS by @lukas_56376 | Stardance
Devlogs: Title: HmmOS by @lukas_56376 | Stardance
Devlogs:
HmmOS V1 is out, still going to add some features, but it is out!
WOW, the ship is being posted right now!
Ships:
Welcome to HmmOS. An operating system that takes a moment after every click before it actually does something, as it has too think about it hmm....
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1792878672.7823908
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1793742672.7823908
|
|
53775
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The ultimate personalOS by @piyushoutthere | Stard The ultimate personalOS by @piyushoutthere | Stardance...
|
piyushoutthere
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T11:35:43Z", "hours": 0.0, "multiplier": 1.13, "payout": 0, "blessing": "neutral", "text": "I added a stopwatch and snake game and music player. its a very simple project. Through this looking forward to build more and better!", "repo": "https://github.com/piyushoutthere-spec/webos", "demo": "https://piyushoutthere-spec.github.io/webos/"}, {"ship_num": 2, "ts": "2026-08-29T15:15:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal os. Its very simple. it has only three options in it. but the wallpaper changes everytime we open which makes it different and unique.", "repo": "https://github.com/piyushoutthere-spec/webos", "demo": "https://piyushoutthere-spec.github.io/webos/"}]...
|
[{"post_id": 57873, "ts": "202 [{"post_id": 57873, "ts": "2026-08-30T06:05:36Z", "hours": 0.2506, "text": "Hello alll i Expanded the desktop experience with interactive applications: a canvas-based Snake game, Tic-Tac-Toe, a Stopwatch/Countdown timer, a Weather widget, and an Audio Synth Player. Resolved folder syncing and successfully deployed the finished WebOS onto GitHub Pages."}, {"post_id": 57394, "ts": "2026-08-29T15:09:33Z", "hours": 0.4047, "text": "Hey! Its a very very simple personal OS which i created i know there is nothing much but its a simple project with hard work. The best thing is the dynamic wallpaper which change everytime."}]...
|
Title: The ultimate personalOS by @piyushoutthere Title: The ultimate personalOS by @piyushoutthere | Stardance
Devlogs:
Hey! Its a very very simple personal OS which i created i know there is nothing much but its a simple project with hard work. The best thing is the dynamic wallpaper which change everytime.
Hello alll i Expanded the desktop experience with interactive applications: a canvas-based Snake game, Tic-Tac-Toe, a Stopwatch/Countdown timer, a Weather widget, and an Audio Synth Player. Resolved folder syncing and successfully deployed the finished WebOS onto GitHub Pages.
Ships:
I made a personal os. Its very simple. it has only three options in it. but the wallpaper changes everytime we open which makes it different and unique.
I added a stopwatch and snake game and music player. its a very simple project. Through this looking forward to build more and better!...
|
1793306911.2652094
|
1793393311.2652094
|
|
53766
|
TypeTone by @proffessors2807 | Stardance
|
proffessors2807
|
2
|
16.0
|
209
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T10:58:19Z", "hours": 3.0, "multiplier": 11.62, "payout": 19, "blessing": "neutral", "text": "So I am reshipping this project with new features first this website makes boring typing engaging by producing melody when you are typing and there is also a wave which visualises your music, now I added setting and Sound modes which have diffrent styles of music like ambient, chirp and lofi. At Last I added a recording menu to record your masterpiece. This also contains a editor with markdowwn support which can be toggled by clicking the eye icon to preview", "repo": "https://github.com/Prof2807/TypeTone", "demo": "https://typetone-beta.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-27T11:26:26Z", "hours": 13.0, "multiplier": 14.92, "payout": 190, "blessing": "neutral", "text": "Firstly I srsly was curiousl abt sound manupulation and bored of typing so I thought of this project no special reason ;> ok so here I first had to look various sites to get design idea of my website then I thought it would be to simple if it only produces only sound when typing so I also added markdown logic, speaker logic and stats at bottom of site. In this project I used ai for learning a new lib and sound manupulation and waveform genration", "repo": "https://github.com/Prof2807/TypeTone", "demo": "https://typetone-beta.vercel.app/"}]...
|
[{"post_id": 58748, "ts": "202 [{"post_id": 58748, "ts": "2026-08-31T09:47:39Z", "hours": 0.8692, "text": "Ok guys again from the reviews I noticed that someone thought if he could record his typing then it’d be great so guess what I added the recording feature to the website now you can write and record the melody for anythime later you want to hear :>"}, {"post_id": 58706, "ts": "2026-08-31T07:44:00Z", "hours": 2.3597, "text": "Well I shipped the project with nothin in mind but when the payout came and I saw the reviews the positivity motivated me in upgradinging the project now cutting the crap today I added 3 diffrent modes ambient, chirp and lofi. where in each mode the sound produced by each key is diffrent its melodecious in ambient and idk the words but yes its still soothing till chirp to me. I also added a setting button for managing blur of the editor and vertical position of wave from reading the review."}, {"post_id": 55487, "ts": "2026-08-27T11:22:20Z", "hours": 5.2592, "text": "ok So I am writing this again cuz my internet crashed when I hit post but anyways today I learned about sound manupulation and waveform formation of a sound for which I was heavily depended on ai because come on how could have I know about a lib tone js which produces sound and I had to use it in my project and I have finally also completed the markdown logic hm but I only did text wrapping rest is done by marked lib so now you can toggle by clicking the eye icon can try on https://typetone-beta.vercel.app/"}, {"post_id": 55323, "ts": "2026-08-27T02:11:48Z", "hours": 1.8036, "text": "So in this part I was heavily depended on AI because first I know nothin about music and second I needed to learn a whole library called Tone.js which is the lib behind the sound production on my website also I used ai for getting the stats on which keys are used with which keys which most often then group them according to it and personally assigned them notes if similar frequency so typing produce melodiaceous sound if that is a actual word ,not random notes of algorithmic frequencies. Guys rate this"}, {"post_id": 55052, "ts": "2026-08-26T14:11:10Z", "hours": 5.2322, "text": "Fuhhh I didn’t know that designing a ui as simple as this and reserching all about ui and manually testing every possible combination for padding and margins and text size I finally completed the final design of the project, Hopefully cuz this took a holy 5 hrsss…. so Now I can start working on my functionality. Guys pls rate the design , In my opinion it’s pretty decent help in improving the design ;>"}, {"post_id": 54302, "ts": "2026-08-25T07:46:08Z", "hours": 0.4425, "text": "So I was working on a project which will add music to normal typing like i can do watever like write an essay ,email or whatever everyone write on this website will be turned into melody which will hopefully please your ear. Today I just added all the visual components without any styling and arrangement just on the screen, First i will style them then add functionality. Lets see each other at next devlog"}]...
|
Title: TypeTone by @proffessors2807 | Stardance
D Title: TypeTone by @proffessors2807 | Stardance
Devlogs:
So I was working on a project which will add music to normal typing like i can do watever like write an essay ,email or whatever everyone write on this website will be turned into melody which will hopefully please your ear. Today I just added all the visual components without any styling and arrangement just on the screen, First i will style them then add functionality. Lets see each other at next devlog
Fuhhh I didn’t know that designing a ui as simple as this and reserching all about ui and manually testing every possible combination for padding and margins and text size I finally completed the final design of the project, Hopefully cuz this took a holy 5 hrsss…. so Now I can start working on my functionality. Guys pls rate the design , In my opinion it’s pretty decent help in improving the design ;>
So in this part I was heavily depended on AI because first I know nothin about music and second I needed to learn a whole library called Tone.js which is the lib behind the sound production on my website also I used ai for getting the stats on which keys are used with which keys which most often then group them according to it and personally assigned them notes if similar frequency so typing produce melodiaceous sound if that is a actual word ,not random notes of algorithmic frequencies. Guys rate this
ok So I am writing this again cuz my internet crashed when I hit post but anyways today I learned about sound manupulation and waveform formation of a sound for which I was heavily depended on ai because come on how could have I know about a lib tone js which produces sound and I had to use it in my project and I have finally also completed the markdown logic hm but I only did text wrapping rest is done by marked lib so now you can toggle by clicking the eye icon can try on https://typetone-beta.vercel.app/
Well I shipped the project with nothin in mind but when the payout came and I saw the reviews the positivity motivated me in upgradinging the project now cutting the crap today I added 3 diffrent modes ambient, chirp and lofi. where in each mode the sound produced by each key is diffrent its melodecious in ambient and idk the words but yes its still soothing till chirp to me. I also added a setting button for managing blur of the editor and vertical position of wave from reading the review.
Ok guys again from the reviews I noticed that someone thought if he could record his typing then it’d be great so guess what I added the recording feature to the website now you can write and record the melody for anythime later you want to hear :>
Ships:
Firstly I srsly was curiousl abt sound manupulation and bored of typing so I thought of this project no special reason ;> ok so here I first had to look various sites to get design idea of my website then I thought it would be to simple if it only produces only sound when typing so I also added markdown logic, speaker logic and stats at bottom of site. In this project I used ai for learning a new lib and sound manupulation and waveform genration
So I am reshipping this project with new features first this website makes boring typing engaging by producing melody when you are typing and there is also a wave which visualises your music, now I added setting and Sound modes which have diffrent styles of music like ambient, chirp and lofi. At Last I added a recording menu to record your masterpiece. This also contains a editor with markdowwn support which can be toggled by clicking the eye icon to preview...
|
1793306878.0785403
|
1793393278.0785403
|
|
55725
|
Penny by @lavanyagajbhiye | Stardance
|
lavanyagajbhiye
|
1
|
9.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T10:57:37Z", "hours": 9.0, "multiplier": 1.54, "payout": 14, "blessing": "neutral", "text": "Penny I made a Personal Expense tracker as a person who ignores his expenses. I am pretty proud of it. I tracks your expenses into 4 simple categories and makes them easy to manage without any signup!", "repo": "https://github.com/Leonardoduty/Penny", "demo": "https://leonardoduty.github.io/Penny/"}]...
|
[{"post_id": 58249, "ts": "202 [{"post_id": 58249, "ts": "2026-08-30T16:42:28Z", "hours": 3.7775, "text": "DEVLOG #3 Big day I finished up Penny added a Login screen and multiple features, fixed a lot of the bugs and somebody explain me javascript. WDYM total = total + Number(total.value), well HOPE you all enjoy the project!!"}, {"post_id": 57984, "ts": "2026-08-30T10:02:12Z", "hours": 3.1111, "text": "DEVLOG #2 finnaly penny looks pretty now, I basically focused on making the css and styling the project today i took my favourite colours learned a lot about transition and hover. 2 BRAND NEW FEATURES coming up!!"}, {"post_id": 57848, "ts": "2026-08-30T04:49:03Z", "hours": 2.375, "text": "DEVLOG #1 so everyone this is my first devlog of this series Penny and you might be wondering what is it, what does it to, and why did I build it. The answer is simple this is a Expense Tracker, it logs your expenses into categories such as Food, transport, shopping etc. I myself have a lot of problems tracking my money so I build it for me. Finnaly Today I built the basic Html skeleton and the javascript working. CSS REDESIGN TO COME!!"}]...
|
Title: Penny by @lavanyagajbhiye | Stardance
Devl Title: Penny by @lavanyagajbhiye | Stardance
Devlogs:
DEVLOG #1 so everyone this is my first devlog of this series Penny and you might be wondering what is it, what does it to, and why did I build it. The answer is simple this is a Expense Tracker, it logs your expenses into categories such as Food, transport, shopping etc. I myself have a lot of problems tracking my money so I build it for me. Finnaly Today I built the basic Html skeleton and the javascript working. CSS REDESIGN TO COME!!
DEVLOG #2 finnaly penny looks pretty now, I basically focused on making the css and styling the project today i took my favourite colours learned a lot about transition and hover. 2 BRAND NEW FEATURES coming up!!
DEVLOG #3 Big day I finished up Penny added a Login screen and multiple features, fixed a lot of the bugs and somebody explain me javascript. WDYM total = total + Number(total.value), well HOPE you all enjoy the project!!
Ships:
Penny I made a Personal Expense tracker as a person who ignores his expenses. I am pretty proud of it. I tracks your expenses into 4 simple categories and makes them easy to manage without any signup!...
|
1792875246.440003
|
1793739246.440003
|
|
51139
|
Life Simulation by @Marinho | Stardance
|
Marinho
|
1
|
6.35
|
24
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T10:33:15Z", "hours": 4.0, "multiplier": 5.44, "payout": 24, "blessing": "neutral", "text": "Meet the Zezzits: tiny virtual creatures on a mission to survive in a cruel world. I built this project to visualize how evolution actually works. Zezzits have two core stats: Vision (how far they can see) and Speed (how fast they can move). To survive, they only need two things: food and water. When two Zezzits are well-fed, they reproduce. The newborn inherits a blend of its parents stats and colors (a red and a blue parent will spawn a purple baby), but with a twist, a random genetic mutation. This mutation slightly alters their stats, which can eventually result in a faster, better-adapted species over time.", "repo": "https://github.com/danielmcneto/life-simulation", "demo": "https://ehodan.itch.io/zezzit-simulation"}]...
|
[{"post_id": 61949, "ts": "202 [{"post_id": 61949, "ts": "2026-09-05T04:05:14Z", "hours": 2.3494, "text": "News a male and female system so now zezzits have genders(men = square, women = triangle a way to add and remove food(by right clicking somewhere in the screen) Hover above a zezzit to see its info Fixs A bug where the drink animation would not be played Visual bugs in general"}, {"post_id": 51610, "ts": "2026-08-21T11:54:17Z", "hours": 2.4192, "text": "I solved some bugs like they going back and forth on the bushes and not finding food. Added: -Lakes(now they need to drink to survive) -Energy(Moving faster will make them need food sooner)"}, {"post_id": 51033, "ts": "2026-08-20T14:57:36Z", "hours": 2.0747, "text": "I create the basics like the needing of food, reproductive system and genetics passed away(doing the post on my phone so no photos for now😭)"}]...
|
Title: Life Simulation by @Marinho | Stardance
De Title: Life Simulation by @Marinho | Stardance
Devlogs:
I create the basics like the needing of food, reproductive system and genetics passed away(doing the post on my phone so no photos for now😭)
I solved some bugs like they going back and forth on the bushes and not finding food. Added: -Lakes(now they need to drink to survive) -Energy(Moving faster will make them need food sooner)
News a male and female system so now zezzits have genders(men = square, women = triangle a way to add and remove food(by right clicking somewhere in the screen) Hover above a zezzit to see its info Fixs A bug where the drink animation would not be played Visual bugs in general
Ships:
Meet the Zezzits: tiny virtual creatures on a mission to survive in a cruel world. I built this project to visualize how evolution actually works. Zezzits have two core stats: Vision (how far they can see) and Speed (how fast they can move). To survive, they only need two things: food and water. When two Zezzits are well-fed, they reproduce. The newborn inherits a blend of its parents stats and colors (a red and a blue parent will spawn a purple baby), but with a twist, a random genetic mutation. This mutation slightly alters their stats, which can eventually result in a faster, better-adapted species over time....
|
1793260337.73235
|
1793346737.73235
|
|
55309
|
Cosmic Catcher by @princekumar | Stardance
|
princekumar
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T09:16:58Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Cosmic Catcher, a space-themed arcade game using HTML, CSS, and JavaScript. The goal is to catch falling stars to increase your score while avoiding meteors that make you lose lives. The game includes a 60-second timer, 3 lives, increasing difficulty, keyboard controls, and a high-score system. The most challenging part was building the JavaScript game logic, especially collision detection, player movement, falling objects, the timer, and the game loop. I am proud that I turned my idea into a complete playable game with a cosmic design, animated stars, scoring, lives, meteors, and a saved high score. To test it, click “Start Game” and use the Left/Right arrow keys or A/D to move. Catch ⭐ stars for points and avoid ☄️ meteors. Try to survive for 60 seconds and beat the high score!", "repo": "https://github.com/princekumar189344-netizen/Cosmic-Catcher", "demo": "https://princekumar189344-netizen.github.io/Cosmic-Catcher/"}]...
|
[{"post_id": 58737, "ts": "202 [{"post_id": 58737, "ts": "2026-08-31T09:13:03Z", "hours": 3.2811, "text": "🚀 JavaScript Devlog — Cosmic Catcher ## 📅 Devlog 3: Adding Game Logic with JavaScriptFor the third stage of my Cosmic Catcher project, I focused on JavaScript. I used JavaScript to turn my HTML and CSS design into a fully playable game.I connected JavaScript with the HTML elements and created the complete game system, including player movement, falling stars, meteors, collision detection, scoring, lives, timer, game over and high scores. —## 🎮 What I Added ### 🕹️ Player MovementI created a player object for the catcher and added keyboard controls.The player can move using:- ← Left Arrow- → Right Arrow- A to move left- D to move rightI also added boundary checking so the catcher cannot move outside the game canvas.—### ⭐ Falling StarsI created randomly generated falling objects.Stars fall from the top of the canvas and the player needs to catch them.Every time a star is caught:```text⭐ +10 Points"}, {"post_id": 57325, "ts": "2026-08-29T13:18:56Z", "hours": 2.4664, "text": "Today I worked on my Cosmic Catcher game and focused mainly on creating the basic structure and design. I added the game title, score, lives, timer, best score, instructions, game area, and Start Game button. The idea of the game is to catch ⭐ stars to increase the score and avoid ☄️ meteors so that the player does not lose lives. I worked with HTML and CSS for this part of the project. I designed the interface with a dark space-style background, glowing borders, cards, and buttons to give it a cosmic look. I also added responsive CSS so the layout can work better on smaller screens and mobile devices. While working on the design, I tested the page in the browser and adjusted the spacing and sizes to make the game interface look better. The basic interface is now ready, and in the next part I will work on the JavaScript gameplay, including player movement, falling stars, meteors, scoring, lives, and the timer."}, {"post_id": 56550, "ts": "2026-08-28T10:55:54Z", "hours": 2.3533, "text": "#🚀 Cosmic Catcher — Devlog 1 : Building the HTMLToday I started working on my Cosmic Catcher game. I created the basic index.html structure and set up the main game area where the player, falling objects, score, and game controls will be displayed. I also added the title and basic sections that I will use later when adding the CSS and JavaScript.For now, I focused mainly on getting the HTML structure organized rather than making the game fully functional. I checked that the page loads correctly in the browser and that all the main elements are in the right places. In the next part, I will work on the CSS to design the space theme and make the game look better."}]...
|
Title: Cosmic Catcher by @princekumar | Stardance
Title: Cosmic Catcher by @princekumar | Stardance
Devlogs:
#🚀 Cosmic Catcher — Devlog 1 : Building the HTMLToday I started working on my Cosmic Catcher game. I created the basic index.html structure and set up the main game area where the player, falling objects, score, and game controls will be displayed. I also added the title and basic sections that I will use later when adding the CSS and JavaScript.For now, I focused mainly on getting the HTML structure organized rather than making the game fully functional. I checked that the page loads correctly in the browser and that all the main elements are in the right places. In the next part, I will work on the CSS to design the space theme and make the game look better.
Today I worked on my Cosmic Catcher game and focused mainly on creating the basic structure and design. I added the game title, score, lives, timer, best score, instructions, game area, and Start Game button. The idea of the game is to catch ⭐ stars to increase the score and avoid ☄️ meteors so that the player does not lose lives. I worked with HTML and CSS for this part of the project. I designed the interface with a dark space-style background, glowing borders, cards, and buttons to give it a cosmic look. I also added responsive CSS so the layout can work better on smaller screens and mobile devices. While working on the design, I tested the page in the browser and adjusted the spacing and sizes to make the game interface look better. The basic interface is now ready, and in the next part I will work on the JavaScript gameplay, including player movement, falling stars, meteors, scoring, lives, and the timer.
🚀 JavaScript Devlog — Cosmic Catcher ## 📅 Devlog 3: Adding Game Logic with JavaScriptFor the third stage of my Cosmic Catcher project, I focused on JavaScript. I used JavaScript to turn my HTML and CSS design into a fully playable game.I connected JavaScript with the HTML elements and created the complete game system, including player movement, falling stars, meteors, collision detection, scoring, lives, timer, game over and high scores. —## 🎮 What I Added ### 🕹️ Player MovementI created a player object for the catcher and added keyboard controls.The player can move using:- ← Left Arrow- → Right Arrow- A to move left- D to move rightI also added boundary checking so the catcher cannot move outside the game canvas.—### ⭐ Falling StarsI created randomly generated falling objects.Stars fall from the top of the canvas and the player needs to catch them.Every time a star is caught:```text⭐ +10 Points
Ships:
I made Cosmic Catcher, a space-themed arcade game using HTML, CSS, and JavaScript. The goal is to catch falling stars to increase your score while avoiding meteors that make you lose lives. The game includes a 60-second timer, 3 lives, increasing difficulty, keyboard controls, and a high-score system. The most challenging part was building the JavaScript game logic, especially collision detection, player movement, falling objects, the timer, and the game loop. I am proud that I turned my idea into a complete playable game with a cosmic design, animated stars, scoring, lives, meteors, and a saved high score. To test it, click “Start Game” and use the Left/Right arrow keys or A/D to move. Catch ⭐ stars for points and avoid ☄️ meteors. Try to survive for 60 seconds and beat the high score!...
|
1792878598.1406376
|
1793742598.1406376
|
|
50713
|
Arya os by @aryamankumar2403 | Stardance
|
aryamankumar2403
|
2
|
5.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T08:54:26Z", "hours": 1.0, "multiplier": 1.55, "payout": 1, "blessing": "neutral", "text": "Hey Thai Is my own ow", "repo": "https://github.com/AryaBuilds/Arya-os", "demo": "https://aryabuilds.github.io/Arya-os/"}, {"ship_num": 2, "ts": "2026-08-20T10:08:30Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my own os thats og guys", "repo": "https://github.com/AryaBuilds/Arya-os", "demo": "https://aryabuilds.github.io/Arya-os/"}]...
|
[{"post_id": 50937, "ts": "202 [{"post_id": 50937, "ts": "2026-08-20T12:31:14Z", "hours": 0.265, "text": "NEW LOOK"}, {"post_id": 50872, "ts": "2026-08-20T10:17:04Z", "hours": 0.3117, "text": "look at this guys"}, {"post_id": 50835, "ts": "2026-08-20T08:43:11Z", "hours": 0.3228, "text": "LOOK AT MY OS"}, {"post_id": 50390, "ts": "2026-08-19T15:38:12Z", "hours": 3.2439, "text": "HEY THE DEDGINE IS REDY"}]...
|
Title: Arya os by @aryamankumar2403 | Stardance
D Title: Arya os by @aryamankumar2403 | Stardance
Devlogs:
HEY THE DEDGINE IS REDY
LOOK AT MY OS
look at this guys
NEW LOOK
Ships:
my own os thats og guys
Hey Thai Is my own ow...
|
1792878833.8643043
|
1793742833.8643043
|
|
53214
|
Docked Website by @remymoreau12 | Stardance
|
remymoreau12
|
2
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T08:44:53Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yoo finished it and added more content", "repo": "https://github.com/squeakycleanfreshie-cloud/Docked", "demo": "https://docked.lol"}, {"ship_num": 2, "ts": "2026-08-23T09:09:13Z", "hours": 1.0, "multiplier": 3.01, "payout": 2, "blessing": "neutral", "text": "Yay! I shipped my fully finished website! Its live on a custom domain too!", "repo": "https://github.com/squeakycleanfreshie-cloud/Docked", "demo": "https://docked.lol"}]...
|
[{"post_id": 56230, "ts": "202 [{"post_id": 56230, "ts": "2026-08-27T22:06:17Z", "hours": 0.4822, "text": "Made it even more content, add like longer webpage, its now like a real website."}, {"post_id": 52893, "ts": "2026-08-23T08:44:32Z", "hours": 0.5228, "text": "guys I made the basic website, and like added some graphic design I made but i forgot to record it on lapse even tho it took like an hour! So then i just put that onto some website and added a button and then, YAY! its done!"}]...
|
Title: Docked Website by @remymoreau12 | Stardance Title: Docked Website by @remymoreau12 | Stardance
Devlogs:
guys I made the basic website, and like added some graphic design I made but i forgot to record it on lapse even tho it took like an hour! So then i just put that onto some website and added a button and then, YAY! its done!
Made it even more content, add like longer webpage, its now like a real website.
Ships:
Yay! I shipped my fully finished website! Its live on a custom domain too!
Yoo finished it and added more content...
|
1793314186.9151444
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1793400586.9151444
|
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56623
|
BharatOS 1.0 by @aviral_dewangan14 | Stardance
|
aviral_dewangan14
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T07:59:17Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🇮🇳 Building BharatOS 1.0 — A Zero-Telemetry Sovereign Web Operating System For the past few weeks, I’ve been obsessed with a single question: What if we reimagined personal computing from the ground up—completely private, culturally rooted, blazing fast, and accessible right inside any modern browser? That vision became BharatOS 1.0. 💡 What I Made BharatOS is a standalone, web-native sovereign operating system built with an ultra-liquid obsidian glass interface. It runs completely client-side in your browser with zero third-party telemetry, featuring: 🤖 Chanakya Sovereign AI Copilot : A built-in offline assistant that controls OS settings (wallpapers, language, volume) and writes kernel/systems code right in front of you. 🎨 Chitram Vector Paint Studio : A canvas drawing and vector tool with multi-brush support and instant PNG exports. 🧮 Aryabhata Scientific & Programmer Suite : Advanced math calculator, Base converter (Hex, Dec, Bin, Oct), and a live 2D Mathematical Function Grapher. 🎵 Sur Sangeet DSP Synthesizer : An 8-channel Web Audio piano with Vedic Solfeggio resonant harmonic presets (396 Hz to 963 Hz). 🌐 Indic Localization Engine : 1-click instant switching between 8 Indian languages (English, हिन्दी, संस्कृतम्, தமிழ், తెలుగు, বাংলা, मराठी, ગુજરાતી). 💻 Indic Code Studio : In-browser IDE with a live code runner and sandboxed compiler. 🧗 What Was Most Challenging? GPU Compositor & Smooth 120 FPS Performance : Initially, layering complex glassmorphism with heavy blurs across multiple floating windows caused frame drops on standard laptops. I completely re-architected the rendering engine to use hardware-accelerated CSS transforms ( translateZ(0) ), backface culling, and lightweight multi-stop translucent obsidian layers, cutting GPU composite overhead by over 70%. Zero-Trust Client-Side Architecture : Ensuring everything—from the Chanakya AI dispatcher to the audio harmonic oscillators and math engines—runs 100% in-memory without relying on external tracking servers or heavy dependencies. Designing a Culturally Rooted, Modern Aesthetic : Balancing Indian sovereign identity (Ashoka Chakra motifs, Vedic Solfeggio soundscapes, regional scripts) with a clean, minimal, Linear/Apple-tier design system that feels futuristic rather than retro. 🏆 What I’m Most Proud Of Instant Zero-Config Web Load : You don’t need to install anything or spin up virtual machines—BharatOS boots in sub-seconds directly on Vercel. The Polish & Micro-Interactions : From the 528 Hz binaural chimes on the lock screen to the live oscilloscope visualizer in Sur Sangeet, every detail was crafted with intention. Privacy by Design : The entire OS is sealed with local cryptographic integrity checks. 🧪 How to Test It (Quick 2-Minute Tour): Unlock the OS : On the lock screen, enter PIN 1234 or click ⚡ QUICK UNLOCK . Talk to Chanakya AI : Click 🤖 Chanakya AI in the top bar and type “Set wallpaper to Ladakh” or “Write IDT in C” . Play Music in Sur Sangeet : Click the 🎵 Sur Sangeet icon on the dock, select the 528 Hz preset , and play a melody on the piano keys. Graph Math Functions in Aryabhata : Open 🧮 Aryabhata , switch to the 2D Grapher tab , and plot functions like Math.sin(x * 2) * Math.cos(x) . Switch Language : Click the language dropdown in the top bar to switch the entire OS to हिन्दी or संस्कृतम् . 🔗 GitHub Repository : https://github.com/AviralDewangan14/bharatos1.0 ✨ Built by Aviral Dewangan", "repo": "https://github.com/AviralDewangan14/bharatos1.0", "demo": "https://bharatos-1-0.vercel.app/"}]...
|
[{"post_id": 58710, "ts": "202 [{"post_id": 58710, "ts": "2026-08-31T07:53:39Z", "hours": 0.2764, "text": "Finally builded the first version of lock screen please give honest and good reviews"}, {"post_id": 58705, "ts": "2026-08-31T07:36:46Z", "hours": 1.1703, "text": "now builded my bharat store where you can manager your apps of bharatos please do not forget to give the best rating"}, {"post_id": 58689, "ts": "2026-08-31T06:23:13Z", "hours": 22.4039, "text": "i have currently made the home screen and file explore and mutliple application of it and it looks stunning please give your reveiws #ship"}]...
|
Title: BharatOS 1.0 by @aviral_dewangan14 | Starda Title: BharatOS 1.0 by @aviral_dewangan14 | Stardance
Devlogs:
i have currently made the home screen and file explore and mutliple application of it and it looks stunning please give your reveiws #ship
now builded my bharat store where you can manager your apps of bharatos please do not forget to give the best rating
Finally builded the first version of lock screen please give honest and good reviews
Ships:
🇮🇳 Building BharatOS 1.0 — A Zero-Telemetry Sovereign Web Operating System For the past few weeks, I’ve been obsessed with a single question: What if we reimagined personal computing from the ground up—completely private, culturally rooted, blazing fast, and accessible right inside any modern browser? That vision became BharatOS 1.0. 💡 What I Made BharatOS is a standalone, web-native sovereign operating system built with an ultra-liquid obsidian glass interface. It runs completely client-side in your browser with zero third-party telemetry, featuring: 🤖 Chanakya Sovereign AI Copilot : A built-in offline assistant that controls OS settings (wallpapers, language, volume) and writes kernel/systems code right in front of you. 🎨 Chitram Vector Paint Studio : A canvas drawing and vector tool with multi-brush support and instant PNG exports. 🧮 Aryabhata Scientific & Programmer Suite : Advanced math calculator, Base converter (Hex, Dec, Bin, Oct), and a live 2D Mathematical Function Grapher. 🎵 Sur Sangeet DSP Synthesizer : An 8-channel Web Audio piano with Vedic Solfeggio resonant harmonic presets (396 Hz to 963 Hz). 🌐 Indic Localization Engine : 1-click instant switching between 8 Indian languages (English, हिन्दी, संस्कृतम्, தமிழ், తెలుగు, বাংলা, मराठी, ગુજરાતી). 💻 Indic Code Studio : In-browser IDE with a live code runner and sandboxed compiler. 🧗 What Was Most Challenging? GPU Compositor & Smooth 120 FPS Performance : Initially, layering complex glassmorphism with heavy blurs across multiple floating windows caused frame drops on standard laptops. I completely re-architected the rendering engine to use hardware-accelerated CSS transforms ( translateZ(0) ), backface culling, and lightweight multi-stop translucent obsidian layers, cutting GPU composite overhead by over 70%. Zero-Trust Client-Side Architecture : Ensuring everything—from the Chanakya AI dispatcher to the audio harmonic oscillators and math engines—runs 100% in-memory without relying on external tracking servers or heavy dependencies. Designing a Culturally Rooted, Modern Aesthetic : Balancing Indian sovereign identity (Ashoka Chakra motifs, Vedic Solfeggio soundscapes, regional scripts) with a clean, minimal, Linear/Apple-tier design system that feels futuristic rather than retro. 🏆 What I’m Most Proud Of Instant Zero-Config Web Load : You don’t need to install anything or spin up virtual machines—BharatOS boots in sub-seconds directly on Vercel. The Polish & Micro-Interactions : From the 528 Hz binaural chimes on the lock screen to the live oscilloscope visualizer in Sur Sangeet, every detail was crafted with intention. Privacy by Design : The entire OS is sealed with local cryptographic integrity checks. 🧪 How to Test It (Quick 2-Minute Tour): Unlock the OS : On the lock screen, enter PIN 1234 or click ⚡ QUICK UNLOCK . Talk to Chanakya AI : Click 🤖 Chanakya AI in the top bar and type “Set wallpaper to Ladakh” or “Write IDT in C” . Play Music in Sur Sangeet : Click the 🎵 Sur Sangeet icon on the dock, select the 528 Hz preset , and play a melody on the piano keys. Graph Math Functions in Aryabhata : Open 🧮 Aryabhata , switch to the 2D Grapher tab , and plot functions like Math.sin(x * 2) * Math.cos(x) . Switch Language : Click the language dropdown in the top bar to switch the entire OS to हिन्दी or संस्कृतम् . 🔗 GitHub Repository : https://github.com/AviralDewangan14/bharatos1.0 ✨ Built by Aviral Dewangan...
|
1793134451.3349113
|
1793220851.3349113
|
|
54911
|
Alien or Earth? by @Kartikey26 | Stardance
|
Kartikey26
|
1
|
11.0
|
50
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T07:53:15Z", "hours": 11.0, "multiplier": 4.47, "payout": 50, "blessing": "neutral", "text": "The game is live!! Now you can see raw NASA Images and decide whether it is Earth or Alien? I wanted to build a fast-paced game using real NASA data, but without relying on any frameworks. You get exactly 7 seconds to look at a raw satellite feed and identify if it’s Earth or an alien planet before the connection drops. The biggest hurdle was that the NASA API can be extremely slow, especially on cellular networks. To fix the latency, I engineered a background caching script that silently pre-loads the next 4 images while you are playing the current round. The result is zero loading screens between rounds. I also had to write a strict text filter to strip out all the junk API responses (airplanes, rovers, facility diagrams) so you only see pure planetary surfaces. The core loop is done and the UI is locked. Play it here: https://kartikeynegi25.github.io/Alien-or-Earth-/ Try to beat a streak of 5. Drop your high score, and let me know if you hit any weird images or bugs!", "repo": "https://github.com/kartikeynegi25/Alien-or-Earth-", "demo": "https://kartikeynegi25.github.io/Alien-or-Earth-/"}]...
|
[{"post_id": 58685, "ts": "202 [{"post_id": 58685, "ts": "2026-08-31T06:12:11Z", "hours": 4.1142, "text": "So the game is finally fully playable now! I got the buttons working and added a 7-second timer so you have to guess really fast, while you can also see your current and max score. I also figured out how to write a script that secretly downloads the next few images in the background while you’re playing. Now there are zero loading screens. Also I spent way too much time fighting with CSS to fix the home screen. The text was glitching and the launch button kept getting huge, but I finally fixed it after so much of working on it only to find that the only problem was a extra class name in its container."}, {"post_id": 56610, "ts": "2026-08-28T13:07:34Z", "hours": 3.9617, "text": "So done with the core of the project i completed the home page and also how the game will work and its working fine currently it shows only images but we cannot actually play it later will make the buttons working so we can actually have fun"}, {"post_id": 55501, "ts": "2026-08-27T12:01:43Z", "hours": 3.0622, "text": "So today I am starting a cool project Earth or Alien? I am thinking of making it as a fun project and use real NASA data for it I started with the basic structure of game by creating index.html file and a script.js file where it will fetch the data lets see how it turns out to be and what I make as I am exploring how to use some coool NASA images"}]...
|
Title: Alien or Earth? by @Kartikey26 | Stardance
Title: Alien or Earth? by @Kartikey26 | Stardance
Devlogs:
So today I am starting a cool project Earth or Alien? I am thinking of making it as a fun project and use real NASA data for it I started with the basic structure of game by creating index.html file and a script.js file where it will fetch the data lets see how it turns out to be and what I make as I am exploring how to use some coool NASA images
So done with the core of the project i completed the home page and also how the game will work and its working fine currently it shows only images but we cannot actually play it later will make the buttons working so we can actually have fun
So the game is finally fully playable now! I got the buttons working and added a 7-second timer so you have to guess really fast, while you can also see your current and max score. I also figured out how to write a script that secretly downloads the next few images in the background while you’re playing. Now there are zero loading screens. Also I spent way too much time fighting with CSS to fix the home screen. The text was glitching and the launch button kept getting huge, but I finally fixed it after so much of working on it only to find that the only problem was a extra class name in its container.
Ships:
The game is live!! Now you can see raw NASA Images and decide whether it is Earth or Alien? I wanted to build a fast-paced game using real NASA data, but without relying on any frameworks. You get exactly 7 seconds to look at a raw satellite feed and identify if it’s Earth or an alien planet before the connection drops. The biggest hurdle was that the NASA API can be extremely slow, especially on cellular networks. To fix the latency, I engineered a background caching script that silently pre-loads the next 4 images while you are playing the current round. The result is zero loading screens between rounds. I also had to write a strict text filter to strip out all the junk API responses (airplanes, rovers, facility diagrams) so you only see pure planetary surfaces. The core loop is done and the UI is locked. Play it here: https://kartikeynegi25.github.io/Alien-or-Earth-/ Try to beat a streak of 5. Drop your high score, and let me know if you hit any weird images or bugs!...
|
1793271291.4894433
|
1793357691.4894433
|
|
56627
|
My Own Site by @lukas_56376 | Stardance
|
lukas_56376
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T06:19:37Z", "hours": 0.0, "multiplier": 1.03, "payout": 0, "blessing": "neutral", "text": "Hello, this is my first project here and also my first website, without major Ai usage, the only AI usage was debugging the CSS, everything else is hand written!", "repo": "https://github.com/Lukas-56376/My-Website---Lukas", "demo": "https://lukas-56376.github.io/My-Website---Lukas/"}]...
|
[{"post_id": 58686, "ts": "202 [{"post_id": 58686, "ts": "2026-08-31T06:19:09Z", "hours": 0.4231, "text": "Heya, just posting this develop, to be able to ship it, sorry."}]...
|
Title: My Own Site by @lukas_56376 | Stardance
De Title: My Own Site by @lukas_56376 | Stardance
Devlogs:
Heya, just posting this develop, to be able to ship it, sorry.
Ships:
Hello, this is my first project here and also my first website, without major Ai usage, the only AI usage was debugging the CSS, everything else is hand written!...
|
1792878694.4568198
|
1793742694.4568198
|
|
49194
|
Echo by @XDabXking | Stardance
|
XDabXking
|
2
|
13.62
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T05:53:19Z", "hours": 3.0, "multiplier": 14.99, "payout": 47, "blessing": "neutral", "text": "I trying to get my 3h of coding worth so ya I already shipped the code and ya go check it out", "repo": "https://github.com/madhavsingla2013-dev/Echo", "demo": "https://echo-gameplatform.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-19T13:16:26Z", "hours": 7.0, "multiplier": 10.72, "payout": 71, "blessing": "neutral", "text": "FINISHED THE CODING, finally fixed the movable platform bug, customization, 30 levels + tutorial… and ya", "repo": "https://github.com/madhavsingla2013-dev/Echo", "demo": "https://echo-gameplatform.netlify.app/"}]...
|
[{"post_id": 65289, "ts": "202 [{"post_id": 65289, "ts": "2026-09-10T10:08:29Z", "hours": 0.4, "text": "QUICK QUESTION, Does anyone have any ideas for new level bc im gonna back the boss level 50 and i only made like 35 so need 15 more. https://forms.gle/PKT7rTeT9SxwZBNk8"}, {"post_id": 65281, "ts": "2026-09-10T09:33:20Z", "hours": 2.2119, "text": "Im working on a basic boss level, gonna try to make it a bit harder and make the boss like the Undertale flower boss and red ball 2 boss combined"}, {"post_id": 64971, "ts": "2026-09-09T18:33:55Z", "hours": 0.36, "text": "I addded few more items and a boss level im working on"}, {"post_id": 64751, "ts": "2026-09-09T12:01:15Z", "hours": 0.6447, "text": "im working on a shop and coin algorithm, so say tuned"}, {"post_id": 58679, "ts": "2026-08-31T05:51:37Z", "hours": 3.1256, "text": "I have 3h for a project i have not touched in a week"}, {"post_id": 50282, "ts": "2026-08-19T13:15:05Z", "hours": 2.5583, "text": "I finally fixed the bug, Added 15 levels and a end screen"}, {"post_id": 49812, "ts": "2026-08-18T19:12:36Z", "hours": 0.6017, "text": "I CANT DO THIS, Can sm1 please help me fix the platform bug in my game.. The core issue comes down to a deterministic drift between frame based playback and time based math, but idk how to fix it"}, {"post_id": 49475, "ts": "2026-08-18T10:33:15Z", "hours": 1.8642, "text": "15 levels + tutorial but need to fix a bug with the platforms, also gonna add more customization"}, {"post_id": 49410, "ts": "2026-08-18T07:08:18Z", "hours": 1.3475, "text": "I am working on fixing bugs with the platform smother movement and more levels"}, {"post_id": 48840, "ts": "2026-08-17T11:59:50Z", "hours": 0.2506, "text": "im working on a game called echo"}]...
|
Title: Echo by @XDabXking | Stardance
Devlogs:
im Title: Echo by @XDabXking | Stardance
Devlogs:
im working on a game called echo
I am working on fixing bugs with the platform smother movement and more levels
15 levels + tutorial but need to fix a bug with the platforms, also gonna add more customization
I CANT DO THIS, Can sm1 please help me fix the platform bug in my game.. The core issue comes down to a deterministic drift between frame based playback and time based math, but idk how to fix it
I finally fixed the bug, Added 15 levels and a end screen
I have 3h for a project i have not touched in a week
im working on a shop and coin algorithm, so say tuned
I addded few more items and a boss level im working on
Im working on a basic boss level, gonna try to make it a bit harder and make the boss like the Undertale flower boss and red ball 2 boss combined
QUICK QUESTION, Does anyone have any ideas for new level bc im gonna back the boss level 50 and i only made like 35 so need 15 more. https://forms.gle/PKT7rTeT9SxwZBNk8
Ships:
FINISHED THE CODING, finally fixed the movable platform bug, customization, 30 levels + tutorial… and ya
I trying to get my 3h of coding worth so ya I already shipped the code and ya go check it out...
|
1792878589.0444999
|
1793742589.0444999
|
|
54044
|
Snap2Study by @akyadav | Stardance
|
akyadav
|
1
|
21.63
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T05:50:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Snap2Study, an AI-powered study tool that lets students gets answers to question by just clicking a picture of it rather than searching it on the internet. The most challenging parts in the projects were to build the AI analysis pipeline and security and authentication system for users. I’m proud that i built a fully working production-deployed product and helped students to remove the stressful part of searching answers to questions on the internet. To test Snap2Study: 1.Open snap2study.vercel.app 2.Create and verify account by using email and entering the OTP. 3.After log in, upload a picture of the question. 4.And view the AI-generated analysis of the question. 5.Open profile/history to see previously analyzed questions and its complete result and other points. And that’s all, you are done", "repo": "https://github.com/adityayadav0002/snap2study", "demo": "https://snap2study.vercel.app/"}]...
|
[{"post_id": 81426, "ts": "202 [{"post_id": 81426, "ts": "2026-10-21T07:12:55Z", "hours": 4.3436, "text": "Fixed Some minor bugs in the code."}, {"post_id": 59725, "ts": "2026-09-01T17:29:54Z", "hours": 5.2894, "text": "Devlog - 6 Rewrote the Entire Codebase of Snap2Study due to some reasons."}, {"post_id": 58671, "ts": "2026-08-31T05:37:57Z", "hours": 2.2697, "text": "Devlog - 5 Implemented full authentication/security system. Added email OTP signup/login. Added secure sessions, logout & auth state. Added question history storage & search. Added previous-result viewing."}, {"post_id": 58138, "ts": "2026-08-30T14:26:30Z", "hours": 3.9194, "text": "Devlog - 4 Launched to Production Mobile & desktop testing completed Fixed major issues Next Step: Database & authentication setup, Email OTP authentication, profiles, sessions, and question history only."}, {"post_id": 57260, "ts": "2026-08-29T11:27:15Z", "hours": 2.3711, "text": "Devlog - 3 Now i have finished major part, fixing major and multiple bugs. Completed results page, added perfect frontend display of answers, and fixed major turbopack build error."}, {"post_id": 56495, "ts": "2026-08-28T09:03:48Z", "hours": 2.7569, "text": "Snap2Study - Devlog #2 In the last update i have added UI. But now i have added AI analysis pipeline into it and basically an mvp is ready of it. However had to handle many errors while doing this but managed it to do. Next step is to add more features to it and fix major things.*"}, {"post_id": 55694, "ts": "2026-08-27T17:39:06Z", "hours": 1.1403, "text": "Devlog #1 I have started building Snap2Study, a simple platform that turns questions into a smoother study experience. Currently i have built UI, preview. This is just beginning. Soon I will add more features to it."}]...
|
Title: Snap2Study by @akyadav | Stardance
Devlogs Title: Snap2Study by @akyadav | Stardance
Devlogs:
Devlog #1 I have started building Snap2Study, a simple platform that turns questions into a smoother study experience. Currently i have built UI, preview. This is just beginning. Soon I will add more features to it.
Snap2Study - Devlog #2 In the last update i have added UI. But now i have added AI analysis pipeline into it and basically an mvp is ready of it. However had to handle many errors while doing this but managed it to do. Next step is to add more features to it and fix major things.*
Devlog - 3 Now i have finished major part, fixing major and multiple bugs. Completed results page, added perfect frontend display of answers, and fixed major turbopack build error.
Devlog - 4 Launched to Production Mobile & desktop testing completed Fixed major issues Next Step: Database & authentication setup, Email OTP authentication, profiles, sessions, and question history only.
Devlog - 5 Implemented full authentication/security system. Added email OTP signup/login. Added secure sessions, logout & auth state. Added question history storage & search. Added previous-result viewing.
Devlog - 6 Rewrote the Entire Codebase of Snap2Study due to some reasons.
Fixed Some minor bugs in the code.
Ships:
I built Snap2Study, an AI-powered study tool that lets students gets answers to question by just clicking a picture of it rather than searching it on the internet. The most challenging parts in the projects were to build the AI analysis pipeline and security and authentication system for users. I’m proud that i built a fully working production-deployed product and helped students to remove the stressful part of searching answers to questions on the internet. To test Snap2Study: 1.Open snap2study.vercel.app 2.Create and verify account by using email and entering the OTP. 3.After log in, upload a picture of the question. 4.And view the AI-generated analysis of the question. 5.Open profile/history to see previously analyzed questions and its complete result and other points. And that’s all, you are done...
|
1793134245.5361595
|
1793220645.5361595
|
|
45974
|
space by @rizz | Stardance
|
rizz
|
3
|
11.0
|
162
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T05:05:30Z", "hours": 4.0, "multiplier": 18.21, "payout": 69, "blessing": "neutral", "text": "YEA SO IN THIS SHIP I HAVE FIXED SOME MAJOR BUGS AND ADDED NEW THINGS AND THE HARD PART WAS THAT I HAD DELETED MOST OF MY FILES AND I HAD TO PULL THEM AND CODE AGAIN AND THE FUN PART WAS THAT IT TURNED OUT TO BE GOOD..HEY THAT’S WHAT I THINK…AND YEA FOR THE REVIEWERS PLEASWEEEEEEE RATE ME WELL I REAAAAAAALLLYYYYY TRIED MY BEST", "repo": "https://github.com/STEVEALEX-source/space", "demo": "https://stevealex-source.github.io/space/"}, {"ship_num": 2, "ts": "2026-08-28T15:14:57Z", "hours": 5.0, "multiplier": 16.87, "payout": 87, "blessing": "neutral", "text": "so i made a 3d website that shows details about our solar system..So it was quite fun to make but i faced a lot of errors while making it ahhh i was a misery and the hard things was to make the actual planets and the moons it took a long time over all i think it turned out to be pretty good..i hope it gets rated well :>", "repo": "https://github.com/STEVEALEX-source/space", "demo": "https://stevealex-source.github.io/space/"}, {"ship_num": 3, "ts": "2026-08-11T11:08:16Z", "hours": 2.0, "multiplier": 3.28, "payout": 6, "blessing": "neutral", "text": "I built Poly Calendar, a fast, dark-mode calendar web app and browser extension designed to strip away the clunkiness of traditional scheduling software so you can time-block your day in seconds. The hardest part was building a reliable natural language parser that could cleanly extract times and tags from plain text without butchering event titles, alongside navigating Chrome’s strict Manifest V3 rules to sync extension data seamlessly. The most fun part was seeing the live preview badges dynamically light up as you type and watching a single-tab web project turn into a native, spring-animated browser utility you can trigger from anywhere.", "repo": "https://github.com/STEVEALEX-source/space", "demo": "https://stevealex-source.github.io/space/"}]...
|
[{"post_id": 58663, "ts": "202 [{"post_id": 58663, "ts": "2026-08-31T05:01:47Z", "hours": 1.7511, "text": "SOO AHEM AHEM AGAIN I HAVE ADDED NEW GALAXIES AND SOME DWARF PLANETS AND MOONS AND THERE WERE SOME BUGS LIKE SOMETHINGS WERE JUMBLED..AND I FIXED THEM AND I RAN INTO SOME PROBLEMS LIKE THE JS WASN’T LOADING AND AHHH EVERYTHING GOT DELETED AND MANNN ANYWAYS THE PROJECT IS READY TO SHIP"}, {"post_id": 58223, "ts": "2026-08-30T16:06:55Z", "hours": 1.085, "text": "soooooooooo i have fixed some issues with the UI and also the bloom cuz it was terrible yayaya and yea i accidentally deleted my files so i ahd to pull from github..that’s a whole another story anyways i have to work on new galaxies and i am thinking about adding dwarf planets too cuz why not.."}, {"post_id": 58022, "ts": "2026-08-30T11:18:31Z", "hours": 0.9808, "text": "So ahem ahemm i been working on some issues related the website and I am reducing the bloom and adding more things like new galaxies it can take more time to add those things anyways i have fixed the bloom rn and made the Ui/Ux a little better."}, {"post_id": 56674, "ts": "2026-08-28T15:08:42Z", "hours": 2.1661, "text": "ahemmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm soooo 2 hours in and i have fixed some several bugs in main.js and css and i have made the website from a slide show to 3D website and made it quite interactive and improved the graphics and added a starting screen that was an another headache cuz it wasn’t loading properly any ways i have fixed and it’s quite ready to ship…."}, {"post_id": 56549, "ts": "2026-08-28T10:55:46Z", "hours": 2.9992, "text": "so i am working on a project that is a 3d map of our solar system and i have made it like a 3d slide show so now i have to work on the css and Ui and add the details about the planets and yea i should add moons too cuz yea that little detail can elevate it….i hope the project turns out to be good cuz its been like 4 hours and my hands hurt and i wanna touch some grass :)"}, {"post_id": 45082, "ts": "2026-08-11T11:01:35Z", "hours": 0.3939, "text": "Devlog 03……. Poly Extension & Real-World Utility In this session, I shifted Poly from a neat single-page experiment into something you can actually use throughout your workday without getting in your own way.The big focus was simple: reduce friction. If adding a meeting or checking what’s next takes more than two seconds or requires navigating through three menus, nobody’s going to use it. Here’s what got built, refined, and stripped back.What’s New1. The Chrome / Brave Extension Instead of keeping Poly trapped in a single pinned tab, we built a lightweight Manifest V3 browser extension.Instant popup: Hit your shortcut, check today’s timeline, or type Deploy site at 4pm [Work], hit Enter, and get back to what you were doing.Chrome Storage sync: Keeps your extension popup and main workspace reading from the same data, so nothing drops out of sync.2. A Modal for Structured InputThe command-line natural language parser is great for fast typing, but sometimes you just want a standard form.Added a dedicated “+ Add Work” button in the sidebar that opens a clean modal.Pick your start time, set your duration, type the title, and hit submit. No parsing guesswork when you’re in a rush.3. Cleaner Visuals & Physics-Based MotionStripped the fluff: Removed the random emojis and decorative clutter for a sharp, high-contrast dark theme (#09090b base) inspired by modern developer tools.Spring physics: Added spring transition curves (cubic-bezier(0.16, 1, 0.3, 1)) so event cards, modals, and hover states feel snappy rather than sluggish.Non-intrusive feedback: Built a floating toast notification system to confirm actions like export, delete, and view switches without blocking the UI.Core System ArchitecturePlaintextpoly-workspace/ ├── index.html # Main Split-View Dashboard ├── styles.css # Swiss Dark System + Spring Physics ├── app.js # Main Logic, Storage & View Switcher └── poly-extension/ ├── manifest.json # Chrome Manifest V3 Spec ├── popup.html # Extension UI ├── popup.css # Compact Extension Styling └── popup.js # Sync Logic & Quick Add Where We’re Heading NextPoly is now fully usable offline with local storage, sports a browser extension, and handles daily scheduling smoothly. The next big steps will focus on making time-blocking interactive:Native Drag & Drop: Dragging event cards vertically to shift time slots or stretching their edges to adjust duration.Global Command Palette (Cmd + K / Ctrl + K): Triggering quick actions, date jumps, and category switches from anywhere on your keyboard.Google Calendar Sync: Two-way integration so external calendar invites show up inside Poly automatically."}, {"post_id": 45067, "ts": "2026-08-11T10:24:01Z", "hours": 0.6031, "text": "Devlog 02: Poly (25 Min In)Spent another 25 minutes polishing up Poly and fixing a few things that were bugging me from the first build.What I worked on• UI tweaks: Cleaned up the layout, fixed the dark mode colors, and added better visual cues for when meetings overlap. • User profile switcher: Added a small name field at the top so you can switch between user profiles on the fly. • Manual fallback modal: Sometimes natural language typing gets annoying, so I added a simple form modal for when you just want to pick a time manually. • Instant demo button: Added a button that dumps a bunch of fake overlapping meetings onto the calendar so you can test the conflict resolver without typing a dozen events.Still keeping it strictly zero dependencies just raw HTML, CSS, and JS.More updates coming as I keep building!"}, {"post_id": 44053, "ts": "2026-08-09T15:57:39Z", "hours": 0.6922, "text": "Devlog 01………. Poly (40 Min In) Got annoyed with calendar apps requiring five clicks just to add one meeting, so I sat down for 40 minutes to build a quick alternative using plain web tech. What I built so far• Command Bar: Type naturally like “Team sync tomorrow at 3pm” to drop events on the grid. • Voice Input: Hooked up the native Web Speech API to add meetings by speaking aloud. • Conflict Detector: Flags double-booked slots and shifts overlapping events to open times."}]...
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Title: space by @rizz | Stardance
Devlogs:
Devlog Title: space by @rizz | Stardance
Devlogs:
Devlog 01………. Poly (40 Min In) Got annoyed with calendar apps requiring five clicks just to add one meeting, so I sat down for 40 minutes to build a quick alternative using plain web tech. What I built so far• Command Bar: Type naturally like “Team sync tomorrow at 3pm” to drop events on the grid. • Voice Input: Hooked up the native Web Speech API to add meetings by speaking aloud. • Conflict Detector: Flags double-booked slots and shifts overlapping events to open times.
Devlog 02: Poly (25 Min In)Spent another 25 minutes polishing up Poly and fixing a few things that were bugging me from the first build.What I worked on• UI tweaks: Cleaned up the layout, fixed the dark mode colors, and added better visual cues for when meetings overlap. • User profile switcher: Added a small name field at the top so you can switch between user profiles on the fly. • Manual fallback modal: Sometimes natural language typing gets annoying, so I added a simple form modal for when you just want to pick a time manually. • Instant demo button: Added a button that dumps a bunch of fake overlapping meetings onto the calendar so you can test the conflict resolver without typing a dozen events.Still keeping it strictly zero dependencies just raw HTML, CSS, and JS.More updates coming as I keep building!
Devlog 03……. Poly Extension & Real-World Utility In this session, I shifted Poly from a neat single-page experiment into something you can actually use throughout your workday without getting in your own way.The big focus was simple: reduce friction. If adding a meeting or checking what’s next takes more than two seconds or requires navigating through three menus, nobody’s going to use it. Here’s what got built, refined, and stripped back.What’s New1. The Chrome / Brave Extension Instead of keeping Poly trapped in a single pinned tab, we built a lightweight Manifest V3 browser extension.Instant popup: Hit your shortcut, check today’s timeline, or type Deploy site at 4pm [Work], hit Enter, and get back to what you were doing.Chrome Storage sync: Keeps your extension popup and main workspace reading from the same data, so nothing drops out of sync.2. A Modal for Structured InputThe command-line natural language parser is great for fast typing, but sometimes you just want a standard form.Added a dedicated “+ Add Work” button in the sidebar that opens a clean modal.Pick your start time, set your duration, type the title, and hit submit. No parsing guesswork when you’re in a rush.3. Cleaner Visuals & Physics-Based MotionStripped the fluff: Removed the random emojis and decorative clutter for a sharp, high-contrast dark theme (#09090b base) inspired by modern developer tools.Spring physics: Added spring transition curves (cubic-bezier(0.16, 1, 0.3, 1)) so event cards, modals, and hover states feel snappy rather than sluggish.Non-intrusive feedback: Built a floating toast notification system to confirm actions like export, delete, and view switches without blocking the UI.Core System ArchitecturePlaintextpoly-workspace/ ├── index.html # Main Split-View Dashboard ├── styles.css # Swiss Dark System + Spring Physics ├── app.js # Main Logic, Storage & View Switcher └── poly-extension/ ├── manifest.json # Chrome Manifest V3 Spec ├── popup.html # Extension UI ├── popup.css # Compact Extension Styling └── popup.js # Sync Logic & Quick Add Where We’re Heading NextPoly is now fully usable offline with local storage, sports a browser extension, and handles daily scheduling smoothly. The next big steps will focus on making time-blocking interactive:Native Drag & Drop: Dragging event cards vertically to shift time slots or stretching their edges to adjust duration.Global Command Palette (Cmd + K / Ctrl + K): Triggering quick actions, date jumps, and category switches from anywhere on your keyboard.Google Calendar Sync: Two-way integration so external calendar invites show up inside Poly automatically.
so i am working on a project that is a 3d map of our solar system and i have made it like a 3d slide show so now i have to work on the css and Ui and add the details about the planets and yea i should add moons too cuz yea that little detail can elevate it….i hope the project turns out to be good cuz its been like 4 hours and my hands hurt and i wanna touch some grass :)
ahemmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm soooo 2 hours in and i have fixed some several bugs in main.js and css and i have made the website from a slide show to 3D website and made it quite interactive and improved the graphics and added a starting screen that was an another headache cuz it wasn’t loading properly any ways i have fixed and it’s quite ready to ship….
So ahem ahemm i been working on some issues related the website and I am reducing the bloom and adding more things like new galaxies it can take more time to add those things anyways i have fixed the bloom rn and made the Ui/Ux a little better.
soooooooooo i have fixed some issues with the UI and also the bloom cuz it was terrible yayaya and yea i accidentally deleted my files so i ahd to pull from github..that’s a whole another story anyways i have to work on new galaxies and i am thinking about adding dwarf planets too cuz why not..
SOO AHEM AHEM AGAIN I HAVE ADDED NEW GALAXIES AND SOME DWARF PLANETS AND MOONS AND THERE WERE SOME BUGS LIKE SOMETHINGS WERE JUMBLED..AND I FIXED THEM AND I RAN INTO SOME PROBLEMS LIKE THE JS WASN’T LOADING AND AHHH EVERYTHING GOT DELETED AND MANNN ANYWAYS THE PROJECT IS READY TO SHIP
Ships:
I built Poly Calendar, a fast, dark-mode calendar web app and browser extension designed to strip away the clunkiness of traditional scheduling software so you can time-block your day in seconds. The hardest part was building a reliable natural language parser that could cleanly extract times and tags from plain text without butchering event titles, alongside navigating Chrome’s strict Manifest V3 rules to sync extension data seamlessly. The most fun part was seeing the live preview badges dynamically light up as you type and watching a single-tab web project turn into a native, spring-animated browser utility you can trigger from anywhere.
so i made a 3d website that shows details about our solar system..So it was quite fun to make but i faced a lot of errors while making it ahhh i was a misery and the hard things was to make the actual planets and the moons it took a long time over all i think it turned out to be pretty good..i hope it gets rated well :>
YEA SO IN THIS SHIP I HAVE FIXED SOME MAJOR BUGS AND ADDED NEW THINGS AND THE HARD PART WAS THAT I HAD DELETED MOST OF MY FILES AND I HAD TO PULL THEM AND CODE AGAIN AND THE FUN PART WAS THAT IT TURNED OUT TO BE GOOD..HEY THAT’S WHAT I THINK…AND YEA FOR THE REVIEWERS PLEASWEEEEEEE RATE ME WELL I REAAAAAAALLLYYYYY TRIED MY BEST...
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1793256941.6774635
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1793343341.6774635
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56618
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Birthdau special by @Kantarajluitel | Stardance
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Kantarajluitel
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1
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4.13
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T04:46:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made roasting custom photo and text 3d birthday musem", "repo": "https://github.com/susantedit/birthday-special", "demo": "https://birthday-paarty.netlify.app/"}]...
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[{"post_id": 60296, "ts": "202 [{"post_id": 60296, "ts": "2026-09-02T15:53:34Z", "hours": 3.1297, "text": "I’ve completely reworked and elevated the Birthday Memory Museum into a bespoke, interactive 3D virtual exhibition crafted with a warm “Velvet Noir & Polished Brass Atelier” aesthetic. Key Highlights & New Features: Bespoke Visual & Architectural Redesign : Replaced generic styles with a dark velvet and candlelight color palette, frosted brass glassmorphism panels, and classic gallery typography ( Cinzel , Playfair Display , and Caveat cursive). Calibrated volumetric ray beams, soft airborne dust motes, and floor mirror reflections for a cinematic experience. Interactive Polaroid Memory Flip & Reactions : Visitors inspecting framed memories can flip cards to read handwritten vintage postcards on the back with custom timestamps. Added interactive reaction badges ( Love , Cheers , Party , Sparkle , Cake ) that stick to memories with playful animations. Magic Wand Sparklers & Fireworks Celebration : A smooth 60 FPS golden fairy-dust sparkler trail follows the visitor’s cursor and touch gestures. Top-bar fireworks launcher with keyboard shortcut ( F ) to trigger multi-colored aerial bursts. Atmospheric Gallery Mood Controller : Added a dynamic lighting switcher to change the museum ambiance on the fly ( Candlelit Velvet , Starlit Galaxy , Rose Gold , and Vintage Sepia ). Keepsake Souvenir Card Exporter & Grand Finale : Added a 1-click souvenir snapshot generator that renders a framed Polaroid keepsake card of the 3D scene with personalized calligraphy for immediate download. Confetti cannon burst and real microphone candle-blowing interaction at the birthday cake finale. Fluid Multi-Input Scroll & Performance Engine : Responsive navigation supporting smooth mouse wheel increments, mobile swipe touch gestures, trackpad panning, and arrow keys. 3-tier adaptive GPU governor guaranteeing locked 60 FPS across low-end mobile devices and high-end desktop screens. Clean Code & Comprehensive Documentation : Fully rewritten, clean codebase stripped of all AI boilerplate and emojis, accompanied by a detailed README guide for the Studio curator workshop and 1-click Netlify publishing."}, {"post_id": 58659, "ts": "2026-08-31T04:46:11Z", "hours": 1.2589, "text": "🎂 Birthday Memory MuseumTurn someone’s photos into a 3D museum they can walk through on their phone.They open a link. They’re standing in a quiet gallery. As they scroll, photos of the two of you drift past on the walls, each with a little caption. Music plays. At the end of the corridor there’s a birthday cake with candles still lit — and they blow into their phone’s microphone to put them out. Then your letter appears.You build the gift on your computer. You send one link. That’s it.Do I need to know how to code?No. Not one bit.You will type a few lines into a black window. You don’t need to understand them — just copy them exactly as written. If you can follow a recipe, you can do this.You’ll need about 30 minutes the first time.What you need before startingA Windows PC or a MacAn internet connectionThe photos and videos you want to useA song, if you want music (optional)That’s all. You do not need VS Code, or any programmer tools, or a paid account anywhere."}]...
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Title: Birthdau special by @Kantarajluitel | Stard Title: Birthdau special by @Kantarajluitel | Stardance
Devlogs:
🎂 Birthday Memory MuseumTurn someone’s photos into a 3D museum they can walk through on their phone.They open a link. They’re standing in a quiet gallery. As they scroll, photos of the two of you drift past on the walls, each with a little caption. Music plays. At the end of the corridor there’s a birthday cake with candles still lit — and they blow into their phone’s microphone to put them out. Then your letter appears.You build the gift on your computer. You send one link. That’s it.Do I need to know how to code?No. Not one bit.You will type a few lines into a black window. You don’t need to understand them — just copy them exactly as written. If you can follow a recipe, you can do this.You’ll need about 30 minutes the first time.What you need before startingA Windows PC or a MacAn internet connectionThe photos and videos you want to useA song, if you want music (optional)That’s all. You do not need VS Code, or any programmer tools, or a paid account anywhere.
I’ve completely reworked and elevated the Birthday Memory Museum into a bespoke, interactive 3D virtual exhibition crafted with a warm “Velvet Noir & Polished Brass Atelier” aesthetic. Key Highlights & New Features: Bespoke Visual & Architectural Redesign : Replaced generic styles with a dark velvet and candlelight color palette, frosted brass glassmorphism panels, and classic gallery typography ( Cinzel , Playfair Display , and Caveat cursive). Calibrated volumetric ray beams, soft airborne dust motes, and floor mirror reflections for a cinematic experience. Interactive Polaroid Memory Flip & Reactions : Visitors inspecting framed memories can flip cards to read handwritten vintage postcards on the back with custom timestamps. Added interactive reaction badges ( Love , Cheers , Party , Sparkle , Cake ) that stick to memories with playful animations. Magic Wand Sparklers & Fireworks Celebration : A smooth 60 FPS golden fairy-dust sparkler trail follows the visitor’s cursor and touch gestures. Top-bar fireworks launcher with keyboard shortcut ( F ) to trigger multi-colored aerial bursts. Atmospheric Gallery Mood Controller : Added a dynamic lighting switcher to change the museum ambiance on the fly ( Candlelit Velvet , Starlit Galaxy , Rose Gold , and Vintage Sepia ). Keepsake Souvenir Card Exporter & Grand Finale : Added a 1-click souvenir snapshot generator that renders a framed Polaroid keepsake card of the 3D scene with personalized calligraphy for immediate download. Confetti cannon burst and real microphone candle-blowing interaction at the birthday cake finale. Fluid Multi-Input Scroll & Performance Engine : Responsive navigation supporting smooth mouse wheel increments, mobile swipe touch gestures, trackpad panning, and arrow keys. 3-tier adaptive GPU governor guaranteeing locked 60 FPS across low-end mobile devices and high-end desktop screens. Clean Code & Comprehensive Documentation : Fully rewritten, clean codebase stripped of all AI boilerplate and emojis, accompanied by a detailed README guide for the Studio curator workshop and 1-click Netlify publishing.
Ships:
I just made roasting custom photo and text 3d birthday musem...
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1792846525.5354762
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1793710525.5354762
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23382
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PinkGoldMod_MC:26.1.2 by @BeytiKebab | Stardance
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BeytiKebab
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1
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11.0
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92
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T04:27:26Z", "hours": 11.0, "multiplier": 8.55, "payout": 92, "blessing": "neutral", "text": "I made a minecraft mod based on the custom item Pink Gold. I added items and blocks such as Armor, Tools, Pink Gold Blocks and recepies. The most chanlenging parts were debuging and learning the structure as it was my first time doing such a project. I leaned to trouble shoot large codebases. I am proud that I did not give up on my first illegalArgument exception!", "repo": "https://github.com/alr11118/Minecraft_Mod_PinkGold", "demo": "https://www.curseforge.com/minecraft/mc-mods/pinkgold"}]...
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[{"post_id": 58650, "ts": "202 [{"post_id": 58650, "ts": "2026-08-31T04:22:38Z", "hours": 0.8033, "text": "Finished armor and tools, ran tests, and published on Modrinth. Overall this was a fun project and learned a lot, especially aboout debuging large codebases…."}, {"post_id": 58440, "ts": "2026-08-30T21:11:18Z", "hours": 2.2939, "text": "added the tools!!!! Next is armour"}, {"post_id": 46713, "ts": "2026-08-14T04:55:47Z", "hours": 0.4433, "text": "Added the recepies!"}, {"post_id": 46696, "ts": "2026-08-14T04:15:06Z", "hours": 1.4644, "text": "Added pink gold block and item, will add recepies and armore soon!"}, {"post_id": 27443, "ts": "2026-07-13T00:38:27Z", "hours": 2.6928, "text": "Managed to figure out how to add blocks!!! (I followed a tutorial for the basics https://youtu.be/aGNswCl7hcU?si=ZWYGGNZZrklFsrB8 was very helpfull). I plan to customise this to my mod next!"}, {"post_id": 14901, "ts": "2026-06-24T06:12:30Z", "hours": 2.5617, "text": "Started learning how to add custom blocks, but somehow my block is showing up this way?? I checked the file names, paths, directories I will look deeper tommorow!"}, {"post_id": 12955, "ts": "2026-06-21T06:29:52Z", "hours": 0.4797, "text": "I finished the intial importing of files and set up of environment. Now just need to look over documentation to get started."}]...
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Title: PinkGoldMod_MC:26.1.2 by @BeytiKebab | Star Title: PinkGoldMod_MC:26.1.2 by @BeytiKebab | Stardance
Devlogs:
I finished the intial importing of files and set up of environment. Now just need to look over documentation to get started.
Started learning how to add custom blocks, but somehow my block is showing up this way?? I checked the file names, paths, directories I will look deeper tommorow!
Managed to figure out how to add blocks!!! (I followed a tutorial for the basics https://youtu.be/aGNswCl7hcU?si=ZWYGGNZZrklFsrB8 was very helpfull). I plan to customise this to my mod next!
Added pink gold block and item, will add recepies and armore soon!
Added the recepies!
added the tools!!!! Next is armour
Finished armor and tools, ran tests, and published on Modrinth. Overall this was a fun project and learned a lot, especially aboout debuging large codebases….
Ships:
I made a minecraft mod based on the custom item Pink Gold. I added items and blocks such as Armor, Tools, Pink Gold Blocks and recepies. The most chanlenging parts were debuging and learning the structure as it was my first time doing such a project. I leaned to trouble shoot large codebases. I am proud that I did not give up on my first illegalArgument exception!...
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1793224542.987895
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1793310942.987895
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17368
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Tappy by @SirYanni | Stardance
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SirYanni
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T04:18:19Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Tappy, an open-source NFC business card generator that lets you create a customizable digital business card and export everything needed to host it yourself. The 3 major quality-of-life improvements are: No subscription or platform lock-in One export instead of multiple manual steps No web development required One of the more challenging parts was getting the generated files, vCard, QR code and profile data to work together reliably while keeping the whole process client-side. I also spent time making the editor responsive and handling invalid input and edge cases. I’m especially proud that Tappy is a complete, usable workflow rather than just a generator: you can create a card, export it, host it yourself and connect the resulting URL to an NFC tag.", "repo": "https://github.com/siryanni/Tappy", "demo": "https://siryanni.github.io/Tappy/"}]...
|
[{"post_id": 58643, "ts": "202 [{"post_id": 58643, "ts": "2026-08-31T04:06:32Z", "hours": 0.7186, "text": "Final adjustments Today I did the last fixes for ship no1! While I am already excited to see what ya’ll have to say, I can promise there is way more to come."}, {"post_id": 53018, "ts": "2026-08-23T12:21:43Z", "hours": 0.3367, "text": "Welcome to the team! From now on, the Modern Corporate Styling comes with it’s own companion, Tappy dressed up real nice for all the occasions he might meet new people! Just select “Modern Corporate” when creating your custom HTML, and he’ll be there. I hope that he’ll watch many new connections form in his fresh attire!"}, {"post_id": 52707, "ts": "2026-08-23T00:22:06Z", "hours": 1.4828, "text": "Introducing: Tappy! The new mascot Today, I could proudly roll out Tappy, a new face for the Card-Editor. Integration took longer than expected, because getting it into the Export-HTML required encoding him into Base64 and then packaging that into the JS-File, but it all worked out! Disclaimer: Tappy the Fox was refined by AI. Sketches and prompting all done by me. PS.: Landing Page still to be redone!"}, {"post_id": 23715, "ts": "2026-07-06T20:26:18Z", "hours": 0.6581, "text": "Landing Page Today I made a quick Landing Page mockup (!!!) using AI. I will later on make it on my own, but I needed to check how I’ll design it and make it work with pages, and just don’t have enough time today to write the testing page by hand. Again, please excuse and i’ll change it later. Hope you like it though, as the design will probably stay pretty much the same."}, {"post_id": 22421, "ts": "2026-07-04T21:34:30Z", "hours": 0.9314, "text": "Internal changes While nothing has changed from the outside, I have moved the inline styling from HTML to it’s own css, which I should’ve done in the first place. I did it today (while on vacation), because I’m planning on doing a massive redesign of the Editor, which is just way easier with HTML,CSS and JS all on their own. Thanks for reading!"}, {"post_id": 8347, "ts": "2026-06-13T21:26:58Z", "hours": 0.5528, "text": "#Devlog 2 Did not manage to get done as much today, but I did add 2 new Designs. #Whats new: There are now to more Design: “Dark Hacker” and “Sunset Minimal”. Dark Hacker is supposed to give off a CLI-Kind of Vibe using a black/green color scheme, while Sunset Minimal is made considering HackClubs Design Language and colors. #Hope you enjoy it!"}, {"post_id": 7591, "ts": "2026-06-12T18:12:43Z", "hours": 1.4358, "text": "Tappy Devlog Quick update on what changed and what’s next for the project. What’s Done Cleaned up the repo: Removed my personal test card files so no private data is public. New landing page: Renamed editor.html to index.html . Now the editor loads instantly when you open the link. Live on GitHub Pages: The app is officially live and working at: https://siryanni.github.io/Tappy/ Fixed export bug: Updated script.js so the downloaded ZIP still contains a clean index.html for your NFC card, without messing up the editor. Next Steps Test the generated .vcf contact cards on different iOS and Android phones to make sure it saves perfectly everywhere. Add an option to inject custom CSS styles directly from the editor before exporting."}]...
|
Title: Tappy by @SirYanni | Stardance
Devlogs:
Ta Title: Tappy by @SirYanni | Stardance
Devlogs:
Tappy Devlog Quick update on what changed and what’s next for the project. What’s Done Cleaned up the repo: Removed my personal test card files so no private data is public. New landing page: Renamed editor.html to index.html . Now the editor loads instantly when you open the link. Live on GitHub Pages: The app is officially live and working at: https://siryanni.github.io/Tappy/ Fixed export bug: Updated script.js so the downloaded ZIP still contains a clean index.html for your NFC card, without messing up the editor. Next Steps Test the generated .vcf contact cards on different iOS and Android phones to make sure it saves perfectly everywhere. Add an option to inject custom CSS styles directly from the editor before exporting.
#Devlog 2 Did not manage to get done as much today, but I did add 2 new Designs. #Whats new: There are now to more Design: “Dark Hacker” and “Sunset Minimal”. Dark Hacker is supposed to give off a CLI-Kind of Vibe using a black/green color scheme, while Sunset Minimal is made considering HackClubs Design Language and colors. #Hope you enjoy it!
Internal changes While nothing has changed from the outside, I have moved the inline styling from HTML to it’s own css, which I should’ve done in the first place. I did it today (while on vacation), because I’m planning on doing a massive redesign of the Editor, which is just way easier with HTML,CSS and JS all on their own. Thanks for reading!
Landing Page Today I made a quick Landing Page mockup (!!!) using AI. I will later on make it on my own, but I needed to check how I’ll design it and make it work with pages, and just don’t have enough time today to write the testing page by hand. Again, please excuse and i’ll change it later. Hope you like it though, as the design will probably stay pretty much the same.
Introducing: Tappy! The new mascot Today, I could proudly roll out Tappy, a new face for the Card-Editor. Integration took longer than expected, because getting it into the Export-HTML required encoding him into Base64 and then packaging that into the JS-File, but it all worked out! Disclaimer: Tappy the Fox was refined by AI. Sketches and prompting all done by me. PS.: Landing Page still to be redone!
Welcome to the team! From now on, the Modern Corporate Styling comes with it’s own companion, Tappy dressed up real nice for all the occasions he might meet new people! Just select “Modern Corporate” when creating your custom HTML, and he’ll be there. I hope that he’ll watch many new connections form in his fresh attire!
Final adjustments Today I did the last fixes for ship no1! While I am already excited to see what ya’ll have to say, I can promise there is way more to come.
Ships:
I built Tappy, an open-source NFC business card generator that lets you create a customizable digital business card and export everything needed to host it yourself. The 3 major quality-of-life improvements are: No subscription or platform lock-in One export instead of multiple manual steps No web development required One of the more challenging parts was getting the generated files, vCard, QR code and profile data to work together reliably while keeping the whole process client-side. I also spent time making the editor responsive and handling invalid input and edge cases. I’m especially proud that Tappy is a complete, usable workflow rather than just a generator: you can create a card, export it, host it yourself and connect the resulting URL to an NFC tag....
|
1793249675.3320403
|
1793336075.3320403
|
|
46703
|
Khuwari by @TheShovel | Stardance
|
TheShovel
|
2
|
36.0
|
609
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T04:08:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well, since my last ship not very long ago at all, i have kept trying to polish and perfect this. I think its in a spot where im happy with it for now :3 probably the last ship for this project (well… at least until stardance ends. I am DEFINITELY gonna work on this after as well)", "repo": "https://github.com/TheShovel/khuwari", "demo": "https://theshovel.rocks/khuwari/"}, {"ship_num": 2, "ts": "2026-08-27T19:31:42Z", "hours": 32.0, "multiplier": 19.15, "payout": 609, "blessing": "neutral", "text": "Khuwari is a free and open source animation tool that generates the frames between your keyframes with machine learning. Everything runs locally in your browser, your images and projects never leave your machine. You bring the art, it brings the inbetweens.", "repo": "https://github.com/TheShovel/khuwari", "demo": "https://theshovel.rocks/khuwari/"}]...
|
[{"post_id": 58642, "ts": "202 [{"post_id": 58642, "ts": "2026-08-31T04:06:02Z", "hours": 1.2861, "text": "i gave the interpolation model some further adjustments and tweaks and stuff to get stuff as good as i possibly could. theres surprisingly a lot of stuff you can tweak internally!"}, {"post_id": 58065, "ts": "2026-08-30T12:37:51Z", "hours": 2.3178, "text": "Hello! since my first ship, i have gotten a lot of little suggestions and bug reports, so i have worked on implementing most of them, along with other stuff that i felt would be worth adding along the way: replaced the ugly svg doodles on the home page with cool epic krita drawings made by yours truly. rip to the drawing effect though… i have re written the docs to be in markdown, and then parsed through a script to automatically build the docs from those, making it a lot easier for me to update them fixed a bunch of random ui issues and inconsistencies added filter effects to layers in the drawing tool aaaand last but not least, themes! You can now choose a theme from a couple of pre-made ones in the settings. I have also went out of my way to update the github readme to say how much stuff was made by me and how much was made by ai. Hopefully that way, i dont get falsely accused of using ai again. i am still salty about that >:("}, {"post_id": 56912, "ts": "2026-08-28T22:39:15Z", "hours": 0.6606, "text": "the shipwrights keep marking my readme as ai, even after removing the little ai i used in the first place. SO HERE IS AN ENTIRE 16 MINUTE VIDEO OF ME REWRITING THE ENTIRE README, AGAIN. What a waste of my nerves bro. 3 times. 3 times my own hand written text was called ai. actually mental"}, {"post_id": 55769, "ts": "2026-08-27T19:25:43Z", "hours": 2.3383, "text": "And so, one more project comes to an end this summer, and probably my last one before school starts! Since last time, i just did a lot of testing, gave it to people to try out, implemented some QOL features and thats it. Just polish stuff :D"}, {"post_id": 54105, "ts": "2026-08-24T22:05:41Z", "hours": 6.9142, "text": "heyyyyy. long time no see but its almost over!!!! i have started to port the krita drawing tools to the app, so you can draw your frames directly in the app!!!! ooooo crazy i know. it was actually a lot of work, and its still not done, but its getting there and im quite proud of it!!! I also have added camera controls and effects! theres a separate special layer for camera keyframes, and you can animate the camera in all kinds of ways! we also have layer blending modes and soooo much more in the app itself. I have also worked on making the website less “i vibe coded this in 20 minutes” type stuff. its getting along pretty well as well! Even put animated gifs on the front page :D"}, {"post_id": 50455, "ts": "2026-08-19T16:50:50Z", "hours": 6.5889, "text": "hiiii. been a while… but ive been hard at work! i have made a website, docs, tools for automating the docs, sound, camera and sooooo much more stuff. I also started work on a krita compatible built in image editor! So that you can edit your images directly in the software easily! Yep. well id love to write more but ill be honest i dont feel like it. Look at the github commits i guess lmao oh also its now like, super fast. so fast, it can run on your phone, hell, ive been even working on a possible mobile version, but youll only see that if it actually happens hehe. ok byeeeeee!!!!"}, {"post_id": 47650, "ts": "2026-08-15T17:57:47Z", "hours": 8.2653, "text": "hey yall!!! i finally have more stuff to show! I did quite a lot of fairly difficult stuff, that im glad is now over. First of all, the ui is a lot better (still not perfect but better), now you can do interpolation on mutiple layers, and you can interpolate TRANSPARENT IMAGES. Thats right, i just made the first ever (that i heard of) actually good video interpolator that supports transparency. How i did it? Its pretty silly. I take every pixel with opacity in the current frame of that layer, and then i assign a opaque color to it. I make sure that the color that gets chosen is not a color that is in the image, to avoid breaking it… for the 2nd step! After i replace every pixel with opacity with an opaque pixel, i interpolate the frame. The interpolation model does a great job at full images. After that, i take all of the colors i assigned to the pixels i replaced, and do the reverse operation to turn them back into transparent pixels. And ta da! Its not the fastest approach, but other stuff that i tried, like masks and so on, dont seem as good. Along with that, I have also worked on some dynamic coloring tools! Right now this is still pretty basic, but the idea is: you have a layer, you place these dots on it, you choose a color, and it will fill that shape with the color. Its pretty basic, quite slow and still buggy right now but stuff is happening!!!!"}, {"post_id": 45693, "ts": "2026-08-12T10:50:51Z", "hours": 7.7056, "text": "Hiii!!! The shovel, back at it again, with another BANGER. You know how it be. always on the grind. So i was working on cutscenes for my passion project. Its a game blah blah doesnt matter. I was animating cutscenes frame by frame and then went like “man, this sure does look choppy, and not like in a cool stylized way. I wish i could easily make more inbetweens…” and then i realized, im a software developer and i can do it!!! So i thought of all those crappy “anime in 60 fps” videos on youtube. Those are ugly, and i thought… why? and realized that its because the artists didnt intend for it to be interpolated! So what if i make an animation editor, where you can drop your frames, you can set their timing and length and all that, and then you can interpolate them with full control! So this is what this project is. So far you can drag frames in, interpolate them with a small onnx interpolation model that runs locally in your browser, you can then download the frames that look bad, fix them up, drop them back in and improve the interpolation! This sounds like it wouldnt do much but it would save someone like me soooooooo much time!"}]...
|
Title: Khuwari by @TheShovel | Stardance
Devlogs: Title: Khuwari by @TheShovel | Stardance
Devlogs:
Hiii!!! The shovel, back at it again, with another BANGER. You know how it be. always on the grind. So i was working on cutscenes for my passion project. Its a game blah blah doesnt matter. I was animating cutscenes frame by frame and then went like “man, this sure does look choppy, and not like in a cool stylized way. I wish i could easily make more inbetweens…” and then i realized, im a software developer and i can do it!!! So i thought of all those crappy “anime in 60 fps” videos on youtube. Those are ugly, and i thought… why? and realized that its because the artists didnt intend for it to be interpolated! So what if i make an animation editor, where you can drop your frames, you can set their timing and length and all that, and then you can interpolate them with full control! So this is what this project is. So far you can drag frames in, interpolate them with a small onnx interpolation model that runs locally in your browser, you can then download the frames that look bad, fix them up, drop them back in and improve the interpolation! This sounds like it wouldnt do much but it would save someone like me soooooooo much time!
hey yall!!! i finally have more stuff to show! I did quite a lot of fairly difficult stuff, that im glad is now over. First of all, the ui is a lot better (still not perfect but better), now you can do interpolation on mutiple layers, and you can interpolate TRANSPARENT IMAGES. Thats right, i just made the first ever (that i heard of) actually good video interpolator that supports transparency. How i did it? Its pretty silly. I take every pixel with opacity in the current frame of that layer, and then i assign a opaque color to it. I make sure that the color that gets chosen is not a color that is in the image, to avoid breaking it… for the 2nd step! After i replace every pixel with opacity with an opaque pixel, i interpolate the frame. The interpolation model does a great job at full images. After that, i take all of the colors i assigned to the pixels i replaced, and do the reverse operation to turn them back into transparent pixels. And ta da! Its not the fastest approach, but other stuff that i tried, like masks and so on, dont seem as good. Along with that, I have also worked on some dynamic coloring tools! Right now this is still pretty basic, but the idea is: you have a layer, you place these dots on it, you choose a color, and it will fill that shape with the color. Its pretty basic, quite slow and still buggy right now but stuff is happening!!!!
hiiii. been a while… but ive been hard at work! i have made a website, docs, tools for automating the docs, sound, camera and sooooo much more stuff. I also started work on a krita compatible built in image editor! So that you can edit your images directly in the software easily! Yep. well id love to write more but ill be honest i dont feel like it. Look at the github commits i guess lmao oh also its now like, super fast. so fast, it can run on your phone, hell, ive been even working on a possible mobile version, but youll only see that if it actually happens hehe. ok byeeeeee!!!!
heyyyyy. long time no see but its almost over!!!! i have started to port the krita drawing tools to the app, so you can draw your frames directly in the app!!!! ooooo crazy i know. it was actually a lot of work, and its still not done, but its getting there and im quite proud of it!!! I also have added camera controls and effects! theres a separate special layer for camera keyframes, and you can animate the camera in all kinds of ways! we also have layer blending modes and soooo much more in the app itself. I have also worked on making the website less “i vibe coded this in 20 minutes” type stuff. its getting along pretty well as well! Even put animated gifs on the front page :D
And so, one more project comes to an end this summer, and probably my last one before school starts! Since last time, i just did a lot of testing, gave it to people to try out, implemented some QOL features and thats it. Just polish stuff :D
the shipwrights keep marking my readme as ai, even after removing the little ai i used in the first place. SO HERE IS AN ENTIRE 16 MINUTE VIDEO OF ME REWRITING THE ENTIRE README, AGAIN. What a waste of my nerves bro. 3 times. 3 times my own hand written text was called ai. actually mental
Hello! since my first ship, i have gotten a lot of little suggestions and bug reports, so i have worked on implementing most of them, along with other stuff that i felt would be worth adding along the way: replaced the ugly svg doodles on the home page with cool epic krita drawings made by yours truly. rip to the drawing effect though… i have re written the docs to be in markdown, and then parsed through a script to automatically build the docs from those, making it a lot easier for me to update them fixed a bunch of random ui issues and inconsistencies added filter effects to layers in the drawing tool aaaand last but not least, themes! You can now choose a theme from a couple of pre-made ones in the settings. I have also went out of my way to update the github readme to say how much stuff was made by me and how much was made by ai. Hopefully that way, i dont get falsely accused of using ai again. i am still salty about that >:(
i gave the interpolation model some further adjustments and tweaks and stuff to get stuff as good as i possibly could. theres surprisingly a lot of stuff you can tweak internally!
Ships:
Khuwari is a free and open source animation tool that generates the frames between your keyframes with machine learning. Everything runs locally in your browser, your images and projects never leave your machine. You bring the art, it brings the inbetweens.
well, since my last ship not very long ago at all, i have kept trying to polish and perfect this. I think its in a spot where im happy with it for now :3 probably the last ship for this project (well… at least until stardance ends. I am DEFINITELY gonna work on this after as well)...
|
1793267711.0438359
|
1793354111.0438359
|
|
46153
|
Powerful Bruce hacking device by @Karam_Abed | Sta Powerful Bruce hacking device by @Karam_Abed | Stardance...
|
Karam_Abed
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T03:49:37Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Box where it has edited Bruce firmware that can fit a 4.0inch screen, it features 4+ modules. I faced alot of challenges starting with learning CAD’s basics and then trying to edit the codes with AI.. I had a problem with my first ESP32 module where I accidentally bought a devkit that has no PSRAM which will never handle Bruce firmware so I bought an R8r8 devkit . Although these challenges where hard I continued and its the start of my learning journey .. Error = learning !", "repo": "https://github.com/karam7854A/Bruce_Powerful_Device", "demo": ""}]...
|
[{"post_id": 58557, "ts": "202 [{"post_id": 58557, "ts": "2026-08-31T00:22:13Z", "hours": 1.4, "text": "soldered all sensors. Officially last Post!"}, {"post_id": 53335, "ts": "2026-08-23T20:27:24Z", "hours": 1.3667, "text": "I added Bruce software to the new esp32 and trying to connect my TFT 4.0 inch screen to it"}, {"post_id": 50510, "ts": "2026-08-19T18:00:38Z", "hours": 0.5667, "text": "I made a smaller box for the project hope it be the last prototype !"}, {"post_id": 49307, "ts": "2026-08-18T01:36:44Z", "hours": 7.1331, "text": "well, I am working on adding Bruce firmware to my ESP32 C5, my issue is that it only has 4MB its suppose to have 8MB so today, it took me 5+h trying to find another way for my 4MB to work but it never did so unfourtunatly I have to buy a new ESP32-C5 :("}, {"post_id": 45477, "ts": "2026-08-11T23:52:51Z", "hours": 1.7022, "text": "A box where it will be the container of the sensors and microcontroller"}, {"post_id": 44394, "ts": "2026-08-10T03:19:55Z", "hours": 3.8311, "text": "I designed a prototype for my project by a sketch app and 3d model it by AI i will keep working one the model by myself cause AI missed things up"}]...
|
Title: Powerful Bruce hacking device by @Karam_Abe Title: Powerful Bruce hacking device by @Karam_Abed | Stardance
Devlogs:
I designed a prototype for my project by a sketch app and 3d model it by AI i will keep working one the model by myself cause AI missed things up
A box where it will be the container of the sensors and microcontroller
well, I am working on adding Bruce firmware to my ESP32 C5, my issue is that it only has 4MB its suppose to have 8MB so today, it took me 5+h trying to find another way for my 4MB to work but it never did so unfourtunatly I have to buy a new ESP32-C5 :(
I made a smaller box for the project hope it be the last prototype !
I added Bruce software to the new esp32 and trying to connect my TFT 4.0 inch screen to it
soldered all sensors. Officially last Post!
Ships:
I made a Box where it has edited Bruce firmware that can fit a 4.0inch screen, it features 4+ modules. I faced alot of challenges starting with learning CAD’s basics and then trying to edit the codes with AI.. I had a problem with my first ESP32 module where I accidentally bought a devkit that has no PSRAM which will never handle Bruce firmware so I bought an R8r8 devkit . Although these challenges where hard I continued and its the start of my learning journey .. Error = learning !...
|
1793253089.160085
|
1793339489.160085
|
|
56576
|
newest tab by @nicklogan1412 | Stardance
|
nicklogan1412
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T03:46:48Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I MADE A NEW TAB. also the spinning chip is my animation below is my code", "repo": "https://github.com/Biscutbuilder/Newest-Tab/", "demo": "https://biscutbuilder.github.io/Newest-Tab/"}]...
|
[{"post_id": 58624, "ts": "202 [{"post_id": 58624, "ts": "2026-08-31T03:28:30Z", "hours": 0.2836, "text": "Today i created my newtab page, called NEWER tab. I spent way more than 17 minutes on this, i spent 3 hours but hackatime didnt record my coding…. :(AND THE IMAGES DONT WORK, IDK WHY PLS HELP heres my code below, check out the site at https://biscutbuilder.github.io/Newest-Tab/"}]...
|
Title: newest tab by @nicklogan1412 | Stardance
D Title: newest tab by @nicklogan1412 | Stardance
Devlogs:
Today i created my newtab page, called NEWER tab. I spent way more than 17 minutes on this, i spent 3 hours but hackatime didnt record my coding…. :(AND THE IMAGES DONT WORK, IDK WHY PLS HELP heres my code below, check out the site at https://biscutbuilder.github.io/Newest-Tab/
Ships:
I MADE A NEW TAB. also the spinning chip is my animation below is my code...
|
1793317655.6775005
|
1793404055.6775005
|
|
56604
|
Anithor by @Kantarajluitel | Stardance
|
Kantarajluitel
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T03:35:56Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🌟 Overview anithor bond (anithor.site) is an interactive 3D digital Raksha Bandhan experience built for sisters and brothers who negotiate. It allows sisters to forge custom 3D Rakhis, arrange traditional thalis, and attach an itemized Sibling Tax invoice. Brothers can strike back with pre-emptive defenses, troll vaults, budget contracts, or fair-odds Shagun Roulette wheels. Everything is 100% encrypted end-to-end (AES-GCM) directly inside the URL hash (#s=, #b=, #sr=). No databases, no logins, no servers — the payload lives exclusively inside the link you share. 🚀 Key Features 🧵 3D Rakhi Forge & Thali Builder: Real-time 3D Three.js interactive preview with customizable threads (Gold Mesh, Cyber Neon, Crimson, Crystal), gems, and mithai (Kaju Barfi, Ladoo, Rasbari). 🔐 Shagun Vault & Troll Rewards: Lock gifts or meme sound effects inside a tap-cracking vault. Sound effects include: Paisa Hi Paisa Hoga (/paisa hi paisa hoga.m4a) Broke Brother Arc / Nothing (/nothing.m4a) Default Brother Meme (/brother.m4a) Blessings & Zero Payout (/bless.m4a) 📜 Budget Contract & Shagun Roulette: Non-negotiable signed caps or fair 10-slot wheel of fate. 📸 Instagram Story Card Exporter: Generates a downloadable 1080×1920 high-res Story Card canvas with branding (anithor bond, tagline, and @susantgamerz tag reminder). 🎵 Single-Channel Audio System: Auto-playing background music with one-tap mute control (🎵 / 🔇) and automatic pause/resume during meme sound playback. 🇳🇵 NPR Currency Formatting: Native Nepalese Rupee (Rs.) shagun calculations and QR payment upload option. 🛠️ Tech Stack Core: React 18, TypeScript, Vite 3D Engine: Three.js, @react-three /fiber, @react-three /drei Styling: Tailwind CSS & Vanilla CSS Design Tokens Encryption: AES-GCM & Web Crypto API (deflate-raw compression) Audio Engine: HTML5 Audio API with pause/resume synchronization", "repo": "https://github.com/susantedit/RAkshabandan", "demo": "https://www.anithor.site/"}]...
|
[{"post_id": 58627, "ts": "202 [{"post_id": 58627, "ts": "2026-08-31T03:33:06Z", "hours": 2.7569, "text": "anithor bond (anithor.site) is an interactive 3D digital Raksha Bandhan experience built for sisters and brothers who negotiate. It allows sisters to forge custom 3D Rakhis, arrange traditional thalis, and attach an itemized Sibling Tax invoice. Brothers can strike back with pre-emptive defenses, troll vaults, budget contracts, or fair-odds Shagun Roulette wheels.Everything is 100% encrypted end-to-end (AES-GCM) directly inside the URL hash (#s=, #b=, #sr=). No databases, no logins, no servers — the payload lives exclusively inside the link you share."}]...
|
Title: Anithor by @Kantarajluitel | Stardance
Dev Title: Anithor by @Kantarajluitel | Stardance
Devlogs:
anithor bond (anithor.site) is an interactive 3D digital Raksha Bandhan experience built for sisters and brothers who negotiate. It allows sisters to forge custom 3D Rakhis, arrange traditional thalis, and attach an itemized Sibling Tax invoice. Brothers can strike back with pre-emptive defenses, troll vaults, budget contracts, or fair-odds Shagun Roulette wheels.Everything is 100% encrypted end-to-end (AES-GCM) directly inside the URL hash (#s=, #b=, #sr=). No databases, no logins, no servers — the payload lives exclusively inside the link you share.
Ships:
🌟 Overview anithor bond (anithor.site) is an interactive 3D digital Raksha Bandhan experience built for sisters and brothers who negotiate. It allows sisters to forge custom 3D Rakhis, arrange traditional thalis, and attach an itemized Sibling Tax invoice. Brothers can strike back with pre-emptive defenses, troll vaults, budget contracts, or fair-odds Shagun Roulette wheels. Everything is 100% encrypted end-to-end (AES-GCM) directly inside the URL hash (#s=, #b=, #sr=). No databases, no logins, no servers — the payload lives exclusively inside the link you share. 🚀 Key Features 🧵 3D Rakhi Forge & Thali Builder: Real-time 3D Three.js interactive preview with customizable threads (Gold Mesh, Cyber Neon, Crimson, Crystal), gems, and mithai (Kaju Barfi, Ladoo, Rasbari). 🔐 Shagun Vault & Troll Rewards: Lock gifts or meme sound effects inside a tap-cracking vault. Sound effects include: Paisa Hi Paisa Hoga (/paisa hi paisa hoga.m4a) Broke Brother Arc / Nothing (/nothing.m4a) Default Brother Meme (/brother.m4a) Blessings & Zero Payout (/bless.m4a) 📜 Budget Contract & Shagun Roulette: Non-negotiable signed caps or fair 10-slot wheel of fate. 📸 Instagram Story Card Exporter: Generates a downloadable 1080×1920 high-res Story Card canvas with branding (anithor bond, tagline, and @susantgamerz tag reminder). 🎵 Single-Channel Audio System: Auto-playing background music with one-tap mute control (🎵 / 🔇) and automatic pause/resume during meme sound playback. 🇳🇵 NPR Currency Formatting: Native Nepalese Rupee (Rs.) shagun calculations and QR payment upload option. 🛠️ Tech Stack Core: React 18, TypeScript, Vite 3D Engine: Three.js, @react-three /fiber, @react-three /drei Styling: Tailwind CSS & Vanilla CSS Design Tokens Encryption: AES-GCM & Web Crypto API (deflate-raw compression) Audio Engine: HTML5 Audio API with pause/resume synchronization...
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1792846514.986784
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1793710514.986784
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51485
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UNIVERSE WEB by @aryamankumar2403 | Stardance
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aryamankumar2403
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2
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47.69
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T02:42:34Z", "hours": 7.0, "multiplier": 2.41, "payout": 17, "blessing": "neutral", "text": "I removed aal bugs and make the Lamp working", "repo": "https://github.com/Universe-Classes/UNIVERSE-CLASSES", "demo": "https://universe-classes.github.io/UNIVERSE-CLASSES/"}, {"ship_num": 2, "ts": "2026-08-24T08:49:41Z", "hours": 38.0, "multiplier": 4.51, "payout": 169, "blessing": "neutral", "text": "I am building an online learning platform called ‘Universe Classes’ specifically for Class 9 and 10 students following the Bihar Board curriculum. It is a complete portal where students can access free and paid video courses, download structured study materials and notes, and take daily practice quizzes. I’ve also built a dedicated admin panel to manage all the courses, student data, and notifications seamlessly", "repo": "https://github.com/Universe-Classes/UNIVERSE-CLASSES", "demo": "https://universe-classes.github.io/UNIVERSE-CLASSES/"}]...
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[{"post_id": 59432, "ts": "202 [{"post_id": 59432, "ts": "2026-09-01T08:51:45Z", "hours": 2.6936, "text": "Today I added a 10-minute free trial option to the Universe Classes login page.Now new students can try the platform for 10 minutes before deciding to continue. I wanted to make the first experience simple and useful, so students can check the classes and see how the website works without directly buying anything.I’m also working on improving the login page design and making the whole experience smoother and easier to use.More updates coming soon on Universe Classes."}, {"post_id": 58606, "ts": "2026-08-31T02:41:27Z", "hours": 0.5144, "text": "hey i removed aaal bugs plese rtae"}, {"post_id": 56398, "ts": "2026-08-28T04:53:51Z", "hours": 0.5094, "text": "HI FRIENDS MY SITE NEW LOOK"}, {"post_id": 55414, "ts": "2026-08-27T07:03:20Z", "hours": 3.0514, "text": "I re writed aal css 5th Time"}, {"post_id": 55038, "ts": "2026-08-26T13:53:22Z", "hours": 1.4925, "text": "hi friends i worked 40hours to make this site checcker sayed its vibe coded or maked by ai i writted aal codes again of css and thats my last try i shiiped 4 times but aal times rejected this is last time iam shipping my project"}, {"post_id": 54921, "ts": "2026-08-26T04:31:57Z", "hours": 0.8578, "text": "New Look Of My login Padge The Webiste ais Still Have Errorrs I am trying To fix It"}, {"post_id": 54223, "ts": "2026-08-25T03:47:38Z", "hours": 0.7039, "text": "New look OF my EDUCATION SITE THATS GGOD AND PRETTY"}, {"post_id": 53618, "ts": "2026-08-24T08:29:22Z", "hours": 4.4983, "text": "I AM SHIPPING UNIVERSE CLASSES THE SITE WORK PROPERLY BUT YOU HAVE TO WAIT FOR 30 TO 40 SECOND TO LOAD CONTRNTS"}, {"post_id": 53078, "ts": "2026-08-23T14:24:42Z", "hours": 8.5289, "text": "HI MY SITE IS CRASES WHEN I LOGIN WITH 15 DEVICES I AM SOLVING IUSSUE WAIT FOR SOME DAY😞"}, {"post_id": 52411, "ts": "2026-08-22T15:18:14Z", "hours": 3.5128, "text": "I am building Universe Classesa E-learning Platform For Class 9 and Right now, I"}, {"post_id": 52248, "ts": "2026-08-22T10:45:47Z", "hours": 4.3808, "text": "Currently, I am developing a comprehensive, full-stack e-learning platform called ‘Universe Classes,’ specifically designed to bridge the educational gap for Class 9 and 10 students studying under the Bihar Board curriculum.The project is split into two primary ecosystems: a student-facing portal and a powerful, centralized Admin Control Panel.On the student side, the goal is to provide an intuitive, high-performance interface where learners can create secure accounts via Email or Google Authentication. Once logged in, students gain access to a dynamic dashboard that tracks their progress. The platform seamlessly categorizes content into Free and Paid tiers, offering high-quality video lectures, downloadable structured study materials (like NCERT solutions and hand-written notes), and an interactive daily MCQ quiz engine built to test their knowledge and boost exam preparation.On the backend and administrative side, I am building a robust Admin Panel that gives educators complete control over the application. Admins can upload unlimited courses, link YouTube or Google Drive lectures, manage PDF notes, update live notifications, and highlight academic milestones through a Toppers showcase. We are currently integrating Firebase to securely manage user authentication, session states, and real-time database structures, ensuring that sensitive student data and premium course content remain fully protected.Ultimately, ‘Universe Classes’ isn’t just a website—it is a scalable, secure, and production-ready educational ecosystem built to make quality learning accessible, organized, and affordable"}, {"post_id": 52074, "ts": "2026-08-22T04:39:18Z", "hours": 1.6956, "text": "Some paid notes was just aaded"}, {"post_id": 52046, "ts": "2026-08-22T02:49:16Z", "hours": 0.3086, "text": "I am currently developing an e-learning platform called ‘Universe Classes’ for Class 9 and 10 students. I’ve already designed the frontend interface and a robust admin dashboard. Right now, I am focusing on integrating the backend services, handling secure user login authentication, and structuring the database to manage both free and premium courses and study materials"}, {"post_id": 52024, "ts": "2026-08-22T01:56:09Z", "hours": 10.7028, "text": "LOOK AT THE LOGIN PADGE"}, {"post_id": 51502, "ts": "2026-08-21T08:19:29Z", "hours": 4.4867, "text": "The site is Almost Redy Aal functions are working prperly But site is not proper smooth I am tring to make it perfect"}]...
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Title: UNIVERSE WEB by @aryamankumar2403 | Stardan Title: UNIVERSE WEB by @aryamankumar2403 | Stardance
Devlogs:
The site is Almost Redy Aal functions are working prperly But site is not proper smooth I am tring to make it perfect
LOOK AT THE LOGIN PADGE
I am currently developing an e-learning platform called ‘Universe Classes’ for Class 9 and 10 students. I’ve already designed the frontend interface and a robust admin dashboard. Right now, I am focusing on integrating the backend services, handling secure user login authentication, and structuring the database to manage both free and premium courses and study materials
Some paid notes was just aaded
Currently, I am developing a comprehensive, full-stack e-learning platform called ‘Universe Classes,’ specifically designed to bridge the educational gap for Class 9 and 10 students studying under the Bihar Board curriculum.The project is split into two primary ecosystems: a student-facing portal and a powerful, centralized Admin Control Panel.On the student side, the goal is to provide an intuitive, high-performance interface where learners can create secure accounts via Email or Google Authentication. Once logged in, students gain access to a dynamic dashboard that tracks their progress. The platform seamlessly categorizes content into Free and Paid tiers, offering high-quality video lectures, downloadable structured study materials (like NCERT solutions and hand-written notes), and an interactive daily MCQ quiz engine built to test their knowledge and boost exam preparation.On the backend and administrative side, I am building a robust Admin Panel that gives educators complete control over the application. Admins can upload unlimited courses, link YouTube or Google Drive lectures, manage PDF notes, update live notifications, and highlight academic milestones through a Toppers showcase. We are currently integrating Firebase to securely manage user authentication, session states, and real-time database structures, ensuring that sensitive student data and premium course content remain fully protected.Ultimately, ‘Universe Classes’ isn’t just a website—it is a scalable, secure, and production-ready educational ecosystem built to make quality learning accessible, organized, and affordable
I am building Universe Classesa E-learning Platform For Class 9 and Right now, I
HI MY SITE IS CRASES WHEN I LOGIN WITH 15 DEVICES I AM SOLVING IUSSUE WAIT FOR SOME DAY😞
I AM SHIPPING UNIVERSE CLASSES THE SITE WORK PROPERLY BUT YOU HAVE TO WAIT FOR 30 TO 40 SECOND TO LOAD CONTRNTS
New look OF my EDUCATION SITE THATS GGOD AND PRETTY
New Look Of My login Padge The Webiste ais Still Have Errorrs I am trying To fix It
hi friends i worked 40hours to make this site checcker sayed its vibe coded or maked by ai i writted aal codes again of css and thats my last try i shiiped 4 times but aal times rejected this is last time iam shipping my project
I re writed aal css 5th Time
HI FRIENDS MY SITE NEW LOOK
hey i removed aaal bugs plese rtae
Today I added a 10-minute free trial option to the Universe Classes login page.Now new students can try the platform for 10 minutes before deciding to continue. I wanted to make the first experience simple and useful, so students can check the classes and see how the website works without directly buying anything.I’m also working on improving the login page design and making the whole experience smoother and easier to use.More updates coming soon on Universe Classes.
Ships:
I am building an online learning platform called ‘Universe Classes’ specifically for Class 9 and 10 students following the Bihar Board curriculum. It is a complete portal where students can access free and paid video courses, download structured study materials and notes, and take daily practice quizzes. I’ve also built a dedicated admin panel to manage all the courses, student data, and notifications seamlessly
I removed aal bugs and make the Lamp working...
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1792878812.0062625
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1793742812.0062625
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47475
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indiware by @laret | Stardance
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laret
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2
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11.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T02:33:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hize el juego de indiware y añadi mas sonidos repare bugs y incluso añadi un nuevo videojuego", "repo": "https://github.com/laret1/Indiware", "demo": "https://laret1.itch.io/indiware"}, {"ship_num": 2, "ts": "2026-08-23T03:39:56Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "lo que hize fue un warioware inspirado en algunos juegos indie due muy desafiante por ejemplo en el minijuego de among us fue muy dificil de hacer la logica para que funcionara la tarea de la tarjeta use ia solo en ese para los problemas pero no para nada mas ue minimo mi uso", "repo": "https://github.com/laret1/Indiware", "demo": "https://laret1.itch.io/indiware"}]...
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[{"post_id": 58603, "ts": "202 [{"post_id": 58603, "ts": "2026-08-31T02:32:10Z", "hours": 2.7042, "text": "Hize un nuevo minijuego añadi un juego de flappy bird y mas sonidos"}, {"post_id": 55357, "ts": "2026-08-27T04:20:42Z", "hours": 0.7169, "text": "I finish the sound of some minigames"}, {"post_id": 52764, "ts": "2026-08-23T03:25:06Z", "hours": 8.0839, "text": "I finish the game"}]...
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Title: indiware by @laret | Stardance
Devlogs:
I Title: indiware by @laret | Stardance
Devlogs:
I finish the game
I finish the sound of some minigames
Hize un nuevo minijuego añadi un juego de flappy bird y mas sonidos
Ships:
lo que hize fue un warioware inspirado en algunos juegos indie due muy desafiante por ejemplo en el minijuego de among us fue muy dificil de hacer la logica para que funcionara la tarea de la tarjeta use ia solo en ese para los problemas pero no para nada mas ue minimo mi uso
Hize el juego de indiware y añadi mas sonidos repare bugs y incluso añadi un nuevo videojuego...
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1793141780.65219
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1793228180.65219
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56567
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CHAOX-SITE by @chaox | Stardance
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chaox
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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": "2026-08-31T02:27:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my peronal website the challenging part wwas that i m new to coding so it was a little challenging but not that much", "repo": "https://github.com/01HACKER01/CHAOX-SITE", "demo": "https://01hacker01.github.io/CHAOX-SITE/index.html"}]...
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[{"post_id": 58599, "ts": "202 [{"post_id": 58599, "ts": "2026-08-31T02:21:25Z", "hours": 0.7419, "text": "i made the website"}]...
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Title: CHAOX-SITE by @chaox | Stardance
Devlogs:
Title: CHAOX-SITE by @chaox | Stardance
Devlogs:
i made the website
Ships:
i made my peronal website the challenging part wwas that i m new to coding so it was a little challenging but not that much...
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1793317640.0080378
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1793404040.0080378
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47585
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Endesium by @nikhil_nagaraj | Stardance
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nikhil_nagaraj
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1
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202.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T02:13:35Z", "hours": 202.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a Minecraft mod called Endesium, which is an End Update mod. I learned Minecraft modding from scratch for this. There are 10 new biomes, 15 new mobs, 4 new bosses, 4 new sets of armor, and a lot of cool and incredible stuff. The new structures look incredible, like the elderwood sanctum, and many other cool and magnificent structures. It was challenging to figure out how to make custom mob models and make them spawn with boss bars and stuff of that sort. I am incredibly proud of my project, and I have put over 1 weeks worth of time into this project. I have learned many things along the way, and it was truly an incredible experience learning how to make a mod for Minecraft. It is a fabric 1.21.1 mod, sorry no modrinth - that takes weeks to verify.", "repo": "https://github.com/Infernodude777/endesium", "demo": "https://www.curseforge.com/minecraft/mc-mods/endesium"}]...
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[{"post_id": 58574, "ts": "202 [{"post_id": 58574, "ts": "2026-08-31T01:13:03Z", "hours": 10.8222, "text": "Devlog 28 - The Egg Becomes an Altar hey guys. last devlog for this project The egg now hatches I made the egg hatch into an end golem after 1 minute - a very op, hard to defeat mob. However, defeating it gives 3-5 additional permanent hearts (lose it upon death). Also, when you kill the dragon now, a chest spawns where it died, with dragon wings (gives iron-level protection, slowness 1 while worn, functions like an elytra). what that means for the endgame so the progression reads clean now. beat the dragon, take the egg, set it up,and call up the colossus that guards everything past the first kill. the dragon fight is the warm-up act for something that doesn’t even spawn until you put the trophy to work. that’s it. that’s the end of the end. thanks for following along - go fight the dragon for real, then come back and raise one of your own."}, {"post_id": 57710, "ts": "2026-08-29T23:19:41Z", "hours": 7.3728, "text": "Devlog 26 hey guys. I turned the dragon fight into a bunch of small fixes that all made the fights read better.nothing shiny, just the stuff that was quietly wrong. stuff that was supposed to do stuff but didnt lol the dragon fight had announcements. not the kind players see - the kind thatonly exist in code. the enrage thresholds (“The Dragon Remembers” at 60%,35%, 15%) and the hoard reveal were computed, and then… dropped. a soundplayed, a title was built, and nobody ever saw the title. the function wasliterally called announce and it announced nothing. same story in the special attacks. the imports for title packets were sittingthere, imported and never used. so now the scripted set-pieces finally namethemselves: Burrow - “The Dragon Descends” before the ground starts shifting Seize - “The Dragon Takes You” right before it swoops to carry you aloft Rifts - “Reality Tears” as the gravity rifts start opening around you i’m genuinely annoyed this was broken for as long as it was. the drama of thedragon fight was all there in the code - the escalation, the set-pieces, the named thresholds - and none of it reached the player. now it does. the sentinel’s grab is escapable now the crown sentinel’s grab-and-hurl from a few devlogs ago was a one-way trip.if it got its hands on you, you watched the animation and then got launched.no counterplay, which felt wrong for a fight that’s supposed to be about reading the boss. so it got the same rule the warden and golem already had: deal enough damage mid-hold and it drops you early. 18 damage is the breaking point - enough that you can’t just tickle it, but enough that a player who’s actually fighting back gets out before the throw. it also shields against the worst feeling case, where the hold just deletes you with nothing to do about it. and while I was in there: the goal list had two goals at priority 4, whichmeant the sentinel’s behavior was occasionally picking the wrong thing to doat the same weight. renumbered so the hierarchy actually means something. next up the dragon’s hoard, the sentinel’s other moves, and the stronghold is still missing its advancements - the burrow is found, but it doesn’t have a single achievement attached to finding it. that’s next. the fights are starting to feel like they have a conversation with you now.the dragon tells you what it’s about to do, and you get to do something about it. That is the top view of the crown sentinel btw, it looks pretty dope imo"}, {"post_id": 57406, "ts": "2026-08-29T15:28:56Z", "hours": 10.3303, "text": "Devlog 25 Wrapping things up Hi guys, this was mostly wrapping up the project. I have had a lot of fun working on the project, but I want to ship soon, maybe at like 200 hours. I hope everyone has enjoyed watching my progress on this, as I thoroughly enjoyed working on it myself. I hope everyone gets a chance to try it out and give some feedback. Models I touched up some 3d models and improved them a bit, making them look a bit cleaner. I touched the void stalker’s model, and the dragon’s model primarily Loot tables I customized the loot tables for a lot of the custom or modified structures like the stronghold to be a lot nicer and more fitting towards the endesium mod. They are a lot stronger, but not too OP I’d say. Nothing much else done I know I spent 10 hours coding, but I didn’t get much done because of how long I spent wondering what to do lol."}, {"post_id": 57050, "ts": "2026-08-29T03:50:55Z", "hours": 2.9678, "text": "Devlog 24 - Making the Stronghold Even Better hey guys. DEVLOG_23 was about replacing the vanilla stronghold - the layout, the rooms, the portal cathedral. and it shipped, and it worked, and then i walked back through it and something was off. the shape was right but the rooms read empty. a big citadel of bare stone is just a bigger version of the problem i was trying to kill. so yesterday/today was the boring pass nobody gets excited about in a change log: making rooms feel lived in. the noise every room had the bones but none of the clutter. so i went room by room and dressed them like actual inhabitants left mess behind: wall shelf rows with candles on top, sconce rows down the hall, two-tone floor tiles instead of one flat slab clustered corners - reading nooks, work benches, storage piles - instead of hanging lanterns and chandeliers where the ceiling actually had headroom for them crypts and catacombs got coffin rows, skull niches, soul lanterns barracks got lockers, footlockers, armor stands treasury got actual stacks of gold, not a promise of gold gardens finally read as gardens - flower meadows instead of a dirt square and corridors stopped being dead space: candle runs, clutter, tiled edges.it’s not glamorous but it’s the difference between a structure and a place. three new district wings once the rooms felt alive, the citadel wanted more than the hub spine. so it grew three themed districts, and i love how they ground the place: Forge - a contained lava pit ringed in polished deepslate, anvils, furnaces, coal stores. the stronghold had no industry before; now it reads like it smiths something down there. Dining Hall - a proper mess: table rows, benches, chandeliers. a fortress this size would have somewhere to eat. Prison - iron-bar cells, chains, a witch behind the barracks. every good stronghold needs a brig. plus a monumental columned entrance to the Great Descent Hall, an amethyst landing dais, cross-bridges over the Star well, a grand staircase dropping from the cathedral gallery, and a carpet runner down every corridor so you always know you’re on the path. Also started playing hades :P"}, {"post_id": 56657, "ts": "2026-08-28T14:38:37Z", "hours": 15.6544, "text": "Devlog 23 - The Stronghold Update hey guys.for a while now the Endesium identity stopped at the end. everything past theportal was ours - the island, the dragon, the resonance, the gear - but the road to it was still vanilla’s stronghold. a cramped maze of hallways and libraries copy-pasted a hundred times, holding the exact same end portal the game shipped with in 2011. it never matched. the mod’s big gate got the smallest room in the game.that’s done now. the vanilla stronghold is gone and the Endesium stronghold replaced it: a buried citadel that previews the end without spoiling it. this one took a while, so let me walk the whole thing. the layout: a citadel vanilla strongholds are random. rooms are scattered, corridors dead-end,libraries repeat, and the portal is wherever the RNG put it. the Endesium stronghold is authored : a fixed, connected, three-times-bigger floor plant that always works. a Great Descent Hall buries you - a switchback staircase that drops from the surface as much as 90 blocks down into the stone, red runner carpet down the aisle, end rods lighting the way, two vindicator sentinels waiting at the top. a sealed Arrival Vault is what the eye of ender actually points at: a quiet chamber with a radial purple sigil on the floor and exactly one grounded door - the route onward, always. - the Hub is the spine: an atrium with a carpeted floor, a central resonance dais (amethyst block, end rod, the works), purpur pillars at the cardinal axes, bookshelves and barrels lining every wall, bats circling the ceiling, and a real staircase up to the gallery instead of a visual platform. junctions are readable - four grounded route markers plus a carpet cross - so you never need signs to find your way. the rooms sixteen distinct room kinds, every one hand-dressed:- Library - bookshelves three shelves high around the walls, two lecterns, a chiseled-bookshelf reading dais, blue carpet, bats.- Treasury - iron-bar vault bars with a single gap, chests and barrels in rows, gold, candles, and a captain guarding the middle.- Guard Post - weapon racks (fence posts) with candles, a phantom spawner in the center, two vindicators on the door.- Sanctum - end stone brick floor, purpur pillars, crying obsidian and a chorus plant on a pedestal, purple carpet, an enderman spawner , a live enderman pacing the corner.- Barracks - four red beds with proper head/foot parts, smoker, furnace, crafting table, three guards on duty.- Scriptorium - lecterns with candles, bookshelves and chiseled shelves, a cauldron of ink, a bat haunting the rafters.- Arboretum - a glass-ceilinged garden: dirt floor, flowering azaleas, ferns, moss carpet, a lily pad pond.- Observatory - concentric purpur ring inlays, an amethyst telescope-core, end-rod instruments along the walls.- Resonance Engine - amethyst conduit pillars with end-rod emitters and a crying obsidian reactor - the end’s power plant, studied safely from outside the portal.- Bastion - deepslate pillars, an iron-bar partition, weapon racks, a captain and two guards. military.- Conservatory - chorus plants and chorus flowers growing on end stone, flower pots and moss, an enderman in residence.- Reliquary - concentric obsidian ritual rings, an ender chest at the heart, candles, a captain standing watch.- Portal Cathedral what’s next the stronghold finally reads like the end’s doorstep. next up is the rest ofthe ten-hour pass - every file retyped, every line deliberate - and afterthat, the bosses and dragon still want their second pass of polish. but thegate is fixed. you’ll never walk vanilla’s cramped hallways to the end again."}, {"post_id": 55578, "ts": "2026-08-27T15:02:09Z", "hours": 16.8225, "text": "Devlog 22 - End Fight Update (again)hey guys.this one’s a two-day entry. yesterday was the sky getting alive and the gear lines finally clicking together into actual fighting systems. today was the dragon. the end fight has been building layers for a while - phases, enrage,scripted moves - but it still had one big problem: the first dragon barely used any of it. that’s fixed now. the first kill is the fight now. therespawned one is the nightmare. yesterday - 8/26the sky got three new mobssky jelly, galefin, and deep lurker went in (that one got its own devlog - 21).the sky half of AmbientSkyManager fills the air with biome motes when youfly high, and the deep half keeps the under-island dark honest: lurkersspawned into the black pockets below the heightmap, capped so the deep end isominous without ever becoming a wall.the sets became systemsthe luminous, ash, and null sets each got a cross-set layer inEndgearSetBonuses - wear the full set and hold that line’s tool andarmor + weapon merge into one fighting identity: luminous + prism grip - speed II and haste II while channelling; every hit blinds with a flash (3 true damage + glowing) and sparks light shards.ash + ember core - fire resistance while channelling; hits stoke the burn for 2 extra seconds and throw weight behind the strike.null + erased edge - strength I and haste I; every hit shreds 4 armor durability off the target and drags them into the blade. and the void set finally got its signature: hover. full void set, sneak inthe air, and you stop falling - a gentle drift at -0.12 blocks/tick instead ofa tumble, with void motes trailing under you. it pairs with the sword’ssingularity for total sky control, and it’s the boots’ tooltip promise kept. today - 8/27the dragon actually fights nowthefour-phase fight controller - impact dives, shockwaves, screeches, gales,storms, collapses, the final roar, catastrophe - now runs on the firstdragon too. before, the first kill was vanilla strafing plus harassment, andall the authored grammar was locked behind the respawned dragon. that gate isgone. the first dragon opens with the full attack schedule, escalates throughall four phases, and the transformation still makes things worse: 1.6x scaleand the resonance-exclusive moves are still the awakened dragon’s alone.the pillars became cooler with new mechanicscrystals were just a heal before. now the aegis is a shield:- every surviving pillar grants the dragon 10% damage reduction (capped at 60%), so clearing the pillars is a real first phase, not an optional chore.- destroying a crystal detonates at its pillar with a roar.- the last crystal falling breaks the aegis: the dragon is staggered for five seconds and takes +40% damage, a wisp wave pours out, and the next scripted set-piece fires immediately. that’s your payoff window. set-pieces are guaranteed nowscripted specials used to roll a dice every tick. now they’re scheduled:one opens the fight about thirty seconds in, every enrage escalationforces the next one within a second, and a broken aegis queues one on thespot. the random cadence only fills the gaps. you will see these moves, everyfight, on purpose. two new attacksOblivion Charge (enrage 2+, set-piece) - the dragon climbs high, paints a straight lane through the nearest player with end-rod markers, then dives it twice, tearing through anyone on the line and leaving void-fire wakes in its path. get off the lane.- Resonance Collapse (transformed dragon only) - drags every player toward the dragon for three seconds with converging rings, then detonates at its position. gain distance and find cover; standing still loses."}, {"post_id": 55084, "ts": "2026-08-26T15:11:55Z", "hours": 5.3419, "text": "Devlog 21 hey guys.the End’s been empty for a while. the ecology mobs live on the islands, thebosses live under them, but the sky itself was a void. this one fixes that,and it brings back something else that was missing: three new mobs three new mobs Sky Jelly - ambient, drifts with the wind. a soft bell of a thing withfour trailing tentacles, pulsing gently and leaving end-rod motes behind it.it bobs upward every now and then like it’s breathing. 8 hp, doesn’t careabout you. just ambient. Galefin - the fastest thing in the End. a sleek sky-fish that cutsthrough the air at 0.75 flying speed and avoids you entirely - the momentyou get within 12 blocks it’s gone. 4 hp. you see them flicker past in thecorner of your eye more than you ever actually look at one. Deep Lurker - this is the mean one. it lives below the islands, in thedark air pockets under the heightmap, and it waits. 22 hp, leaps at you,does real damage. when one spawns you get a portal-particle burst as awarning, and then you have maybe a second to look down.all three are geckolib animated - jelly pulses, galefin swims, lurker idleswith a slow head sway - and all three have spawn eggs and their own loottables. the sky and the deep are managed now AmbientSkyManager runs two server-side systems: sky half - if you’re flying more than 12 blocks above the surface, theair around you fills with biome motes (highland wind, lumen motes, endwastes dust). it makes flying at height feel alive instead of empty. deep half - a managed lurker spawner. every 5 seconds it looks for darkpockets below the islands: solid floor, air to spawn in, brightness under 7,at least 34 blocks of island above you. spawns are capped at 6 lurkerswithin 96 blocks per player, so the deep end gets ominous without everbecoming a wall of them. what’s nextthe deep end is less empty now, but it’s still just lurking. the design docskeep pointing at something bigger under the islands - the Umbral Reach - andthe sky could always use more than motes. more ambient life is on the table."}, {"post_id": 54927, "ts": "2026-08-26T05:00:01Z", "hours": 6.7258, "text": "Devlog 20 - Three New Sets this one adds the thing that’s been missing since the void set went in being actual custom armor that isn’t void. Luminous, Ash, and Null are new. 12 armor pieces, 15 tools, all with their own textures, their own powers, and their own place in the creative tab. ##the new sets the void set already had its silhouette and its trim workflow. the new sets follow the same P-mode two-layer model so trims work the same, but they’re recolored palettes with their own read:- Luminous gold-cyan, glassy, the grove’s light. high enchantability, diamond-tier defense with a light-mobility kit.- Ash gray-ember with ember-orange highlights, volcano-forged. slightly lighter than void but built for fire.- Null violet-void, deleted matter. void-tier defense, hungrier enchant cost, gravity-deletion kit. you can read them now none of the three sets had working names before — datagen was fine, but the generated lang had Luminous_helmet with a capital L, so the game looked for item.endesium.luminous_helmet and found nothing. 26 keys showed item.endesium.___ in inventories. src/main/generated/assets/endesium/lang/en_us.json is now lowercase for all luminous/ash/null armor and tools, the phantom Ash_boots is gone. hover a luminous sword and it actually says luminous sword. armor is per-piece now new rule: every single piece does something on its own. the full set is an upgrade, not the only reason to wear it. Luminous — the grove’s light — GearAbilities per piece + tooltips on GearArmorItem : helmet Gleamsight – night vision while worn- chest Radiant Aegis — attackers get glowing 8s; full set Prism Ward adds darkness 3s + 3 magic burn-back- leggings Lightspeed — speed I (II with full set)- boots Lumen Leap — jump II Ash — the volcano — volcano kit, fire is fuel:- helmet Ember Crown — fire resistance while worn- chest Searing Plate — attackers ignite 4s; burning/in lava gives strength I- leggings Magma Blood — regen I while burning/in lava- boots Ashwalker — stand on lava, and now hold shift in lava to sink at -0.18/tick to -0.55 like scaffolding, release and you stay down with LAVA puffs every 4tfull ash Volcanic Heart is permanent strength I. the set wants you in lava. Null — deleted matter — Erased Mind helmet purges levitation/darkness/nausea every tick, Erased Wound chest gives absorption 5s on hit, Weightless leggings no fall damage, Null Step boots +1 step height via attribute, full set Void Body deletes 25% of incoming projectiles with smoke + shield block feedback. what’s next more landmark variants, ambient life for the empty skies, and the deep end is still sitting there being ominous. Sorry, no sneak peak yet - still not finished yet"}, {"post_id": 54260, "ts": "2026-08-25T04:47:26Z", "hours": 6.335, "text": "Devlog #19 Sorry for the random numbering before - i guess i suck at counting. Anyways, devlog. Updated structures Before, structures were just decoration and weren’t technically vanilla structures (kaupenjoe misled me). However, I managed to turn them into structure with help from OpenCode. I also added some new structues, like a castle (needs some works still), some new cathedrals, willowtree trunk, etc. I am adding some more custom armor, and I will make it cool with cool abilities. Custom armor My plan for custom armor includes: Luminous armor (infinite night vision, light level control panel, more ideas to come), Ash armor (fire-related abilities, ashwalker boots already exist) Null armor (i have no idea on what to do for this, but it sounds cool) Dragon fight Improve the dragon fight so it has several new stages Made it so that it spawns void wisps here and there Added a bunch of new drops it gives, working on adding Dragon Wings (slow but give iron-chestplate armor level) What’s next? Add the custom armor and tools and weapons Finish the dragon fight so it is exceptional"}, {"post_id": 53838, "ts": "2026-08-24T15:09:54Z", "hours": 13.1583, "text": "Devlog 16 Short one, but it is the one I have been putting off. The dragon fight was authored with attacks, phases, telegraphs but the pillars were just decor and the last third of the health bar played identically to the first. The pillars fight back Crystal aegis is the simplest thing in the world: while crystals stand, thedragon heals. One line of health regen did more for the fight’s shape than anyattack I have authored, because it moves the win condition backwards. You donot win by out-DPS-ing a health bar; you win by climbing pillars under fire.Five crystals means two HP a second, which is enough to visibly undo a sloppyopening. That is the fight telling you it is watching. Enrage is a ladder, not a switch Three thresholds - 60, 35, 15 percent - each announced, each spawning void wisps into the arena. The wisps are not the threat; they are the clock . Every second you spend swatting a wisp off your back is a second the dragon is cycling toward catastrophe. From enrage two the dragon leaves breath pools under its flight path, which turns its flyovers into map control. killing the dragon The kill now drops a real pile: heart, fangs, bone, resonant scales. First kill still fires the transformation. /dragonfight gives a live readout for tuning the curve without guessing. Notes for next time The wisps cap at eight; if playtests say the floor is unreadable, that cap is the first knob. Aegis regen is intentionally visible (1-2 HP/s). If it feels unfair, the fix is fewer crystals required, not slower regen. Docs live in docs/DRAGON_FIGHT.md now, including the testing checklist."}, {"post_id": 53144, "ts": "2026-08-23T16:05:28Z", "hours": 10.3856, "text": "Devlog 15 this one is mostly bug fixing, and I lowkey should have done it a while ago. two big ones got found and killed. bosses were not spawning properly the wardens were supposed to be standing in every flagship - crypt floors, balcony rings, throne daises, all of it. and most of them just werent there. I found out that the placement helper was asking for a heightmap that doesn’t even exist yet during world gen. so the game would try to figure out where the ground was, get garbage back, fail the collision check, and die To fix it, I (and opencode) used the surface heightmap that actually works mid-generation, check footing with real collision shapes instead of vibes, and stop teleporting interior wardens to the roof. a warden meant to stand in a crypt now stands in the crypt. if there’s genuinely nowhere legal to stand, we log it loudly instead of pretending everything’s fine. the structure grid I noticed flagships spawn in a straight line. I then found out the placement gate checked chunk coords against two fixed numbers with modulo math - which doesn’t pick ONE spot per cell, it picks EVERY chunk that matches the mod. so the game was building a perfect lattice. cathedral, 160 blocks, cathedral, 160 blocks, forever, in neat little rows like crops. landmarks had the same bug at 256 block scale. both features now hash the cell coordinates themselves to pick a single host chunk per region per cell, so every attempt lands somewhere different. flagships also got pushed out to a 384 block minimum since they’re supposed to be rare landmarks. what’s next back to content. more landmark variants, ambient life in the skies, the deep end is still sitting there on the roadmap being ominous."}, {"post_id": 52823, "ts": "2026-08-23T05:32:07Z", "hours": 4.1633, "text": "Devlog 14 hey guys. another one. smaller than 13 but a lot of the actual gameplay got wired up this time. void gear is done netherite-tier stats: 2031 durability, 9.0 attack damage, 4.0 speed. sword, pickaxe, axe, shovel, hoe — full tool set, all void ingot + stick.the armor follows the void set: helmet, chestplate, leggings, boots. two-layer P-mode armor model with gold shoulder plates. helmet has the retexture layers. the full set bonus is coming later but the base is solid. void ingot chain works: void gem -> smelt -> void ingot. ingot <-> 9 nuggets. void brick from void slate (2x2). slab, stairs, wall. all the recipes are wired up in datagen. black holes hold void sword for 5 seconds with the full void set -> singularity fires 6 blocks ahead, pulls everything in a 14 block radius for 8 seconds, 5 minute cooldown. the HUD has a charge bar now: resonance cyan rising to pale glow, ancient gold pulse when full. the label “VOID SINGULARITY” sits above it.this is client-side display only. the actual singularity logic lives on the server through the use item tick. sonic boom elbyra + resonant wings -> press R -> sonic boom fires. client sends a packet, server validates wings + cooldown + alive-ness before executing. keybind registered on client tick. the client is finally wired all 13 entities now have renderers. the crash where any entity without a renderer NPE’d the level renderer is gone. particles registered (void skirt mote), block render layers set for void glass and mireglass (translucent), guidebook screen opens on right-click.dragon armor model layer registered for the resonant wings passives. what was deleted the old void stalker entity, old resonance lens item, old void shard item, old foundation test block, and the old generated loot/recipe/advancement JSONs for them — all removed. everything has been replaced by the production versions.## what’s nextmore ruin variants for the landmark tier, ambient life for the empty skies, maybe the deep end. see the roadmap. go find a black hole.!!! (the black box is the singularity/black hole)"}, {"post_id": 52693, "ts": "2026-08-22T23:37:07Z", "hours": 8.1931, "text": "Update - What I have worked on I have added a custom mini boss per biome, and I have also added a custom big boss that drops op loot. I am working on names and textures, but this is a WIP. This is going really well so far. Future yap I am going to figure out a name for each item, some custom weapons and abilities, then I will balance out the game a bit. Right now, it is too easy to kill a boss, so I will make them harder."}, {"post_id": 52103, "ts": "2026-08-22T05:44:55Z", "hours": 8.0386, "text": "Devlog #12 Hi guys! I added a lot here. Instead of having multiple small structures that are sort of just arbitrary, I made it so that there is just 1 big but incredible structure per custom biome in my end mod. This makes it feel so much cleaner and nicer, and although there are still some bugs that need to be patched, I plan on improving them a lot. Here are some screenshots that I took of updated structures. I plan to make a lot more and better structures in the futures (also the volcano is split in half so you (the ppl) could see the inside with a vault room)"}, {"post_id": 51443, "ts": "2026-08-21T04:51:58Z", "hours": 11.3122, "text": "Devlog 12 this one is huge. i rebuilt basically every system in the mod and fixed a mountain of bugs that were making the whole thing feel broken. endesium finally feels so much better now and actually playable. Updates: Black holes: the void sword’s signature ability actually works now. hold right-click for 4 seconds with full void armor on and a singularity spawns 6 blocks ahead of your crosshair. it pulls mobs, items, everything within 14 blocks with an inverse-square gravity curve plus an orbital swirl near the core, shreds anything caught inside, then implodes after 8 seconds with falloff damage. accretion disc particles orbit it while it’s live. 5 minute cooldown because it is absolutely devastating. full void set makes you immune to your own hole. Void armor + tools: the whole set got redone from scratch. armor textures are now built directly off vanilla netherite’s palette structure (same silhouette, same transparency map) but re-tinted to abyssal navy with cyan seams and gold shoulder trim, so it renders perfectly on the body — no more magenta mannequin glitch. tools now have true netherite stats: 2031 durability, 9.0 speed, 4.0 damage bonus, proper attack speed/damage attributes on every tool so tooltips show real numbers. pickaxe has an AoE resonance blast, axe has a dash, sword applies slow on hit. Ten landmark structures: every biome got a flagship now, not just perimeters. the ashen expanse has a 28-block stratovolcano with lava falls and a hidden obsidian vault, plus a lava-moated bastion fortress. luminous groves has a 27x27 lumen castle with prism-roofed towers. void skirts has a prison citadel with a 16-block spire and nullwalker wardens. there’s also a wastes cathedral with a crypt, a chorus mother tree, a highland lighthouse with a working beacon, a sunken mire cathedral, a crystal sanctum palace, a crown spire, and a null citadel. each one has exclusive loot you can’t get anywhere else, a guardian mob spawner, environmental dangers, and a resonance mechanism to wake. Item art overhaul: every custom item got handcrafted pixel art instead of flat recolors. edge-darkening, biome-specific palettes (lumen lime, ashen fire, crystal lilac, marsh teal), gold flecks on highlights. skyglass shards are faceted ice-blue, the windscar winch is a bronze gear with a hook, prism seeds have rainbow gradients. also resized everything that was clipping outside its inventory slot. Guidebook rewrite: went from 36 pages to 42 across 8 tabs. every biome gets its own page covering blocks, mobs, and landmarks. new pages for the landmark index, biome relics, exclusive loot tables, and the full tool/armor ability breakdown. if it’s in the mod, it’s in the book now. /locate support: added /endesium locate biome and /endesium locate structure commands so you can find any of the ten biomes or any structure from the command line. no more wandering the void for an hour looking for the volcano. Whats next? Dragon fight polish: the respawned dragon phases work but the telegraphs could be way more readable. i want distinct visual tells before each resonance attack. Sound design: most sounds reuse vanilla assets right now. custom .ogg recordings for the black hole ambience and landmark mechanisms would be great as well. More structure variants: the flagships are rare by design, but smaller biome-specific ruins between them would make exploration feel less empty."}, {"post_id": 50774, "ts": "2026-08-20T04:31:52Z", "hours": 4.8667, "text": "Devlog 12 - a shorter one I am working on adding cool stuff like black holes to my end update mod. I want to make it so that if you get full void armor and right click your void sword for 5 seconds, it summons a black hole (with a long cooldown) that affects every entity thats not wearing any piece of void armor. It may look something like in the image below. I don’t have much to yap about here; sorry :P"}, {"post_id": 50352, "ts": "2026-08-19T15:07:19Z", "hours": 10.3525, "text": "Devlog 11hey guys.some pretty large changes were added.I’ve been working on a big stability and polish pass over the whole mod, fixing a bunch of long-standing issues from the brutal audit and making the realm feel a lot more solid.Updates:- Guidebook clarity: The guidebook was pretty blurry in the inventory, so I fixed the item model to use an integer scale with no rotation, and reworked the screen to draw all the text with shadows. It reads crisp at any GUI scale now, and I added a bunch of new pages - field notes on the ruins, a crafting reference, and notes on the resonance system.- Structure stability: Ruins, spires, and archives used to check support at the origin column’s height, which meant they could float over dips or clip into rises on sloped terrain. I switched all three landmark features to per-column support checks, so each column is sampled at its own surface height. They sit on real ground now.- Far chunk writes: The landmark builders were writing blocks into chunks outside the generating region, which triggered “setBlock in a far chunk” warnings and risked corrupting already-saved chunks. I added a write gate to StructurePlacement that refuses any write outside the generating 3x3 region, so the warnings are gone and the footprints still fit fine.- Resonance system: The Resonance attachment was dead code - it had get and add helpers but nothing ever called them. I built a ResonanceSystem that grants resonance when you defeat Endesium mobs, with tier notices when you cross thresholds. It’s wired into the mod now and persists per player.- Texture fixes: void_gravel.png was 15x16 instead of 16x16, which made it shimmer. I wrote a script that pads any non-power-of-two texture up to the next power of two by repeating edge pixels, and swept the whole texture tree so nothing else can regress.- Verification tooling: I added audit_verify.py, a read-only script that checks every audit fix is present in the source tree, plus a guidebook-specific verifier. It exits non-zero on failure so I can run it in CI or before every release.## Whats next?- Resonance recipes: Now that the resonance system is wired, I want to gate some of the later recipes on resonance tiers so progression through the realm actually matters.- Landmark system: The hand-authored structures work, but I’m thinking about moving the big-footprint ones over to the vanilla Structure system so they get proper bounding-box arbitration instead of the write gate.- More guidebook content: The book is a lot better now, but I want to add an interactive region map and maybe a bestiary section before the next devlog. Also some roti buns i had while coding :P"}, {"post_id": 50065, "ts": "2026-08-19T03:36:42Z", "hours": 1.1294, "text": "added a guidebook to my end update mod. This is a simple update, nothing much. I made it look nice, though a bit blurry. I will fix it, then continue improving the rest of the mod. :D"}, {"post_id": 49637, "ts": "2026-08-18T15:02:34Z", "hours": 8.5408, "text": "Devlog - I improved the biomes and structures in my end update mod by a solid bit. There are now volcanoes in the ashen expanse (WIP), monuments, etc. I am also adding a new guidebook that you get by killing the updated ender dragon to help you in your journey of understanding Endesium and conquering the end."}, {"post_id": 48942, "ts": "2026-08-17T14:44:08Z", "hours": 7.7394, "text": "Update on my end update mod: I added several new biomes - the ashen expanse, luminous grove, shattered highlands, umbral reach, void crown, void marshes, and void skirts. I am working on adding mobs and structures unique to each biome to give it some life, but it is coming together really well."}, {"post_id": 48653, "ts": "2026-08-17T04:16:39Z", "hours": 6.1225, "text": "I’m now doing a deep overhaul of the ender dragon fight in my end update mod. I am adding several new attacks, stages, updating the terrain, etc. I am making this much bigger than what is in the base game, and I am also making it so that it can spawn subminions. Overall, the mod is going very well."}, {"post_id": 48429, "ts": "2026-08-16T19:34:55Z", "hours": 4.3747, "text": "updated main end island to be of many parts. I made it so that there’s a central arena, ruins, ridges, fractures (the part visible in the sc), spires, etc."}, {"post_id": 47874, "ts": "2026-08-16T04:11:16Z", "hours": 4.8725, "text": "added two new biomes to my end mod. I added the end wastes and the chorus wilds. Added some structures and new blocks to give it some life, and as well as added the new mob (void stalker) to it. I am working on adding the next BIG biome - the Deep End (and then after that is the void realm)"}, {"post_id": 47615, "ts": "2026-08-15T16:54:50Z", "hours": 5.5167, "text": "Progress Update – Last 5.5 hours Added a bunch of custom items to my end mod, working on adding functionality to different items. It is going very well overall, thank you kaupenjoe for the yt tutorial!"}, {"post_id": 47294, "ts": "2026-08-15T04:52:46Z", "hours": 3.9925, "text": "Setting up some new blocks that are end themed (this one was bugged, working on fixing it.) Adding new biomes, etc."}, {"post_id": 47020, "ts": "2026-08-14T16:43:21Z", "hours": 3.4886, "text": "modeled a mob, created basic implimentation for the void stalker (name of the mob)"}, {"post_id": 46704, "ts": "2026-08-14T04:36:26Z", "hours": 3.2261, "text": "set up a full repository for the minecraft mod endesium (just an end update because mojang hasn’t made one)"}]...
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Title: Endesium by @nikhil_nagaraj | Stardance
De Title: Endesium by @nikhil_nagaraj | Stardance
Devlogs:
set up a full repository for the minecraft mod endesium (just an end update because mojang hasn’t made one)
modeled a mob, created basic implimentation for the void stalker (name of the mob)
Setting up some new blocks that are end themed (this one was bugged, working on fixing it.) Adding new biomes, etc.
Progress Update – Last 5.5 hours Added a bunch of custom items to my end mod, working on adding functionality to different items. It is going very well overall, thank you kaupenjoe for the yt tutorial!
added two new biomes to my end mod. I added the end wastes and the chorus wilds. Added some structures and new blocks to give it some life, and as well as added the new mob (void stalker) to it. I am working on adding the next BIG biome - the Deep End (and then after that is the void realm)
updated main end island to be of many parts. I made it so that there’s a central arena, ruins, ridges, fractures (the part visible in the sc), spires, etc.
I’m now doing a deep overhaul of the ender dragon fight in my end update mod. I am adding several new attacks, stages, updating the terrain, etc. I am making this much bigger than what is in the base game, and I am also making it so that it can spawn subminions. Overall, the mod is going very well.
Update on my end update mod: I added several new biomes - the ashen expanse, luminous grove, shattered highlands, umbral reach, void crown, void marshes, and void skirts. I am working on adding mobs and structures unique to each biome to give it some life, but it is coming together really well.
Devlog - I improved the biomes and structures in my end update mod by a solid bit. There are now volcanoes in the ashen expanse (WIP), monuments, etc. I am also adding a new guidebook that you get by killing the updated ender dragon to help you in your journey of understanding Endesium and conquering the end.
added a guidebook to my end update mod. This is a simple update, nothing much. I made it look nice, though a bit blurry. I will fix it, then continue improving the rest of the mod. :D
Devlog 11hey guys.some pretty large changes were added.I’ve been working on a big stability and polish pass over the whole mod, fixing a bunch of long-standing issues from the brutal audit and making the realm feel a lot more solid.Updates:- Guidebook clarity: The guidebook was pretty blurry in the inventory, so I fixed the item model to use an integer scale with no rotation, and reworked the screen to draw all the text with shadows. It reads crisp at any GUI scale now, and I added a bunch of new pages - field notes on the ruins, a crafting reference, and notes on the resonance system.- Structure stability: Ruins, spires, and archives used to check support at the origin column’s height, which meant they could float over dips or clip into rises on sloped terrain. I switched all three landmark features to per-column support checks, so each column is sampled at its own surface height. They sit on real ground now.- Far chunk writes: The landmark builders were writing blocks into chunks outside the generating region, which triggered “setBlock in a far chunk” warnings and risked corrupting already-saved chunks. I added a write gate to StructurePlacement that refuses any write outside the generating 3x3 region, so the warnings are gone and the footprints still fit fine.- Resonance system: The Resonance attachment was dead code - it had get and add helpers but nothing ever called them. I built a ResonanceSystem that grants resonance when you defeat Endesium mobs, with tier notices when you cross thresholds. It’s wired into the mod now and persists per player.- Texture fixes: void_gravel.png was 15x16 instead of 16x16, which made it shimmer. I wrote a script that pads any non-power-of-two texture up to the next power of two by repeating edge pixels, and swept the whole texture tree so nothing else can regress.- Verification tooling: I added audit_verify.py, a read-only script that checks every audit fix is present in the source tree, plus a guidebook-specific verifier. It exits non-zero on failure so I can run it in CI or before every release.## Whats next?- Resonance recipes: Now that the resonance system is wired, I want to gate some of the later recipes on resonance tiers so progression through the realm actually matters.- Landmark system: The hand-authored structures work, but I’m thinking about moving the big-footprint ones over to the vanilla Structure system so they get proper bounding-box arbitration instead of the write gate.- More guidebook content: The book is a lot better now, but I want to add an interactive region map and maybe a bestiary section before the next devlog. Also some roti buns i had while coding :P
Devlog 12 - a shorter one I am working on adding cool stuff like black holes to my end update mod. I want to make it so that if you get full void armor and right click your void sword for 5 seconds, it summons a black hole (with a long cooldown) that affects every entity thats not wearing any piece of void armor. It may look something like in the image below. I don’t have much to yap about here; sorry :P
Devlog 12 this one is huge. i rebuilt basically every system in the mod and fixed a mountain of bugs that were making the whole thing feel broken. endesium finally feels so much better now and actually playable. Updates: Black holes: the void sword’s signature ability actually works now. hold right-click for 4 seconds with full void armor on and a singularity spawns 6 blocks ahead of your crosshair. it pulls mobs, items, everything within 14 blocks with an inverse-square gravity curve plus an orbital swirl near the core, shreds anything caught inside, then implodes after 8 seconds with falloff damage. accretion disc particles orbit it while it’s live. 5 minute cooldown because it is absolutely devastating. full void set makes you immune to your own hole. Void armor + tools: the whole set got redone from scratch. armor textures are now built directly off vanilla netherite’s palette structure (same silhouette, same transparency map) but re-tinted to abyssal navy with cyan seams and gold shoulder trim, so it renders perfectly on the body — no more magenta mannequin glitch. tools now have true netherite stats: 2031 durability, 9.0 speed, 4.0 damage bonus, proper attack speed/damage attributes on every tool so tooltips show real numbers. pickaxe has an AoE resonance blast, axe has a dash, sword applies slow on hit. Ten landmark structures: every biome got a flagship now, not just perimeters. the ashen expanse has a 28-block stratovolcano with lava falls and a hidden obsidian vault, plus a lava-moated bastion fortress. luminous groves has a 27x27 lumen castle with prism-roofed towers. void skirts has a prison citadel with a 16-block spire and nullwalker wardens. there’s also a wastes cathedral with a crypt, a chorus mother tree, a highland lighthouse with a working beacon, a sunken mire cathedral, a crystal sanctum palace, a crown spire, and a null citadel. each one has exclusive loot you can’t get anywhere else, a guardian mob spawner, environmental dangers, and a resonance mechanism to wake. Item art overhaul: every custom item got handcrafted pixel art instead of flat recolors. edge-darkening, biome-specific palettes (lumen lime, ashen fire, crystal lilac, marsh teal), gold flecks on highlights. skyglass shards are faceted ice-blue, the windscar winch is a bronze gear with a hook, prism seeds have rainbow gradients. also resized everything that was clipping outside its inventory slot. Guidebook rewrite: went from 36 pages to 42 across 8 tabs. every biome gets its own page covering blocks, mobs, and landmarks. new pages for the landmark index, biome relics, exclusive loot tables, and the full tool/armor ability breakdown. if it’s in the mod, it’s in the book now. /locate support: added /endesium locate biome and /endesium locate structure commands so you can find any of the ten biomes or any structure from the command line. no more wandering the void for an hour looking for the volcano. Whats next? Dragon fight polish: the respawned dragon phases work but the telegraphs could be way more readable. i want distinct visual tells before each resonance attack. Sound design: most sounds reuse vanilla assets right now. custom .ogg recordings for the black hole ambience and landmark mechanisms would be great as well. More structure variants: the flagships are rare by design, but smaller biome-specific ruins between them would make exploration feel less empty.
Devlog #12 Hi guys! I added a lot here. Instead of having multiple small structures that are sort of just arbitrary, I made it so that there is just 1 big but incredible structure per custom biome in my end mod. This makes it feel so much cleaner and nicer, and although there are still some bugs that need to be patched, I plan on improving them a lot. Here are some screenshots that I took of updated structures. I plan to make a lot more and better structures in the futures (also the volcano is split in half so you (the ppl) could see the inside with a vault room)
Update - What I have worked on I have added a custom mini boss per biome, and I have also added a custom big boss that drops op loot. I am working on names and textures, but this is a WIP. This is going really well so far. Future yap I am going to figure out a name for each item, some custom weapons and abilities, then I will balance out the game a bit. Right now, it is too easy to kill a boss, so I will make them harder.
Devlog 14 hey guys. another one. smaller than 13 but a lot of the actual gameplay got wired up this time. void gear is done netherite-tier stats: 2031 durability, 9.0 attack damage, 4.0 speed. sword, pickaxe, axe, shovel, hoe — full tool set, all void ingot + stick.the armor follows the void set: helmet, chestplate, leggings, boots. two-layer P-mode armor model with gold shoulder plates. helmet has the retexture layers. the full set bonus is coming later but the base is solid. void ingot chain works: void gem -> smelt -> void ingot. ingot <-> 9 nuggets. void brick from void slate (2x2). slab, stairs, wall. all the recipes are wired up in datagen. black holes hold void sword for 5 seconds with the full void set -> singularity fires 6 blocks ahead, pulls everything in a 14 block radius for 8 seconds, 5 minute cooldown. the HUD has a charge bar now: resonance cyan rising to pale glow, ancient gold pulse when full. the label “VOID SINGULARITY” sits above it.this is client-side display only. the actual singularity logic lives on the server through the use item tick. sonic boom elbyra + resonant wings -> press R -> sonic boom fires. client sends a packet, server validates wings + cooldown + alive-ness before executing. keybind registered on client tick. the client is finally wired all 13 entities now have renderers. the crash where any entity without a renderer NPE’d the level renderer is gone. particles registered (void skirt mote), block render layers set for void glass and mireglass (translucent), guidebook screen opens on right-click.dragon armor model layer registered for the resonant wings passives. what was deleted the old void stalker entity, old resonance lens item, old void shard item, old foundation test block, and the old generated loot/recipe/advancement JSONs for them — all removed. everything has been replaced by the production versions.## what’s nextmore ruin variants for the landmark tier, ambient life for the empty skies, maybe the deep end. see the roadmap. go find a black hole.!!! (the black box is the singularity/black hole)
Devlog 15 this one is mostly bug fixing, and I lowkey should have done it a while ago. two big ones got found and killed. bosses were not spawning properly the wardens were supposed to be standing in every flagship - crypt floors, balcony rings, throne daises, all of it. and most of them just werent there. I found out that the placement helper was asking for a heightmap that doesn’t even exist yet during world gen. so the game would try to figure out where the ground was, get garbage back, fail the collision check, and die To fix it, I (and opencode) used the surface heightmap that actually works mid-generation, check footing with real collision shapes instead of vibes, and stop teleporting interior wardens to the roof. a warden meant to stand in a crypt now stands in the crypt. if there’s genuinely nowhere legal to stand, we log it loudly instead of pretending everything’s fine. the structure grid I noticed flagships spawn in a straight line. I then found out the placement gate checked chunk coords against two fixed numbers with modulo math - which doesn’t pick ONE spot per cell, it picks EVERY chunk that matches the mod. so the game was building a perfect lattice. cathedral, 160 blocks, cathedral, 160 blocks, forever, in neat little rows like crops. landmarks had the same bug at 256 block scale. both features now hash the cell coordinates themselves to pick a single host chunk per region per cell, so every attempt lands somewhere different. flagships also got pushed out to a 384 block minimum since they’re supposed to be rare landmarks. what’s next back to content. more landmark variants, ambient life in the skies, the deep end is still sitting there on the roadmap being ominous.
Devlog 16 Short one, but it is the one I have been putting off. The dragon fight was authored with attacks, phases, telegraphs but the pillars were just decor and the last third of the health bar played identically to the first. The pillars fight back Crystal aegis is the simplest thing in the world: while crystals stand, thedragon heals. One line of health regen did more for the fight’s shape than anyattack I have authored, because it moves the win condition backwards. You donot win by out-DPS-ing a health bar; you win by climbing pillars under fire.Five crystals means two HP a second, which is enough to visibly undo a sloppyopening. That is the fight telling you it is watching. Enrage is a ladder, not a switch Three thresholds - 60, 35, 15 percent - each announced, each spawning void wisps into the arena. The wisps are not the threat; they are the clock . Every second you spend swatting a wisp off your back is a second the dragon is cycling toward catastrophe. From enrage two the dragon leaves breath pools under its flight path, which turns its flyovers into map control. killing the dragon The kill now drops a real pile: heart, fangs, bone, resonant scales. First kill still fires the transformation. /dragonfight gives a live readout for tuning the curve without guessing. Notes for next time The wisps cap at eight; if playtests say the floor is unreadable, that cap is the first knob. Aegis regen is intentionally visible (1-2 HP/s). If it feels unfair, the fix is fewer crystals required, not slower regen. Docs live in docs/DRAGON_FIGHT.md now, including the testing checklist.
Devlog #19 Sorry for the random numbering before - i guess i suck at counting. Anyways, devlog. Updated structures Before, structures were just decoration and weren’t technically vanilla structures (kaupenjoe misled me). However, I managed to turn them into structure with help from OpenCode. I also added some new structues, like a castle (needs some works still), some new cathedrals, willowtree trunk, etc. I am adding some more custom armor, and I will make it cool with cool abilities. Custom armor My plan for custom armor includes: Luminous armor (infinite night vision, light level control panel, more ideas to come), Ash armor (fire-related abilities, ashwalker boots already exist) Null armor (i have no idea on what to do for this, but it sounds cool) Dragon fight Improve the dragon fight so it has several new stages Made it so that it spawns void wisps here and there Added a bunch of new drops it gives, working on adding Dragon Wings (slow but give iron-chestplate armor level) What’s next? Add the custom armor and tools and weapons Finish the dragon fight so it is exceptional
Devlog 20 - Three New Sets this one adds the thing that’s been missing since the void set went in being actual custom armor that isn’t void. Luminous, Ash, and Null are new. 12 armor pieces, 15 tools, all with their own textures, their own powers, and their own place in the creative tab. ##the new sets the void set already had its silhouette and its trim workflow. the new sets follow the same P-mode two-layer model so trims work the same, but they’re recolored palettes with their own read:- Luminous gold-cyan, glassy, the grove’s light. high enchantability, diamond-tier defense with a light-mobility kit.- Ash gray-ember with ember-orange highlights, volcano-forged. slightly lighter than void but built for fire.- Null violet-void, deleted matter. void-tier defense, hungrier enchant cost, gravity-deletion kit. you can read them now none of the three sets had working names before — datagen was fine, but the generated lang had Luminous_helmet with a capital L, so the game looked for item.endesium.luminous_helmet and found nothing. 26 keys showed item.endesium.___ in inventories. src/main/generated/assets/endesium/lang/en_us.json is now lowercase for all luminous/ash/null armor and tools, the phantom Ash_boots is gone. hover a luminous sword and it actually says luminous sword. armor is per-piece now new rule: every single piece does something on its own. the full set is an upgrade, not the only reason to wear it. Luminous — the grove’s light — GearAbilities per piece + tooltips on GearArmorItem : helmet Gleamsight – night vision while worn- chest Radiant Aegis — attackers get glowing 8s; full set Prism Ward adds darkness 3s + 3 magic burn-back- leggings Lightspeed — speed I (II with full set)- boots Lumen Leap — jump II Ash — the volcano — volcano kit, fire is fuel:- helmet Ember Crown — fire resistance while worn- chest Searing Plate — attackers ignite 4s; burning/in lava gives strength I- leggings Magma Blood — regen I while burning/in lava- boots Ashwalker — stand on lava, and now hold shift in lava to sink at -0.18/tick to -0.55 like scaffolding, release and you stay down with LAVA puffs every 4tfull ash Volcanic Heart is permanent strength I. the set wants you in lava. Null — deleted matter — Erased Mind helmet purges levitation/darkness/nausea every tick, Erased Wound chest gives absorption 5s on hit, Weightless leggings no fall damage, Null Step boots +1 step height via attribute, full set Void Body deletes 25% of incoming projectiles with smoke + shield block feedback. what’s next more landmark variants, ambient life for the empty skies, and the deep end is still sitting there being ominous. Sorry, no sneak peak yet - still not finished yet
Devlog 21 hey guys.the End’s been empty for a while. the ecology mobs live on the islands, thebosses live under them, but the sky itself was a void. this one fixes that,and it brings back something else that was missing: three new mobs three new mobs Sky Jelly - ambient, drifts with the wind. a soft bell of a thing withfour trailing tentacles, pulsing gently and leaving end-rod motes behind it.it bobs upward every now and then like it’s breathing. 8 hp, doesn’t careabout you. just ambient. Galefin - the fastest thing in the End. a sleek sky-fish that cutsthrough the air at 0.75 flying speed and avoids you entirely - the momentyou get within 12 blocks it’s gone. 4 hp. you see them flicker past in thecorner of your eye more than you ever actually look at one. Deep Lurker - this is the mean one. it lives below the islands, in thedark air pockets under the heightmap, and it waits. 22 hp, leaps at you,does real damage. when one spawns you get a portal-particle burst as awarning, and then you have maybe a second to look down.all three are geckolib animated - jelly pulses, galefin swims, lurker idleswith a slow head sway - and all three have spawn eggs and their own loottables. the sky and the deep are managed now AmbientSkyManager runs two server-side systems: sky half - if you’re flying more than 12 blocks above the surface, theair around you fills with biome motes (highland wind, lumen motes, endwastes dust). it makes flying at height feel alive instead of empty. deep half - a managed lurker spawner. every 5 seconds it looks for darkpockets below the islands: solid floor, air to spawn in, brightness under 7,at least 34 blocks of island above you. spawns are capped at 6 lurkerswithin 96 blocks per player, so the deep end gets ominous without everbecoming a wall of them. what’s nextthe deep end is less empty now, but it’s still just lurking. the design docskeep pointing at something bigger under the islands - the Umbral Reach - andthe sky could always use more than motes. more ambient life is on the table.
Devlog 22 - End Fight Update (again)hey guys.this one’s a two-day entry. yesterday was the sky getting alive and the gear lines finally clicking together into actual fighting systems. today was the dragon. the end fight has been building layers for a while - phases, enrage,scripted moves - but it still had one big problem: the first dragon barely used any of it. that’s fixed now. the first kill is the fight now. therespawned one is the nightmare. yesterday - 8/26the sky got three new mobssky jelly, galefin, and deep lurker went in (that one got its own devlog - 21).the sky half of AmbientSkyManager fills the air with biome motes when youfly high, and the deep half keeps the under-island dark honest: lurkersspawned into the black pockets below the heightmap, capped so the deep end isominous without ever becoming a wall.the sets became systemsthe luminous, ash, and null sets each got a cross-set layer inEndgearSetBonuses - wear the full set and hold that line’s tool andarmor + weapon merge into one fighting identity: luminous + prism grip - speed II and haste II while channelling; every hit blinds with a flash (3 true damage + glowing) and sparks light shards.ash + ember core - fire resistance while channelling; hits stoke the burn for 2 extra seconds and throw weight behind the strike.null + erased edge - strength I and haste I; every hit shreds 4 armor durability off the target and drags them into the blade. and the void set finally got its signature: hover. full void set, sneak inthe air, and you stop falling - a gentle drift at -0.12 blocks/tick instead ofa tumble, with void motes trailing under you. it pairs with the sword’ssingularity for total sky control, and it’s the boots’ tooltip promise kept. today - 8/27the dragon actually fights nowthefour-phase fight controller - impact dives, shockwaves, screeches, gales,storms, collapses, the final roar, catastrophe - now runs on the firstdragon too. before, the first kill was vanilla strafing plus harassment, andall the authored grammar was locked behind the respawned dragon. that gate isgone. the first dragon opens with the full attack schedule, escalates throughall four phases, and the transformation still makes things worse: 1.6x scaleand the resonance-exclusive moves are still the awakened dragon’s alone.the pillars became cooler with new mechanicscrystals were just a heal before. now the aegis is a shield:- every surviving pillar grants the dragon 10% damage reduction (capped at 60%), so clearing the pillars is a real first phase, not an optional chore.- destroying a crystal detonates at its pillar with a roar.- the last crystal falling breaks the aegis: the dragon is staggered for five seconds and takes +40% damage, a wisp wave pours out, and the next scripted set-piece fires immediately. that’s your payoff window. set-pieces are guaranteed nowscripted specials used to roll a dice every tick. now they’re scheduled:one opens the fight about thirty seconds in, every enrage escalationforces the next one within a second, and a broken aegis queues one on thespot. the random cadence only fills the gaps. you will see these moves, everyfight, on purpose. two new attacksOblivion Charge (enrage 2+, set-piece) - the dragon climbs high, paints a straight lane through the nearest player with end-rod markers, then dives it twice, tearing through anyone on the line and leaving void-fire wakes in its path. get off the lane.- Resonance Collapse (transformed dragon only) - drags every player toward the dragon for three seconds with converging rings, then detonates at its position. gain distance and find cover; standing still loses.
Devlog 23 - The Stronghold Update hey guys.for a while now the Endesium identity stopped at the end. everything past theportal was ours - the island, the dragon, the resonance, the gear - but the road to it was still vanilla’s stronghold. a cramped maze of hallways and libraries copy-pasted a hundred times, holding the exact same end portal the game shipped with in 2011. it never matched. the mod’s big gate got the smallest room in the game.that’s done now. the vanilla stronghold is gone and the Endesium stronghold replaced it: a buried citadel that previews the end without spoiling it. this one took a while, so let me walk the whole thing. the layout: a citadel vanilla strongholds are random. rooms are scattered, corridors dead-end,libraries repeat, and the portal is wherever the RNG put it. the Endesium stronghold is authored : a fixed, connected, three-times-bigger floor plant that always works. a Great Descent Hall buries you - a switchback staircase that drops from the surface as much as 90 blocks down into the stone, red runner carpet down the aisle, end rods lighting the way, two vindicator sentinels waiting at the top. a sealed Arrival Vault is what the eye of ender actually points at: a quiet chamber with a radial purple sigil on the floor and exactly one grounded door - the route onward, always. - the Hub is the spine: an atrium with a carpeted floor, a central resonance dais (amethyst block, end rod, the works), purpur pillars at the cardinal axes, bookshelves and barrels lining every wall, bats circling the ceiling, and a real staircase up to the gallery instead of a visual platform. junctions are readable - four grounded route markers plus a carpet cross - so you never need signs to find your way. the rooms sixteen distinct room kinds, every one hand-dressed:- Library - bookshelves three shelves high around the walls, two lecterns, a chiseled-bookshelf reading dais, blue carpet, bats.- Treasury - iron-bar vault bars with a single gap, chests and barrels in rows, gold, candles, and a captain guarding the middle.- Guard Post - weapon racks (fence posts) with candles, a phantom spawner in the center, two vindicators on the door.- Sanctum - end stone brick floor, purpur pillars, crying obsidian and a chorus plant on a pedestal, purple carpet, an enderman spawner , a live enderman pacing the corner.- Barracks - four red beds with proper head/foot parts, smoker, furnace, crafting table, three guards on duty.- Scriptorium - lecterns with candles, bookshelves and chiseled shelves, a cauldron of ink, a bat haunting the rafters.- Arboretum - a glass-ceilinged garden: dirt floor, flowering azaleas, ferns, moss carpet, a lily pad pond.- Observatory - concentric purpur ring inlays, an amethyst telescope-core, end-rod instruments along the walls.- Resonance Engine - amethyst conduit pillars with end-rod emitters and a crying obsidian reactor - the end’s power plant, studied safely from outside the portal.- Bastion - deepslate pillars, an iron-bar partition, weapon racks, a captain and two guards. military.- Conservatory - chorus plants and chorus flowers growing on end stone, flower pots and moss, an enderman in residence.- Reliquary - concentric obsidian ritual rings, an ender chest at the heart, candles, a captain standing watch.- Portal Cathedral what’s next the stronghold finally reads like the end’s doorstep. next up is the rest ofthe ten-hour pass - every file retyped, every line deliberate - and afterthat, the bosses and dragon still want their second pass of polish. but thegate is fixed. you’ll never walk vanilla’s cramped hallways to the end again.
Devlog 24 - Making the Stronghold Even Better hey guys. DEVLOG_23 was about replacing the vanilla stronghold - the layout, the rooms, the portal cathedral. and it shipped, and it worked, and then i walked back through it and something was off. the shape was right but the rooms read empty. a big citadel of bare stone is just a bigger version of the problem i was trying to kill. so yesterday/today was the boring pass nobody gets excited about in a change log: making rooms feel lived in. the noise every room had the bones but none of the clutter. so i went room by room and dressed them like actual inhabitants left mess behind: wall shelf rows with candles on top, sconce rows down the hall, two-tone floor tiles instead of one flat slab clustered corners - reading nooks, work benches, storage piles - instead of hanging lanterns and chandeliers where the ceiling actually had headroom for them crypts and catacombs got coffin rows, skull niches, soul lanterns barracks got lockers, footlockers, armor stands treasury got actual stacks of gold, not a promise of gold gardens finally read as gardens - flower meadows instead of a dirt square and corridors stopped being dead space: candle runs, clutter, tiled edges.it’s not glamorous but it’s the difference between a structure and a place. three new district wings once the rooms felt alive, the citadel wanted more than the hub spine. so it grew three themed districts, and i love how they ground the place: Forge - a contained lava pit ringed in polished deepslate, anvils, furnaces, coal stores. the stronghold had no industry before; now it reads like it smiths something down there. Dining Hall - a proper mess: table rows, benches, chandeliers. a fortress this size would have somewhere to eat. Prison - iron-bar cells, chains, a witch behind the barracks. every good stronghold needs a brig. plus a monumental columned entrance to the Great Descent Hall, an amethyst landing dais, cross-bridges over the Star well, a grand staircase dropping from the cathedral gallery, and a carpet runner down every corridor so you always know you’re on the path. Also started playing hades :P
Devlog 25 Wrapping things up Hi guys, this was mostly wrapping up the project. I have had a lot of fun working on the project, but I want to ship soon, maybe at like 200 hours. I hope everyone has enjoyed watching my progress on this, as I thoroughly enjoyed working on it myself. I hope everyone gets a chance to try it out and give some feedback. Models I touched up some 3d models and improved them a bit, making them look a bit cleaner. I touched the void stalker’s model, and the dragon’s model primarily Loot tables I customized the loot tables for a lot of the custom or modified structures like the stronghold to be a lot nicer and more fitting towards the endesium mod. They are a lot stronger, but not too OP I’d say. Nothing much else done I know I spent 10 hours coding, but I didn’t get much done because of how long I spent wondering what to do lol.
Devlog 26 hey guys. I turned the dragon fight into a bunch of small fixes that all made the fights read better.nothing shiny, just the stuff that was quietly wrong. stuff that was supposed to do stuff but didnt lol the dragon fight had announcements. not the kind players see - the kind thatonly exist in code. the enrage thresholds (“The Dragon Remembers” at 60%,35%, 15%) and the hoard reveal were computed, and then… dropped. a soundplayed, a title was built, and nobody ever saw the title. the function wasliterally called announce and it announced nothing. same story in the special attacks. the imports for title packets were sittingthere, imported and never used. so now the scripted set-pieces finally namethemselves: Burrow - “The Dragon Descends” before the ground starts shifting Seize - “The Dragon Takes You” right before it swoops to carry you aloft Rifts - “Reality Tears” as the gravity rifts start opening around you i’m genuinely annoyed this was broken for as long as it was. the drama of thedragon fight was all there in the code - the escalation, the set-pieces, the named thresholds - and none of it reached the player. now it does. the sentinel’s grab is escapable now the crown sentinel’s grab-and-hurl from a few devlogs ago was a one-way trip.if it got its hands on you, you watched the animation and then got launched.no counterplay, which felt wrong for a fight that’s supposed to be about reading the boss. so it got the same rule the warden and golem already had: deal enough damage mid-hold and it drops you early. 18 damage is the breaking point - enough that you can’t just tickle it, but enough that a player who’s actually fighting back gets out before the throw. it also shields against the worst feeling case, where the hold just deletes you with nothing to do about it. and while I was in there: the goal list had two goals at priority 4, whichmeant the sentinel’s behavior was occasionally picking the wrong thing to doat the same weight. renumbered so the hierarchy actually means something. next up the dragon’s hoard, the sentinel’s other moves, and the stronghold is still missing its advancements - the burrow is found, but it doesn’t have a single achievement attached to finding it. that’s next. the fights are starting to feel like they have a conversation with you now.the dragon tells you what it’s about to do, and you get to do something about it. That is the top view of the crown sentinel btw, it looks pretty dope imo
Devlog 28 - The Egg Becomes an Altar hey guys. last devlog for this project The egg now hatches I made the egg hatch into an end golem after 1 minute - a very op, hard to defeat mob. However, defeating it gives 3-5 additional permanent hearts (lose it upon death). Also, when you kill the dragon now, a chest spawns where it died, with dragon wings (gives iron-level protection, slowness 1 while worn, functions like an elytra). what that means for the endgame so the progression reads clean now. beat the dragon, take the egg, set it up,and call up the colossus that guards everything past the first kill. the dragon fight is the warm-up act for something that doesn’t even spawn until you put the trophy to work. that’s it. that’s the end of the end. thanks for following along - go fight the dragon for real, then come back and raise one of your own.
Ships:
I created a Minecraft mod called Endesium, which is an End Update mod. I learned Minecraft modding from scratch for this. There are 10 new biomes, 15 new mobs, 4 new bosses, 4 new sets of armor, and a lot of cool and incredible stuff. The new structures look incredible, like the elderwood sanctum, and many other cool and magnificent structures. It was challenging to figure out how to make custom mob models and make them spawn with boss bars and stuff of that sort. I am incredibly proud of my project, and I have put over 1 weeks worth of time into this project. I have learned many things along the way, and it was truly an incredible experience learning how to make a mod for Minecraft. It is a fabric 1.21.1 mod, sorry no modrinth - that takes weeks to verify....
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Wintergreen: highly focused E-ink reading firmware Wintergreen: highly focused E-ink reading firmware! by @alec | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T01:38:06Z", "hours": 34.0, "multiplier": 19.62, "payout": 616, "blessing": "neutral", "text": "Wintergreen is a custom firmware for the Xteink X4 e-ink device whose ideology refocuses back to what the device was originally made for: READING. So many custom firmwares have unnecessary features, bloat and a clunky UI which makes it slow and distracting from the original intent of this device. Wintergreen is hyperfast, optimized (for page refreshes, battery life, and especially page turns) and actually thinks about the buttons you need to press to get where you need to go. It only builds and includes what you need, and extra features like wifi syncing and bluetooth page turning support is optional (yet first-class, unlike almost all other firmwares!) This firmware offers numerous design improvements such as compiling/indexing books off-device (which is a huge QoL advantage), no settings menu (everything gets hardcoded into the binary which means no flash reads!) and ONLY partial ink refreshes used everywhere in the codebase. Every small action and ink change has been very carefully considered to bring the best possible experience to this small ereader and I’m really really excited for you to try it!", "repo": "https://github.com/amazinaxel/wintergreen", "demo": "https://github.com/AmazinAxel/wintergreen/releases/tag/1.0"}]...
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[{"post_id": 58578, "ts": "202 [{"post_id": 58578, "ts": "2026-08-31T01:24:52Z", "hours": 0.5436, "text": "And… it’s done!! Sorry for a bit of the delay!! I finished writing out the new release and make a video demo of what the firmware entirely looks like now. I also realized that I forgot to send an image of the Wintergreen logo that I had made a few days back… I did it all with my iPad & Apple Pencil, unlike the firmware which I forked (nous) which just… made their image with AI? It looked so dang ugly… had to humanize it (as in MAKING IT MYSELF..) and I think it looks great (not to repeat from the last devlog lol, family thinks it looks cool as well and I am very proud of it) Anyways, I had to figure out how to compile a binary for you guys to flash without needing Platformio to build. Took me a bit to get it sorted out. Unrelated but reason why I hadn’t shipped yet is because I was trying to take a ton of sick pictures out in the wild, but it didn’t go so well. You can see some of the pics I liked in the github gallery and im putting another pic here (that you cant find anywhere else) just for fun! Anyways, gonna go ahead and ship this now (for real this time now tho lol)"}, {"post_id": 56259, "ts": "2026-08-27T23:05:16Z", "hours": 12.2083, "text": "(was trying to finish the last devlog but i needed 15 minutes of logging time lol) In the settings menu, check out the screenshot below and you’ll see a new Bluetooth clicker option!! So this one is actually insanely cool - when I did a talk at Linuxfest Northwest at Bellingham Tech in april 2026, I bought this small and simple bluetooth clicker with two buttons. And it worked great, but what if I can also use it for reading? The device has bluetooth, so I made a nice option for hardcoding a MAC address so it can connect to my clicker in just one press. Then, with the landscape option, I can leave the device on the ceiling or on a spot away (magnetically attached on to something) from my eyes and just use the page turning buttons. UNFORTUNATELY, I did not get this fully finished right now so it has errors and doesn’t connect reliably, and crashes the firmware so this is not finished as of now!!! :( To make matters worse, I tried to get rid of the serial communication since we didn’t really need it and I had never used it, so it was kinda just bloating up the codebase and now I can’t really debug this very well. I added the sync button in a convenient and sensible spot, but it is not functional yet. I hope for my next devlog to be my last, since I will finish the features here and make a nice video about it! Anyways, there was a ton of other stuff that I did as well but i kinda forgot, so maybe I’ll cover them in the next journal! And again, sorry for not devlogging in a bit! — end conituation of last devlog — ALRIGHT so i know i went over the 10 hour devlog thing and i did so much here that i dont know if i can fit it all in one devlog, but pretty much the firmware is done. I managed to get bluetooth working perfectly! It has zero memory leaks now (this took me so many hours 😭) AND it supports queued page turns! And now you can hold the previous page button to go back, and hold the next page to open the quickmenu/select something! And connections are faster & consistent now. The device struggled with a lot of crashes, but I’m happy to say that I’ve fixed it completely with another book format refactor!! So we can keep page caches for speedy page turns AND we get bluetooth support. Lots of safety checks to ensure memory safety! Sync got a major rework, so now it works to disable your bluetooth device when you run a sync to preserve memory! And it disables the bluetooth option so you can’t glitch the system out. Now it’s only used for getting/removing books, and positional sync has been removed since it was kinda jank. Also fixed a bunch of stuff with the homelab so its more reliable now! Lots of QoL stuff, like a low battery bar when you’re low on battery while reading (so it’s not distracting), better label names, removing unnecessary text like CHAPTER from the chapters selection, and faster button holding! More things like faster wakeups, refusing to boot when there’s no more SD card, and a massive cleanup because I had a really long debug session to fix the crashes with bluetooth. And I made the screen full-size vertically, for some reason we were missing some rows on the top which are now filled properly! And the thing I’m most proud of: theres a new splash screen that I made myself!! Spent several hours perfecting it and I’m very proud of how it came out. Check it out!!! Anyways, gonna make a vid and submit this project since I’m done!!"}, {"post_id": 53503, "ts": "2026-08-24T02:29:16Z", "hours": 8.5258, "text": "HUGE usability improvements, optimizations, and the first new features of this firmware!! So I know its been a few days since I haven’t posted an update here, but I have been reallly busy! I’ve got a lot of news, so let’s start from the top!! Really cool thing happened today and yesterday - I brought my XTEINK X4 with me out in public! So we went to the post office (sat in line for a few hours) and read 35% of Alice in Wonderland using this custom firmware! It felt amazing, I was productive (rather than doomscrolling on my phone) and I got immersed in the story. So yeah, this firmware works. Was not distracted, and it was INSANELY efficent because my battery is still at 100% and I haven’t charged it since Friday (that’s two full days of reading and its still at full battery! Gotta love optimizing firmware and e-ink displays!!) Now, this was mostly due to the major new optimizations that I have spent countless hours on. I experimented with turning off the display power rails after 5 seconds, but this was a realllly bad idea because I didnt test it properly and I ended up trying to read in bed with text overlapping each other because the power rails were actually needed to properly remove the old text during a page turn!! By far the most helpful optimizations were the preloading and caching everywhere. This allowed for partial refreshes throughout everywhere on the display, which means less energy is spent on a full refresh but instead on a smaller piece of the screen. This meant that I could both improve the performance and reduce latency of the application AND reduce power usage, which was a massive win!! I did a quick speed test comparison between my brother’s XTEINK running CrossPoint and my firmware and there is without a doubt that my firmware is faster now with these optimizations. Eyeballing it, it seems like i am getting 200% faster page turns and menu switching. As if I couldn’t optimize more, I managed a few more major improvements. I made compiled books more sensible, since they no longer require the epub on the device and embed everything in the highly optimized binary file format. I made the file format even faster with image handling, and it is about as small file-size as it gets, so you can drop an 8GB or 4GB card in the device and get more books on it. I personally think I wouldnt ever hit 2GB of books on the device! Structurally, the position files are no longer stored in a special directory and instead they are stored in the book folder, so you dont need to know its ID! And the actual data/settings are stored in a single file in the home now, so i just got rid of the .wintergreen/ folder, which is a nice little cleanup. This is as minimal as it gets now, SD card wise. This is better for the SD card health as well!! As for the reading experience, there is SO much new and improved stuff. You know the sleep cover that appears when you turn the device off? It had annoying bars on the sides or the top, which was really distracting. I experimented with a background which filled to the same color as the book background, yet it was ugly and didnt work with books which had a different color on the sides. So heres what I did differently which actually looks better than it sounds: i made the book stretch to fill! It actually makes the text look BETTER, everything looks nicer and we aren’t wasting any screen space with empty bars. Just look at the images below!! It looks amazing. And in the quick menu, I made it so you can select the actual book to continue reading it again, without needing to move your thumb to the back button. I use this feature so often since its conveniently placed at the top near the settings, so you can adjust a setting, go up and then start reading again. (I hit the 4000 character limit, posting a second devlog to finish this lol)"}, {"post_id": 50430, "ts": "2026-08-19T16:26:55Z", "hours": 4.0442, "text": "Finally reworked the UI! After changing up the system font, I finally went through ALL of the pages, reorganized them and made it usable. For starters, the home screen has a carousel now of the three most recently read books! I think it looks really nice. I also reworked how the buttons work, so now when you press the back button on the homepage, it’ll show you a list of all your books! This is very easily scrollable, which is perfect for a larger library. I also got rid of any unnecessary text everywhere, like the Wintergreen branding so everything just feels more clean. And it shows your reading percentage now! I made the reader options experience SO much more intuitive. The two reader options have seperators and I renamed the menu to better match its purpose within the code. The chapters are easier to scroll now because we have adjustable button hold speeds, and the percentage of the book and chapter read has been moved into the book name and chapter name respectively! So the buttons got me all confused, since it feels swapped sometimes. I made the side buttons intentionally swap top/botttom when you’re not in landscape, so things feel a bit more intuitive whether you’re in Portrait mode or not! And of course the obligatory cleanup. Renamed a bunch of stuff and made the repo simpler with a massive reorganization effort, from /lib/wintergreen to just /wintergreen!"}, {"post_id": 49377, "ts": "2026-08-18T05:16:46Z", "hours": 4.1403, "text": "Made a LOT of progress on the device’s usability! First and foremost, as you can see from the images, I updated all the fonts. While yes, I would agree that Iosevka is not a great e-ink reading font, it makes for a good UI monospaced font. I also updated the font to Atkinson Hyperlegible which looks absolutely amazing. Just take a look at it yourself! I removed font sideloading so this is the forced font for all epubs. Learned a bit about font kerning and it looks pretty well-spaced now. Secondly, the UI is a bit outdated but I got rid of even more book-related settings. Now it shows you the chapters in the book menu without any additional button presses! I am still keeping the options for landscape/horizontal mode (which also now inverts the button controls!) Speaking of button controls, the top power button is now the action key! This is how you select a book, open the quick menu or select a chapter. It doubles as the power button when you hold it! This makes landscape reading MUCH more effective, which is a big goal of this firmware! I went into the SD card and realized a few things. First, the epub books on the device are completely unnecessary. They are never really read from because the converted book binaries really never needed to reference them again. So now the binary book format includes everything that the epub had, and you dont need to have epubs on the device anymore - just run a script with a bunch of books and it’ll be put on the sd card automatically! This saves a lot of space and is better organized because books are now stored in folders with their images and data instead of an invisible cache folder. Speaking of the cache folder, I made numerous improvements starting from a dramatic settings simplification going from 5 extra files to none! It’s just book positions, the persisted book settings (just the font size, orientation, and last read book!) and that’s it. It is super nice and simple now and I deduped a lot of settings that should’ve been in RAM. I got rid of the book convert thing on the device, because now it runs on your computer! It realllly doesn’t make any sense to run computationally expensive operations on an ESP32… this is a much better way. In terms of the UI, I got rid of the glyphs, icons, labels, hyperlinks, progress bars and dropped any of the other fonts on the device like Literata and Inter. There were also a lot of bug fixes, like making the screen actually show the book cover on sleep and opening the proper book on unsleep, at the right position. And a big one: I got rid of QEMU because I didnt really use it or need it, and it kinda bloated the codebase. That’s pretty much it!!!"}, {"post_id": 48440, "ts": "2026-08-16T19:45:15Z", "hours": 3.425, "text": "Improving the device’s performance, battery life and storage optimization There was a lot of room for improvement on microreader’s infrastructure, and I have spent some considerable effort on making sure everything is fully optimized before I start working on redoing some of the UI. For starters, I have removed the settings menu entirely and moved it to a text file, so everything is hardcoded at build time! This reduces the closure size and makes the system faster since it’s no longer reading from flash. You can see what the UI looks like now without the settings menu in the attached image. There was a lot of trial and error of trying different values to see what’d work with things like SD card speed and QIO bootloader options. I found that when using the most optimal options, the device would refuse to boot or read from the SD card, so unfortunately the default bootloader options and 20mhz speed is the fastest this device can handle 😭 (tried 40 and even 26.67mhz) I also tried using light sleeping but found that it doesn’t work either. It would’ve worked great for this device but due to some weird issues with the ESP32, when I unplug the device and run it off of battery the buttons would just stop working. I have improved the SD card management so that there’s no backups and now there’s less overhead when writing book save data. By far the most amount of time was spent on the config where I removed a lot of things from the closure and disabled unnecessary checks. For example, the bootloader ran a validation on the image on every boot, so disabling that made boots faster by about 100ms with zero drawbacks! I also stopped logging and kept with the repository cleanup so that now the flash went from 1.663mb/.123 to 1.573mb/.121mb, which is pretty small but still nice for making this device smaller and a lil bit faster. So yeah, the project is in a VERY nice and optimized state right now. I am going to improve on its usability and UI!"}, {"post_id": 47189, "ts": "2026-08-14T22:28:02Z", "hours": 0.7447, "text": "Forked nous and rebranded it to Wintergreen! I laid out the project and everything in the github readme. I’m going to be optimizing this project for usability and performance over everything, unlike a lot of other custom firmwares for this device. I have gotten the builds working and there is no remnants of the original firmware that I forked from (nous or microreader) left other than the file format extensions. I will be working on those next! Very excited to start working on this!"}]...
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Title: Wintergreen: highly focused E-ink reading f Title: Wintergreen: highly focused E-ink reading firmware! by @alec | Stardance
Devlogs:
Forked nous and rebranded it to Wintergreen! I laid out the project and everything in the github readme. I’m going to be optimizing this project for usability and performance over everything, unlike a lot of other custom firmwares for this device. I have gotten the builds working and there is no remnants of the original firmware that I forked from (nous or microreader) left other than the file format extensions. I will be working on those next! Very excited to start working on this!
Improving the device’s performance, battery life and storage optimization There was a lot of room for improvement on microreader’s infrastructure, and I have spent some considerable effort on making sure everything is fully optimized before I start working on redoing some of the UI. For starters, I have removed the settings menu entirely and moved it to a text file, so everything is hardcoded at build time! This reduces the closure size and makes the system faster since it’s no longer reading from flash. You can see what the UI looks like now without the settings menu in the attached image. There was a lot of trial and error of trying different values to see what’d work with things like SD card speed and QIO bootloader options. I found that when using the most optimal options, the device would refuse to boot or read from the SD card, so unfortunately the default bootloader options and 20mhz speed is the fastest this device can handle 😭 (tried 40 and even 26.67mhz) I also tried using light sleeping but found that it doesn’t work either. It would’ve worked great for this device but due to some weird issues with the ESP32, when I unplug the device and run it off of battery the buttons would just stop working. I have improved the SD card management so that there’s no backups and now there’s less overhead when writing book save data. By far the most amount of time was spent on the config where I removed a lot of things from the closure and disabled unnecessary checks. For example, the bootloader ran a validation on the image on every boot, so disabling that made boots faster by about 100ms with zero drawbacks! I also stopped logging and kept with the repository cleanup so that now the flash went from 1.663mb/.123 to 1.573mb/.121mb, which is pretty small but still nice for making this device smaller and a lil bit faster. So yeah, the project is in a VERY nice and optimized state right now. I am going to improve on its usability and UI!
Made a LOT of progress on the device’s usability! First and foremost, as you can see from the images, I updated all the fonts. While yes, I would agree that Iosevka is not a great e-ink reading font, it makes for a good UI monospaced font. I also updated the font to Atkinson Hyperlegible which looks absolutely amazing. Just take a look at it yourself! I removed font sideloading so this is the forced font for all epubs. Learned a bit about font kerning and it looks pretty well-spaced now. Secondly, the UI is a bit outdated but I got rid of even more book-related settings. Now it shows you the chapters in the book menu without any additional button presses! I am still keeping the options for landscape/horizontal mode (which also now inverts the button controls!) Speaking of button controls, the top power button is now the action key! This is how you select a book, open the quick menu or select a chapter. It doubles as the power button when you hold it! This makes landscape reading MUCH more effective, which is a big goal of this firmware! I went into the SD card and realized a few things. First, the epub books on the device are completely unnecessary. They are never really read from because the converted book binaries really never needed to reference them again. So now the binary book format includes everything that the epub had, and you dont need to have epubs on the device anymore - just run a script with a bunch of books and it’ll be put on the sd card automatically! This saves a lot of space and is better organized because books are now stored in folders with their images and data instead of an invisible cache folder. Speaking of the cache folder, I made numerous improvements starting from a dramatic settings simplification going from 5 extra files to none! It’s just book positions, the persisted book settings (just the font size, orientation, and last read book!) and that’s it. It is super nice and simple now and I deduped a lot of settings that should’ve been in RAM. I got rid of the book convert thing on the device, because now it runs on your computer! It realllly doesn’t make any sense to run computationally expensive operations on an ESP32… this is a much better way. In terms of the UI, I got rid of the glyphs, icons, labels, hyperlinks, progress bars and dropped any of the other fonts on the device like Literata and Inter. There were also a lot of bug fixes, like making the screen actually show the book cover on sleep and opening the proper book on unsleep, at the right position. And a big one: I got rid of QEMU because I didnt really use it or need it, and it kinda bloated the codebase. That’s pretty much it!!!
Finally reworked the UI! After changing up the system font, I finally went through ALL of the pages, reorganized them and made it usable. For starters, the home screen has a carousel now of the three most recently read books! I think it looks really nice. I also reworked how the buttons work, so now when you press the back button on the homepage, it’ll show you a list of all your books! This is very easily scrollable, which is perfect for a larger library. I also got rid of any unnecessary text everywhere, like the Wintergreen branding so everything just feels more clean. And it shows your reading percentage now! I made the reader options experience SO much more intuitive. The two reader options have seperators and I renamed the menu to better match its purpose within the code. The chapters are easier to scroll now because we have adjustable button hold speeds, and the percentage of the book and chapter read has been moved into the book name and chapter name respectively! So the buttons got me all confused, since it feels swapped sometimes. I made the side buttons intentionally swap top/botttom when you’re not in landscape, so things feel a bit more intuitive whether you’re in Portrait mode or not! And of course the obligatory cleanup. Renamed a bunch of stuff and made the repo simpler with a massive reorganization effort, from /lib/wintergreen to just /wintergreen!
HUGE usability improvements, optimizations, and the first new features of this firmware!! So I know its been a few days since I haven’t posted an update here, but I have been reallly busy! I’ve got a lot of news, so let’s start from the top!! Really cool thing happened today and yesterday - I brought my XTEINK X4 with me out in public! So we went to the post office (sat in line for a few hours) and read 35% of Alice in Wonderland using this custom firmware! It felt amazing, I was productive (rather than doomscrolling on my phone) and I got immersed in the story. So yeah, this firmware works. Was not distracted, and it was INSANELY efficent because my battery is still at 100% and I haven’t charged it since Friday (that’s two full days of reading and its still at full battery! Gotta love optimizing firmware and e-ink displays!!) Now, this was mostly due to the major new optimizations that I have spent countless hours on. I experimented with turning off the display power rails after 5 seconds, but this was a realllly bad idea because I didnt test it properly and I ended up trying to read in bed with text overlapping each other because the power rails were actually needed to properly remove the old text during a page turn!! By far the most helpful optimizations were the preloading and caching everywhere. This allowed for partial refreshes throughout everywhere on the display, which means less energy is spent on a full refresh but instead on a smaller piece of the screen. This meant that I could both improve the performance and reduce latency of the application AND reduce power usage, which was a massive win!! I did a quick speed test comparison between my brother’s XTEINK running CrossPoint and my firmware and there is without a doubt that my firmware is faster now with these optimizations. Eyeballing it, it seems like i am getting 200% faster page turns and menu switching. As if I couldn’t optimize more, I managed a few more major improvements. I made compiled books more sensible, since they no longer require the epub on the device and embed everything in the highly optimized binary file format. I made the file format even faster with image handling, and it is about as small file-size as it gets, so you can drop an 8GB or 4GB card in the device and get more books on it. I personally think I wouldnt ever hit 2GB of books on the device! Structurally, the position files are no longer stored in a special directory and instead they are stored in the book folder, so you dont need to know its ID! And the actual data/settings are stored in a single file in the home now, so i just got rid of the .wintergreen/ folder, which is a nice little cleanup. This is as minimal as it gets now, SD card wise. This is better for the SD card health as well!! As for the reading experience, there is SO much new and improved stuff. You know the sleep cover that appears when you turn the device off? It had annoying bars on the sides or the top, which was really distracting. I experimented with a background which filled to the same color as the book background, yet it was ugly and didnt work with books which had a different color on the sides. So heres what I did differently which actually looks better than it sounds: i made the book stretch to fill! It actually makes the text look BETTER, everything looks nicer and we aren’t wasting any screen space with empty bars. Just look at the images below!! It looks amazing. And in the quick menu, I made it so you can select the actual book to continue reading it again, without needing to move your thumb to the back button. I use this feature so often since its conveniently placed at the top near the settings, so you can adjust a setting, go up and then start reading again. (I hit the 4000 character limit, posting a second devlog to finish this lol)
(was trying to finish the last devlog but i needed 15 minutes of logging time lol) In the settings menu, check out the screenshot below and you’ll see a new Bluetooth clicker option!! So this one is actually insanely cool - when I did a talk at Linuxfest Northwest at Bellingham Tech in april 2026, I bought this small and simple bluetooth clicker with two buttons. And it worked great, but what if I can also use it for reading? The device has bluetooth, so I made a nice option for hardcoding a MAC address so it can connect to my clicker in just one press. Then, with the landscape option, I can leave the device on the ceiling or on a spot away (magnetically attached on to something) from my eyes and just use the page turning buttons. UNFORTUNATELY, I did not get this fully finished right now so it has errors and doesn’t connect reliably, and crashes the firmware so this is not finished as of now!!! :( To make matters worse, I tried to get rid of the serial communication since we didn’t really need it and I had never used it, so it was kinda just bloating up the codebase and now I can’t really debug this very well. I added the sync button in a convenient and sensible spot, but it is not functional yet. I hope for my next devlog to be my last, since I will finish the features here and make a nice video about it! Anyways, there was a ton of other stuff that I did as well but i kinda forgot, so maybe I’ll cover them in the next journal! And again, sorry for not devlogging in a bit! — end conituation of last devlog — ALRIGHT so i know i went over the 10 hour devlog thing and i did so much here that i dont know if i can fit it all in one devlog, but pretty much the firmware is done. I managed to get bluetooth working perfectly! It has zero memory leaks now (this took me so many hours 😭) AND it supports queued page turns! And now you can hold the previous page button to go back, and hold the next page to open the quickmenu/select something! And connections are faster & consistent now. The device struggled with a lot of crashes, but I’m happy to say that I’ve fixed it completely with another book format refactor!! So we can keep page caches for speedy page turns AND we get bluetooth support. Lots of safety checks to ensure memory safety! Sync got a major rework, so now it works to disable your bluetooth device when you run a sync to preserve memory! And it disables the bluetooth option so you can’t glitch the system out. Now it’s only used for getting/removing books, and positional sync has been removed since it was kinda jank. Also fixed a bunch of stuff with the homelab so its more reliable now! Lots of QoL stuff, like a low battery bar when you’re low on battery while reading (so it’s not distracting), better label names, removing unnecessary text like CHAPTER from the chapters selection, and faster button holding! More things like faster wakeups, refusing to boot when there’s no more SD card, and a massive cleanup because I had a really long debug session to fix the crashes with bluetooth. And I made the screen full-size vertically, for some reason we were missing some rows on the top which are now filled properly! And the thing I’m most proud of: theres a new splash screen that I made myself!! Spent several hours perfecting it and I’m very proud of how it came out. Check it out!!! Anyways, gonna make a vid and submit this project since I’m done!!
And… it’s done!! Sorry for a bit of the delay!! I finished writing out the new release and make a video demo of what the firmware entirely looks like now. I also realized that I forgot to send an image of the Wintergreen logo that I had made a few days back… I did it all with my iPad & Apple Pencil, unlike the firmware which I forked (nous) which just… made their image with AI? It looked so dang ugly… had to humanize it (as in MAKING IT MYSELF..) and I think it looks great (not to repeat from the last devlog lol, family thinks it looks cool as well and I am very proud of it) Anyways, I had to figure out how to compile a binary for you guys to flash without needing Platformio to build. Took me a bit to get it sorted out. Unrelated but reason why I hadn’t shipped yet is because I was trying to take a ton of sick pictures out in the wild, but it didn’t go so well. You can see some of the pics I liked in the github gallery and im putting another pic here (that you cant find anywhere else) just for fun! Anyways, gonna go ahead and ship this now (for real this time now tho lol)
Ships:
Wintergreen is a custom firmware for the Xteink X4 e-ink device whose ideology refocuses back to what the device was originally made for: READING. So many custom firmwares have unnecessary features, bloat and a clunky UI which makes it slow and distracting from the original intent of this device. Wintergreen is hyperfast, optimized (for page refreshes, battery life, and especially page turns) and actually thinks about the buttons you need to press to get where you need to go. It only builds and includes what you need, and extra features like wifi syncing and bluetooth page turning support is optional (yet first-class, unlike almost all other firmwares!) This firmware offers numerous design improvements such as compiling/indexing books off-device (which is a huge QoL advantage), no settings menu (everything gets hardcoded into the binary which means no flash reads!) and ONLY partial ink refreshes used everywhere in the codebase. Every small action and ink change has been very carefully considered to bring the best possible experience to this small ereader and I’m really really excited for you to try it!...
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My Portfolio by @ademayo234 | Stardance
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ademayo234
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:56:49Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my portfolio finallyy, i’ve been meaning to do it but i was held up by exams but now i’m done and it looks cool, all my friends have been telling me that it looks cool i still have idea for some other features but let’s just say this is V1, i just like the fact that the portfolio stands out", "repo": "https://github.com/Ademayo959/charles-portfolio", "demo": "https://mayowaa.vercel.app"}]...
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[{"post_id": 56487, "ts": "202 [{"post_id": 56487, "ts": "2026-08-28T08:33:58Z", "hours": 0.3836, "text": "Also had an idea for a cool page of color sice it’s so monochrome"}, {"post_id": 55026, "ts": "2026-08-26T13:35:32Z", "hours": 5.5089, "text": "Adde a top GOATS section to my portfolio"}]...
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Title: My Portfolio by @ademayo234 | Stardance
De Title: My Portfolio by @ademayo234 | Stardance
Devlogs:
Adde a top GOATS section to my portfolio
Also had an idea for a cool page of color sice it’s so monochrome
Ships:
I built my portfolio finallyy, i’ve been meaning to do it but i was held up by exams but now i’m done and it looks cool, all my friends have been telling me that it looks cool i still have idea for some other features but let’s just say this is V1, i just like the fact that the portfolio stands out...
|
1793112489.4900436
|
1793976489.4900436
|
|
33620
|
My own site! by @itsaperson | Stardance
|
itsaperson
|
1
|
0.46
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:52:37Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made my own personal site, this project was fairly simple and fun, could be more creative. When I tried editing project info, it said 404 error, I was confused for like 10 mins, then realised that my repo was private. Oopsies. Don’t make the same mistake as me. I think a simple website that looks effective is a good website.", "repo": "https://github.com/insertnewusername/mypersonalsite", "demo": "https://insertnewusername.github.io/mypersonalsite/"}]...
|
[{"post_id": 81732, "ts": "202 [{"post_id": 81732, "ts": "2026-10-22T08:34:02Z", "hours": 0.4572, "text": "Added better styling, made more polished. For the hi its me and the pic, decided to make it a flexbox to make information look and be presented better, as well as remove underline text decoration from hyperlink etc. Small devlog ngl"}, {"post_id": 58536, "ts": "2026-08-30T23:38:55Z", "hours": 0.2517, "text": "Worked on making my personal site, couldn’t think of what to put on it so decided to show of some of my github projects. Html is mostly good, now it’s time to work on the css!"}]...
|
Title: My own site! by @itsaperson | Stardance
De Title: My own site! by @itsaperson | Stardance
Devlogs:
Worked on making my personal site, couldn’t think of what to put on it so decided to show of some of my github projects. Html is mostly good, now it’s time to work on the css!
Added better styling, made more polished. For the hi its me and the pic, decided to make it a flexbox to make information look and be presented better, as well as remove underline text decoration from hyperlink etc. Small devlog ngl
Ships:
Made my own personal site, this project was fairly simple and fun, could be more creative. When I tried editing project info, it said 404 error, I was confused for like 10 mins, then realised that my repo was private. Oopsies. Don’t make the same mistake as me. I think a simple website that looks effective is a good website....
|
1793310993.3034775
|
1793397393.3034775
|
|
56353
|
IN-PIC-ANALYSER by @Mouad | Stardance
|
Mouad
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:49:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built IN-PIC VISION, an interactive computer vision web app that detects objects in uploaded images using a YOLOv8 backend and visualizes the results with real-time bounding boxes, confidence tags, and detected object breakdowns. The most challenging part was the deployment pipeline. Getting PyTorch, OpenCV, and all native C/system libraries working cleanly in production without hitting container memory limits or broken system dependencies was tough. I ended up hosting the backend on my own server, supervising it with PM2, and exposing it securely using Cloudflare Tunnels to handle the public traffic and SSL. I’m proud of building a complete, responsive dark-mode UI from scratch and connecting it smoothly to an end-to-end inference pipeline that runs fast and works directly in the browser. To test it: Click “Try project” (or open the link), drag and drop or select any everyday image (cars, people, street scenes, bikes), and watch it scan and highlight all detected classes in real-time.", "repo": "https://github.com/mouaduxel/IN-PIC-ANALYSER", "demo": "https://ai.atfagli.com/"}]...
|
[{"post_id": 58511, "ts": "202 [{"post_id": 58511, "ts": "2026-08-30T22:58:32Z", "hours": 1.8144, "text": "yo so i basically built this object detection app called in-pic vision using yolov5 and flask, at first i tried making a desktop app with tkinter but mac was being super annoying with blank screens so i just scrapped that and turned it into a web server instead, now you can just drag and drop any photo under 5mb and it runs through the model in like a couple ms, highlights all the objects with colored boxes, counts them up in the sidebar, and i made the whole ui dark mode with a laser scan animation and added links to my github and stardance profile"}]...
|
Title: IN-PIC-ANALYSER by @Mouad | Stardance
Devl Title: IN-PIC-ANALYSER by @Mouad | Stardance
Devlogs:
yo so i basically built this object detection app called in-pic vision using yolov5 and flask, at first i tried making a desktop app with tkinter but mac was being super annoying with blank screens so i just scrapped that and turned it into a web server instead, now you can just drag and drop any photo under 5mb and it runs through the model in like a couple ms, highlights all the objects with colored boxes, counts them up in the sidebar, and i made the whole ui dark mode with a laser scan animation and added links to my github and stardance profile
Ships:
I built IN-PIC VISION, an interactive computer vision web app that detects objects in uploaded images using a YOLOv8 backend and visualizes the results with real-time bounding boxes, confidence tags, and detected object breakdowns. The most challenging part was the deployment pipeline. Getting PyTorch, OpenCV, and all native C/system libraries working cleanly in production without hitting container memory limits or broken system dependencies was tough. I ended up hosting the backend on my own server, supervising it with PM2, and exposing it securely using Cloudflare Tunnels to handle the public traffic and SSL. I’m proud of building a complete, responsive dark-mode UI from scratch and connecting it smoothly to an end-to-end inference pipeline that runs fast and works directly in the browser. To test it: Click “Try project” (or open the link), drag and drop or select any everyday image (cars, people, street scenes, bikes), and watch it scan and highlight all detected classes in real-time....
|
1793303294.9884143
|
1793389694.9884143
|
|
55886
|
My own site! by @Dev_L_K | Stardance
|
Dev_L_K
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:42:08Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MY PORTFOLIO I am very happy to complete this project of my own. At first it was a little chalenging was correctly making color combinations for website. Anyone can access the website through https://dev-l-k.github.io/MYPORTFOLIO", "repo": "https://github.com/dev-l-k/MYPORTFOLIO", "demo": "https://dev-l-k.github.io/MYPORTFOLIO"}]...
|
[{"post_id": 58516, "ts": "202 [{"post_id": 58516, "ts": "2026-08-30T23:04:19Z", "hours": 3.8842, "text": "Devlog 1 (My first Devlog) Personal Site , Portfolio (My own Site!) Mentions About My Coding Journey Through Web designing and Python."}]...
|
Title: My own site! by @Dev_L_K | Stardance
Devlo Title: My own site! by @Dev_L_K | Stardance
Devlogs:
Devlog 1 (My first Devlog) Personal Site , Portfolio (My own Site!) Mentions About My Coding Journey Through Web designing and Python.
Ships:
MY PORTFOLIO I am very happy to complete this project of my own. At first it was a little chalenging was correctly making color combinations for website. Anyone can access the website through https://dev-l-k.github.io/MYPORTFOLIO...
|
1793263851.5497959
|
1793350251.5497959
|
|
15595
|
lilshark !!! by @kingkev | Stardance
|
kingkev
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:32:01Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "oh so I made a bot that gives some random marine-related facts. it was both my first hackclub project and my first interaction with github. i tried my best, it was fun especially the idea of connecting it to ocean life. the facts are handwritten so they are not too many, but still :D", "repo": "https://github.com/Lunaa133/stardance_hackclub_slackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BTZBJ31CM"}]...
|
[{"post_id": 9198, "ts": "2026 [{"post_id": 9198, "ts": "2026-06-15T13:16:32Z", "hours": 0.4114, "text": "my first stardance projectt / slackbot"}]...
|
Title: lilshark !!! by @kingkev | Stardance
Devlo Title: lilshark !!! by @kingkev | Stardance
Devlogs:
my first stardance projectt / slackbot
Ships:
oh so I made a bot that gives some random marine-related facts. it was both my first hackclub project and my first interaction with github. i tried my best, it was fun especially the idea of connecting it to ocean life. the facts are handwritten so they are not too many, but still :D...
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1793141311.0895548
|
1793227711.0895548
|
|
56474
|
Hey Yo by @jacob1234 | Stardance
|
jacob1234
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:20:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a silly litle Slack bot that answers the weather of any city you input next to the weather command, to see the whole command list call /hey-yo-help, the most challenging part was setting up the whole Nest thing, but everything its a very cool project, hope you enjoy it!!", "repo": "https://github.com/Jaco955/Hey-yo", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BTQQ0K28J?skip_today=1"}]...
|
[{"post_id": 58521, "ts": "202 [{"post_id": 58521, "ts": "2026-08-30T23:15:29Z", "hours": 1.2825, "text": "I already finished and forgot bout the devlogs :(, but here we go, my bot is called Hey Yo, he is chill, and he will tell you jokes, very bad ones but jokes, he will tell you the current weather for the city you put in, and he will even tell you some cat facts if you ask him!!, here is the command list: /hey-yo-ping - Checks if the bot is alive :3 /hey-yo-i<3cats - Cat fun fact yk /hey-yo-ajokepls - Tells you a joke /hey-yo-howsthetimern - Gives the weather for the city you put in. Thankss"}]...
|
Title: Hey Yo by @jacob1234 | Stardance
Devlogs:
Title: Hey Yo by @jacob1234 | Stardance
Devlogs:
I already finished and forgot bout the devlogs :(, but here we go, my bot is called Hey Yo, he is chill, and he will tell you jokes, very bad ones but jokes, he will tell you the current weather for the city you put in, and he will even tell you some cat facts if you ask him!!, here is the command list: /hey-yo-ping - Checks if the bot is alive :3 /hey-yo-i<3cats - Cat fun fact yk /hey-yo-ajokepls - Tells you a joke /hey-yo-howsthetimern - Gives the weather for the city you put in. Thankss
Ships:
I made a silly litle Slack bot that answers the weather of any city you input next to the weather command, to see the whole command list call /hey-yo-help, the most challenging part was setting up the whole Nest thing, but everything its a very cool project, hope you enjoy it!!...
|
1793310499.309003
|
1793396899.309003
|
|
48753
|
Environment AI tracker by @bradymend | Stardance
|
bradymend
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T22:51:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a tool for local schools to track what environmental barriers block students from using eco friendly transportation methods. It uses AI to determine what can cause barriers in transport and that prevent people from getting there without using a car. It would help in reducing emissions and helping district officials determine what they need to enhance/fix to be more environmentally concious.", "repo": "https://github.com/BraedynMendonca/greenlight-usaii", "demo": "https://greenlightapp.vercel.app/"}]...
|
[{"post_id": 47867, "ts": "202 [{"post_id": 47867, "ts": "2026-08-16T03:40:46Z", "hours": 4.025, "text": "This is the basic version of Greenlight, name and stuff is still a work in progress"}]...
|
Title: Environment AI tracker by @bradymend | Star Title: Environment AI tracker by @bradymend | Stardance
Devlogs:
This is the basic version of Greenlight, name and stuff is still a work in progress
Ships:
I built a tool for local schools to track what environmental barriers block students from using eco friendly transportation methods. It uses AI to determine what can cause barriers in transport and that prevent people from getting there without using a car. It would help in reducing emissions and helping district officials determine what they need to enhance/fix to be more environmentally concious....
|
1793141552.1855228
|
1793227952.1855228
|
|
56410
|
XenonOS by @sudaimiqbal | Stardance
|
sudaimiqbal
|
1
|
2.42
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T22:09:34Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a webOS called XenonOS, it has rezizable and draggable windows, Music player that works, functioning iframe browser, and a flappy bird game! This took me around 2 hours to build, bnut hackatime says i spent 1.5 hours building it, either way i ddi this relatively quickly because i used github code fill and also help with AI for javascript", "repo": "https://github.com/SudaimI/XenonOS/", "demo": "https://capable-hummingbird-72f3bb.netlify.app/"}]...
|
[{"post_id": 59359, "ts": "202 [{"post_id": 59359, "ts": "2026-09-01T03:23:18Z", "hours": 0.4161, "text": "For some reason they said i made it using ai which is like a quarter true cause a third of my javascript was made from big gpt, but i know html and css and i made that stuff and the variables in js by hand, i changed the flappy bird logo since i didnt like the old one edit, yes for the reviewer i did in fact rewrite the javascript, and i do understand it but its just scary to write anything other than python"}, {"post_id": 58481, "ts": "2026-08-30T22:01:14Z", "hours": 0.3217, "text": "Yeah, im finally finished with this project of mine It has a working browser, music player, flappy bird, and resizable windows! im super proud of how i built this in only 2 hours, but it shows an hour and 30 minutes on hackatime which is pretty strange, but it was a really fun project and i love how it turned out !!"}, {"post_id": 58441, "ts": "2026-08-30T21:12:48Z", "hours": 1.0908, "text": "a whole hour in, ive done incredible progress Im already familliar with HTML and CSS, and i used some AI with getting flappy bird workikng, but other than that ive gotten resizable windows, a working browser, flappy bird, and a working music player!! Im very happy with my results so far, this reminds me alot of GNOME linux, witht he top bar and everything. I will be adding some finishing touches with the game, since it looks pretty ugly."}, {"post_id": 58335, "ts": "2026-08-30T18:30:31Z", "hours": 0.2886, "text": "So my hackatime glitched and i actually have spent around 45 minutes on this project, but so far ive gotten the basics! A movable window, a close button, another way to reopen it! and now i just need to make more apps, a minimize button, and im thinking of adding a game like flappy bird there too!"}]...
|
Title: XenonOS by @sudaimiqbal | Stardance
Devlog Title: XenonOS by @sudaimiqbal | Stardance
Devlogs:
So my hackatime glitched and i actually have spent around 45 minutes on this project, but so far ive gotten the basics! A movable window, a close button, another way to reopen it! and now i just need to make more apps, a minimize button, and im thinking of adding a game like flappy bird there too!
a whole hour in, ive done incredible progress Im already familliar with HTML and CSS, and i used some AI with getting flappy bird workikng, but other than that ive gotten resizable windows, a working browser, flappy bird, and a working music player!! Im very happy with my results so far, this reminds me alot of GNOME linux, witht he top bar and everything. I will be adding some finishing touches with the game, since it looks pretty ugly.
Yeah, im finally finished with this project of mine It has a working browser, music player, flappy bird, and resizable windows! im super proud of how i built this in only 2 hours, but it shows an hour and 30 minutes on hackatime which is pretty strange, but it was a really fun project and i love how it turned out !!
For some reason they said i made it using ai which is like a quarter true cause a third of my javascript was made from big gpt, but i know html and css and i made that stuff and the variables in js by hand, i changed the flappy bird logo since i didnt like the old one edit, yes for the reviewer i did in fact rewrite the javascript, and i do understand it but its just scary to write anything other than python
Ships:
i made a webOS called XenonOS, it has rezizable and draggable windows, Music player that works, functioning iframe browser, and a flappy bird game! This took me around 2 hours to build, bnut hackatime says i spent 1.5 hours building it, either way i ddi this relatively quickly because i used github code fill and also help with AI for javascript...
|
1793306955.9481618
|
1793393355.9481618
|
|
46323
|
mytab by @krupa_pramod | Stardance
|
krupa_pramod
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T22:08:29Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a study tab, which has a search engine and various other aspects that I think look good and are also useful for productivity. It has a tasks bar, a widget with Kanye quotes you can keep generating, a search bar that connects to Google, shortcuts to some of my favorite websites, a song, NASAs APOD which updates daily using an API, and the date and time. This was made in HTML, CSS, and JS. It was kind of challenging figuring out the API at first but with the help of the guide I was able to figure out. Overall a fun website to make and I may even use it while studying…", "repo": "https://github.com/krupa-pramod/nasaweb", "demo": "https://krupa-pramod.github.io/nasaweb/"}]...
|
[{"post_id": 58466, "ts": "202 [{"post_id": 58466, "ts": "2026-08-30T21:44:31Z", "hours": 0.4475, "text": "Added shortcuts to Spotify, Github, and Pinterest! Also made the search bar functional (finally), and added the date bar that updates constantly. That was pretty easy since I learnt it in the oS project as well haha. Starting to look more filled!"}, {"post_id": 57579, "ts": "2026-08-29T19:22:10Z", "hours": 0.625, "text": "Added a tasks widget. You can enter tasks, click on them to clear it (check it off), and clear the entire thing. Kind of just did this to delay doing the search bar thing but that’s next actually now. Also tried to make it a little more visually appealing but I still feel like something’s off… hopefully adding a bar with like the date/time and maybe weather will fix that."}, {"post_id": 57056, "ts": "2026-08-29T04:20:12Z", "hours": 1.6194, "text": "I have decided to make a studying kind of tab! I added the nasa photo of the day and also a random kanye quote generator I found online… I also made the search bar in HTML/CSS but it is not functional so next time I will probably be implementing the JS logic for that. So far so good!"}]...
|
Title: mytab by @krupa_pramod | Stardance
Devlogs Title: mytab by @krupa_pramod | Stardance
Devlogs:
I have decided to make a studying kind of tab! I added the nasa photo of the day and also a random kanye quote generator I found online… I also made the search bar in HTML/CSS but it is not functional so next time I will probably be implementing the JS logic for that. So far so good!
Added a tasks widget. You can enter tasks, click on them to clear it (check it off), and clear the entire thing. Kind of just did this to delay doing the search bar thing but that’s next actually now. Also tried to make it a little more visually appealing but I still feel like something’s off… hopefully adding a bar with like the date/time and maybe weather will fix that.
Added shortcuts to Spotify, Github, and Pinterest! Also made the search bar functional (finally), and added the date bar that updates constantly. That was pretty easy since I learnt it in the oS project as well haha. Starting to look more filled!
Ships:
I made a study tab, which has a search engine and various other aspects that I think look good and are also useful for productivity. It has a tasks bar, a widget with Kanye quotes you can keep generating, a search bar that connects to Google, shortcuts to some of my favorite websites, a song, NASAs APOD which updates daily using an API, and the date and time. This was made in HTML, CSS, and JS. It was kind of challenging figuring out the API at first but with the help of the guide I was able to figure out. Overall a fun website to make and I may even use it while studying…...
|
1793263778.8465385
|
1793350178.8465385
|
|
54206
|
BASIC Interpreter by @Altruistic_Eagle | Stardance
|
Altruistic_Eagle
|
1
|
10.0
|
105
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T22:02:36Z", "hours": 10.0, "multiplier": 10.27, "payout": 105, "blessing": "neutral", "text": "I made an interpreter for BASIC that behaves similarly to a 1970s teletype computer.", "repo": "https://github.com/AltruisticEagle/Teletype_Simulator", "demo": "https://altruisticeagle.github.io/"}]...
|
[{"post_id": 58482, "ts": "202 [{"post_id": 58482, "ts": "2026-08-30T22:01:20Z", "hours": 1.695, "text": "Preparing to ship! This is the most detailed Readme I think I have ever written."}, {"post_id": 58362, "ts": "2026-08-30T19:19:11Z", "hours": 0.5492, "text": "That’s the whole script that I sent in the last devlog running. Everything seems to be factored nicely. Will now try to ship."}, {"post_id": 58334, "ts": "2026-08-30T18:28:38Z", "hours": 0.2603, "text": "Entering test phase. Longest script I ever wrote in BASIC."}, {"post_id": 58224, "ts": "2026-08-30T16:09:03Z", "hours": 0.7475, "text": "Working on refactoring the code and commenting it all in. It was a random thought I had - honestly should do this commenting + refactoring more."}, {"post_id": 58158, "ts": "2026-08-30T14:52:06Z", "hours": 0.8825, "text": "I thought I would never get it done, but it’s there. I’ve got loops working in the interpreter."}, {"post_id": 58116, "ts": "2026-08-30T13:51:19Z", "hours": 1.2544, "text": "Boolean statements and inputs now work in the interpreter!"}, {"post_id": 58056, "ts": "2026-08-30T12:25:06Z", "hours": 0.2989, "text": "The expressions that can be evaluated increased! I also realized I’m writing an interpreter for a language in an interpreted language, which is a weird thing to think about."}, {"post_id": 57790, "ts": "2026-08-30T02:45:17Z", "hours": 1.2781, "text": "So I’ve gotten some more methods in: LET, PRINT, evaluate expressions mathematically, and GOTO. Nice."}, {"post_id": 57754, "ts": "2026-08-30T01:03:16Z", "hours": 1.6914, "text": "I had to completely revamp the whole damn architecture because nothing was calling each other right, so much so I had to go and actually do research about how actual computer-interpreter relations work. All this damn work wasn’t for a new feature, it was just to de-spaghettify the insane logic. At last, it runs… at least a bit."}, {"post_id": 57620, "ts": "2026-08-29T20:33:41Z", "hours": 0.4342, "text": "Implemented a function that creates .txt files for users to write BASIC scripts in; next step will be the hard part, which is to make the interpreter."}, {"post_id": 57594, "ts": "2026-08-29T19:54:35Z", "hours": 1.1658, "text": "First working towards a proper login, then going to implement the keywords of BASIC one by one in a bit of an emulator way."}]...
|
Title: BASIC Interpreter by @Altruistic_Eagle | St Title: BASIC Interpreter by @Altruistic_Eagle | Stardance
Devlogs:
First working towards a proper login, then going to implement the keywords of BASIC one by one in a bit of an emulator way.
Implemented a function that creates .txt files for users to write BASIC scripts in; next step will be the hard part, which is to make the interpreter.
I had to completely revamp the whole damn architecture because nothing was calling each other right, so much so I had to go and actually do research about how actual computer-interpreter relations work. All this damn work wasn’t for a new feature, it was just to de-spaghettify the insane logic. At last, it runs… at least a bit.
So I’ve gotten some more methods in: LET, PRINT, evaluate expressions mathematically, and GOTO. Nice.
The expressions that can be evaluated increased! I also realized I’m writing an interpreter for a language in an interpreted language, which is a weird thing to think about.
Boolean statements and inputs now work in the interpreter!
I thought I would never get it done, but it’s there. I’ve got loops working in the interpreter.
Working on refactoring the code and commenting it all in. It was a random thought I had - honestly should do this commenting + refactoring more.
Entering test phase. Longest script I ever wrote in BASIC.
That’s the whole script that I sent in the last devlog running. Everything seems to be factored nicely. Will now try to ship.
Preparing to ship! This is the most detailed Readme I think I have ever written.
Ships:
I made an interpreter for BASIC that behaves similarly to a 1970s teletype computer....
|
1793141601.5786722
|
1793228001.5786722
|
|
1846
|
N-body sim by @indcader | Stardance
|
indcader
|
2
|
31.0
|
451
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T21:57:17Z", "hours": 6.0, "multiplier": 18.6, "payout": 116, "blessing": "neutral", "text": "I wrote a N-body simulation in Pygame. The project allows users to mess with gravitational bodies and create interesting systems. After recieving feedback from the last ship, I made modifications to the project which will allow the program to be more easy to use. I made new sub buttons on the screen which only appear after clicking on a main button. These buttons allow the user to do certain specialized tasks such as placing bodies, putting bodies in orbit, or shooting them into the abyss. I also reconfigured the controls to be more comfortable to the user (Q is now to pause since its easier to reach than P during play time). I also changed the system that allows users to modify variables like mass or time during playtime. Previously, in order to change values in the simulation, they had to bring their mouse over the text and scroll. This had major problems like the fact that it took forever to reach values, it was imprecise, and it wasn’t user-friendly. So I changed it so that the user instead clicks on the variable and types out the input they desire. Changes like this and others were made to make the project more user-friendly and fun. I also added new features as well such as the new orbit tool to allow users to make interesting systems easily and a few other new options. This update doesn’t have too many new features mainly due to the limited programming schedule I have but I hope yall enjoy it though!!!! :3", "repo": "https://github.com/Indcader56/N-body-Sim", "demo": "https://indcader56.itch.io/n-body-sim"}, {"ship_num": 2, "ts": "2026-06-28T20:59:44Z", "hours": 25.0, "multiplier": 13.6, "payout": 335, "blessing": "neutral", "text": "I made an N-body sim in which people can mess around with planetary bodies in an infinite area. Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around. The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player. Hope you guys can have fun with this and burn some time messing around with it! :D", "repo": "https://github.com/Indcader56/N-body-Sim", "demo": "https://indcader56.itch.io/n-body-sim"}]...
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[{"post_id": 58366, "ts": "202 [{"post_id": 58366, "ts": "2026-08-30T19:27:25Z", "hours": 2.9086, "text": "I’ve been working on a bunch of stuff in this update! I added the ability to put things in orbit just by clicking around the body in orbit mode. No more guessing using the trajectory tool!!! This has also allowed me to make the system below which is similar to the Earth Moon Sun system! After this I plan to add other tools and polish."}, {"post_id": 38507, "ts": "2026-07-31T22:43:27Z", "hours": 1.5156, "text": "I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!"}, {"post_id": 37428, "ts": "2026-07-30T04:49:30Z", "hours": 1.8106, "text": "First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies."}, {"post_id": 17906, "ts": "2026-06-28T20:51:32Z", "hours": 0.77, "text": "I have been setting everything up for the ship!!!!"}, {"post_id": 16503, "ts": "2026-06-26T21:01:17Z", "hours": 4.6617, "text": "I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!"}, {"post_id": 14191, "ts": "2026-06-23T05:47:17Z", "hours": 5.0042, "text": "I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!"}, {"post_id": 10234, "ts": "2026-06-16T21:16:25Z", "hours": 1.395, "text": "I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom. Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!"}, {"post_id": 9730, "ts": "2026-06-16T04:59:50Z", "hours": 4.6567, "text": "Sorry I haven’t posted in awhile, but I got a BIGGIE UPDATEEEEEEEEE I added the ability to move around the world and zoom in and out of the play area. No more do you have to witness your beautiful 2 body system go off screen into oblivion! Now, you can follow it to the ends of the universe!!!!!! After this, I plan to clean up the code a bit and change the controls since now the scroll wheel is mixed up with the zooming. I plan to keep adding things to the game until its fun"}, {"post_id": 6672, "ts": "2026-06-11T05:39:00Z", "hours": 2.2294, "text": "BIGGE UPDATE ALERT I added a bunch of buttons on screen that can now be used to place and delete bodies. I also made a bunch of underlying changes so I could do this! The next thing to add is wasd controls for a player that can move around and follow bodies as they follow their trajectories. After that I may or may not add a rocket to the game. who knows!"}, {"post_id": 4719, "ts": "2026-06-08T04:33:47Z", "hours": 2.1283, "text": "I fixed a few bugs including one where the masses were added twice in collisions. I also tweaked the colors and added a mass counter so that the user can see the exact mass before placing a body. After doing this, I plan to fix any more bugs and clean up the code. Then I will implement a camera that can follow the bodies and a small ship the player can spawn. After that I (might!) be good night for this project"}, {"post_id": 2343, "ts": "2026-06-04T19:45:49Z", "hours": 0.7792, "text": "I finally figured out Github (yayayay!!!) and now my workflow is (hopefully) gud. I also added the proper formula for momentum when a body gets hit. Will need to clean up the code though."}, {"post_id": 1099, "ts": "2026-06-02T22:34:26Z", "hours": 0.6903, "text": "I changed the color of the planets (cyan is kinda getting tired) and I made it so that the planets can gobble each other up"}, {"post_id": 412, "ts": "2026-06-01T20:16:56Z", "hours": 1.0275, "text": "I added user inputs and the ability to shoot your bodies and set their sizes"}, {"post_id": 384, "ts": "2026-06-01T18:55:27Z", "hours": 1.3953, "text": "I’m working on a N-body sim"}]...
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Title: N-body sim by @indcader | Stardance
Devlog Title: N-body sim by @indcader | Stardance
Devlogs:
I’m working on a N-body sim
I added user inputs and the ability to shoot your bodies and set their sizes
I changed the color of the planets (cyan is kinda getting tired) and I made it so that the planets can gobble each other up
I finally figured out Github (yayayay!!!) and now my workflow is (hopefully) gud. I also added the proper formula for momentum when a body gets hit. Will need to clean up the code though.
I fixed a few bugs including one where the masses were added twice in collisions. I also tweaked the colors and added a mass counter so that the user can see the exact mass before placing a body. After doing this, I plan to fix any more bugs and clean up the code. Then I will implement a camera that can follow the bodies and a small ship the player can spawn. After that I (might!) be good night for this project
BIGGE UPDATE ALERT I added a bunch of buttons on screen that can now be used to place and delete bodies. I also made a bunch of underlying changes so I could do this! The next thing to add is wasd controls for a player that can move around and follow bodies as they follow their trajectories. After that I may or may not add a rocket to the game. who knows!
Sorry I haven’t posted in awhile, but I got a BIGGIE UPDATEEEEEEEEE I added the ability to move around the world and zoom in and out of the play area. No more do you have to witness your beautiful 2 body system go off screen into oblivion! Now, you can follow it to the ends of the universe!!!!!! After this, I plan to clean up the code a bit and change the controls since now the scroll wheel is mixed up with the zooming. I plan to keep adding things to the game until its fun
I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom. Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!
I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!
I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!
I have been setting everything up for the ship!!!!
First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies.
I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!
I’ve been working on a bunch of stuff in this update! I added the ability to put things in orbit just by clicking around the body in orbit mode. No more guessing using the trajectory tool!!! This has also allowed me to make the system below which is similar to the Earth Moon Sun system! After this I plan to add other tools and polish.
Ships:
I made an N-body sim in which people can mess around with planetary bodies in an infinite area. Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around. The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player. Hope you guys can have fun with this and burn some time messing around with it! :D
I wrote a N-body simulation in Pygame. The project allows users to mess with gravitational bodies and create interesting systems. After recieving feedback from the last ship, I made modifications to the project which will allow the program to be more easy to use. I made new sub buttons on the screen which only appear after clicking on a main button. These buttons allow the user to do certain specialized tasks such as placing bodies, putting bodies in orbit, or shooting them into the abyss. I also reconfigured the controls to be more comfortable to the user (Q is now to pause since its easier to reach than P during play time). I also changed the system that allows users to modify variables like mass or time during playtime. Previously, in order to change values in the simulation, they had to bring their mouse over the text and scroll. This had major problems like the fact that it took forever to reach values, it was imprecise, and it wasn’t user-friendly. So I changed it so that the user instead clicks on the variable and types out the input they desire. Changes like this and others were made to make the project more user-friendly and fun. I also added new features as well such as the new orbit tool to allow users to make interesting systems easily and a few other new options. This update doesn’t have too many new features mainly due to the limited programming schedule I have but I hope yall enjoy it though!!!! :3...
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Fleer by @johan | Stardance
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johan
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76.21
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T21:52:34Z", "hours": 64.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "School is coming back soon, Stardance may be ending tomorrow, and I’m currently at 15% of what I want to do. I got an entire planning on Linear on what to do now. Fleer is a toxic-love project for me because of the numbers of issues I encountered, but I still want it to be done so bad. And yeah, I know testing is kinda hard now, I can’t publish an hosted testing instance so you will need to host it yourself (just one 30 MB Docker image to compile on any system and any architecture).", "repo": "https://github.com/johan-perso/fleer-relay", "demo": "https://github.com/johan-perso/fleer-cli#installation"}]...
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[{"post_id": 81085, "ts": "202 [{"post_id": 81085, "ts": "2026-10-19T20:04:48Z", "hours": 4.6358, "text": "Fleer is a decentralized platform, meaning anyone can host one or multiple relay servers. This devlog brings this concept even more to the Fleer CLI. Three lists of relay servers are hosted (on the GitHub repo, on my main website, and obviously on the Fleer landing page itself). These lists contain the URL for the currently only hosted relay. You can also add your own custom lists. In the future, the officials lists will include many more relays, from me or from anyone that contributes to the ecosystem, and the CLI is already prepared for that! I’m on a hotspot with like not even 1 Mbps so the video is just here for illustrative purposes 💀"}, {"post_id": 72709, "ts": "2026-09-23T15:38:39Z", "hours": 7.5769, "text": "After a few weeks without being able to do proper coding sessions (only got time to do it while being at school), I can finally release a new feature for Fleer! Integrity checking: after sending files, the receiver can ask the sender for a list of SHA-256 hashes. All communications are using encrypted messages to reduce the amount of things a malicious relay server can do. Integrity checking allows the receiver to be sure that files are identical from the sent one, and that the relay didn’t skipped chunks/files. I also added proper (and definitive) instructions for selfhosting a relay server by using Docker Compose (with prebuilt images via GitHub Actions), by building the image yourself with a Dockerfile, or to run from source. Reduce chunkSize when sending files if network conditions were really really bad before starting to send chunks."}, {"post_id": 58469, "ts": "2026-08-30T21:45:51Z", "hours": 7.2975, "text": "Not sure if Stardance will get extended until something like the end of September, so here am I (didn’t got many times to update the app and encountered many problems). A new command fleer relay followed by any Fleer Relay URL will output details about it. Receiver device name was sent in clear to the relay, it is now exchanged using encrypted messages. The transfer will be deleted if too many restarts happen (because messages size exceeds the limit for example). A structure containing all files, folders and path is included to give the receiver some visuals indications. If it’s too large, the structure will be dropped entirely. The amount of received/sent bytes will be displayed in Kbps instead of Mbps if it’s slow asf. Many bugs fixes and optimizations. The relay can now pauses transfers if it’s processing too many transfers at once. The indicated transfer size will include an estimated encryption overhead (the algorithm used can add some bytes to files). Transfers that shares MANY messages can use a feature from the relay that give clients ability to select the amount of cached bytes for messages and chunks. Inactives shares are deleted from the memory of the relay. The build version and latest commit pulled is returned to clients from the relay. Rate limits now apply to WebSocket messages."}, {"post_id": 53427, "ts": "2026-08-23T23:35:26Z", "hours": 3.7667, "text": "Didn’t wrote many lines of code on this project the last few days, was busy with personnal things so I’m listing what I pushed this week: User can decide what to do if a file already exist in the current directory (replace it, rename the new one, or skip this file). A new command fdd allows to start a download even faster, by checking the first parameter ( fdd <share_link> ) or any URL in the clipboard. fleer send command can generate a QR Code image, and display it for supported terminals (such as the incredible Ghostty). Download speed is displayed live in Mbps. Some fixes concerning security and downloading in specific conditions."}, {"post_id": 49259, "ts": "2026-08-17T23:04:04Z", "hours": 4.8894, "text": "A few minors QoL changes: The CLI is automatically closed when download is finished, synced for both sender and receiver through an encrypted message that acts as a signal to tell both party they have done their job. Share Link is automatically copied into the clipboard of the sender, even if he’s remotely connected via SSH to another server. The directory in which files are saved is displayed at the end of execution (default to current folder). Improved performances when downloading. Some more verifications with the relay server used. Protect against Path Traversal vulnerability."}, {"post_id": 46633, "ts": "2026-08-14T01:00:19Z", "hours": 8.6061, "text": "Okay, changelog required even though I wasn’t planning on publishing it right now. Apart from some additions such as: --debug-socket flag that logs every actions happening between the client and a relay server Encryption protocol indicator (which is used by clients to know what algorithm and settings to use) is NOT known by the server anymore, as it is transferred in the share link itself Proper exit (and closure of spinner animations) when using Ctrl+C A few optimizations for responsive logs Downloading files is ALMOST done, I’m currently having many issues with slow file upload, and many attempts at optimizing it (that litteraly give me the idea of just quitting this project) and I’m making this changelog now because I think we might not finish this part of the CLI before at least 2 days. In the meantime, I daydreamed about many things I want to introduce into the project that will hopefully make a difference with others apps, even if I don’t have the same speed as them."}, {"post_id": 45231, "ts": "2026-08-11T15:54:32Z", "hours": 1.0211, "text": "Made a command to explain how Fleer relays, encryption and decryption work - always with a nice focus on terminal design, with colors, responsive and auto resize"}, {"post_id": 44327, "ts": "2026-08-10T00:30:37Z", "hours": 7.3697, "text": "We can send files using the CLI! I have some optimizations to make because sending small files is just as slow as sending large files, causing super low speed upload 💀 We also display the URL, command, and keys (used by the server) to connect as a receiver and start downloading files. The protocol is kinda complex and I’m planning to write a documentation on how to use it for any matter (like automations or 3rd party clients), and a terminal generally being for nerds (especially when a desktop GUI app is planned) make this the best place to showcase how the relay system really work, so I implemented a flag --debug-performances that log every actions into a file, also useful to debug performances (if you didn’t guessed…). The sender sends files to the relay, one by one, chunk by chunk to the relay, which will pipe them to the receiver afterwards. Chunks are fully encrypted on both clients and server cannot access their content whatsoever. To ensure even better security, I also display a warning with confirmation before continuing if the server is using HTTP instead of HTTPS. There is many things happening that isn’t easy to see, and many little details (like some responsive resizing for low sized terminals) that many people may never encounteer, and I’m proud of how those devlogs are only like 7h long?? Anyway, here’s a video of where I currently am, and thanks for reading all of that garbage nonsense written by a french guy that isn’t quite good at telling things in foreign languages."}, {"post_id": 42308, "ts": "2026-08-06T23:19:36Z", "hours": 6.6911, "text": "Spent a few hours starting the CLI! For now it can only search for files and directory to send, while excluding socket and symlinks, and asking user if he want to excludes some others directory (like node_modules, cache or trashed files on macOS/Linux). Interface use colors, spinners and terminal screen width detection to avoid overflowing texts on another lines, providing a nice display when displaying large quantity of text, even if it’s only on screen for a few milliseconds. The files searching is really fast thank to Bun and some optimizations I did, here is a demo."}, {"post_id": 41111, "ts": "2026-08-05T03:10:10Z", "hours": 6.4781, "text": "Receiver can now receive chunks of data even if he wasn’t connected when the sender started sending them. Also, some communications are added between the receiver and the sender, such as a warning when the other one disconnect, or any other form of encrypted message. Senders were informed when they reached the max cached data limit, but are also now informed when this limit can be ignored (when the receiver download those cached data to free some space). And the thing you can see in the demo video: it is now possible to, as the receiver, restart an entire transfer if you connect to the download, disconnect, and reconnect again (because cached data are cleaned by the backend, which mean the sender has to send them again). I know “sender” and “receiver” are repeated 300x but idk how to explain this in a better way 😭🙏 (+ i’m french idk we’re all bad in this language tbh)"}, {"post_id": 38550, "ts": "2026-08-01T00:54:39Z", "hours": 6.45, "text": "After starting to get some progress on a test CLI (with both sending and receiving sides), we can now encrypt/send, and decrypt/download chunks on storage. I will make a few changes on how files saving will be handled because for now the receiver only get chunks data, and don’t know how to reassemble them. If you want, one of my git commit got this long ahh description: - Many more checks - Receiver can set their name (sender get notified) - Chunks are sent to receiver - receiver can acknowledge when they receive one, and chunks sending is paused if they have at least three chunks not ack. - An encryption protocol indicator is exchanged (not encrypted) to let clients know what encryption parameters to use - Chunks that are in the memory of the server has a maximum, afterwards we stop accepting more - Auto removal of all in-memory data of acknowledged chunks"}, {"post_id": 36745, "ts": "2026-07-29T00:19:25Z", "hours": 11.2589, "text": "Just started this new project! I’ve already wrote a loooong list of things I want to do (and how I want them to be done), will not post it here to avoid spoiling so wait a few changelog to know how the service will work! For now, I’ve only implemented a basic API that allows to create a share, returning a shareId that allows to request details about it ; I also started the implementation of a socket that will allow someone to download a file while it’s being uploaded. The backend will be done in Dart to allow the build of a light executable file, allowing an easier self-hosting while consuming less ressources. This language also enable me the possibility of including the server directly inside a Flutter made client, but I’m not sure I will use this possibility, I guess we will see!"}]...
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Title: Fleer by @johan | Stardance
Devlogs:
Just Title: Fleer by @johan | Stardance
Devlogs:
Just started this new project! I’ve already wrote a loooong list of things I want to do (and how I want them to be done), will not post it here to avoid spoiling so wait a few changelog to know how the service will work! For now, I’ve only implemented a basic API that allows to create a share, returning a shareId that allows to request details about it ; I also started the implementation of a socket that will allow someone to download a file while it’s being uploaded. The backend will be done in Dart to allow the build of a light executable file, allowing an easier self-hosting while consuming less ressources. This language also enable me the possibility of including the server directly inside a Flutter made client, but I’m not sure I will use this possibility, I guess we will see!
After starting to get some progress on a test CLI (with both sending and receiving sides), we can now encrypt/send, and decrypt/download chunks on storage. I will make a few changes on how files saving will be handled because for now the receiver only get chunks data, and don’t know how to reassemble them. If you want, one of my git commit got this long ahh description: - Many more checks - Receiver can set their name (sender get notified) - Chunks are sent to receiver - receiver can acknowledge when they receive one, and chunks sending is paused if they have at least three chunks not ack. - An encryption protocol indicator is exchanged (not encrypted) to let clients know what encryption parameters to use - Chunks that are in the memory of the server has a maximum, afterwards we stop accepting more - Auto removal of all in-memory data of acknowledged chunks
Receiver can now receive chunks of data even if he wasn’t connected when the sender started sending them. Also, some communications are added between the receiver and the sender, such as a warning when the other one disconnect, or any other form of encrypted message. Senders were informed when they reached the max cached data limit, but are also now informed when this limit can be ignored (when the receiver download those cached data to free some space). And the thing you can see in the demo video: it is now possible to, as the receiver, restart an entire transfer if you connect to the download, disconnect, and reconnect again (because cached data are cleaned by the backend, which mean the sender has to send them again). I know “sender” and “receiver” are repeated 300x but idk how to explain this in a better way 😭🙏 (+ i’m french idk we’re all bad in this language tbh)
Spent a few hours starting the CLI! For now it can only search for files and directory to send, while excluding socket and symlinks, and asking user if he want to excludes some others directory (like node_modules, cache or trashed files on macOS/Linux). Interface use colors, spinners and terminal screen width detection to avoid overflowing texts on another lines, providing a nice display when displaying large quantity of text, even if it’s only on screen for a few milliseconds. The files searching is really fast thank to Bun and some optimizations I did, here is a demo.
We can send files using the CLI! I have some optimizations to make because sending small files is just as slow as sending large files, causing super low speed upload 💀 We also display the URL, command, and keys (used by the server) to connect as a receiver and start downloading files. The protocol is kinda complex and I’m planning to write a documentation on how to use it for any matter (like automations or 3rd party clients), and a terminal generally being for nerds (especially when a desktop GUI app is planned) make this the best place to showcase how the relay system really work, so I implemented a flag --debug-performances that log every actions into a file, also useful to debug performances (if you didn’t guessed…). The sender sends files to the relay, one by one, chunk by chunk to the relay, which will pipe them to the receiver afterwards. Chunks are fully encrypted on both clients and server cannot access their content whatsoever. To ensure even better security, I also display a warning with confirmation before continuing if the server is using HTTP instead of HTTPS. There is many things happening that isn’t easy to see, and many little details (like some responsive resizing for low sized terminals) that many people may never encounteer, and I’m proud of how those devlogs are only like 7h long?? Anyway, here’s a video of where I currently am, and thanks for reading all of that garbage nonsense written by a french guy that isn’t quite good at telling things in foreign languages.
Made a command to explain how Fleer relays, encryption and decryption work - always with a nice focus on terminal design, with colors, responsive and auto resize
Okay, changelog required even though I wasn’t planning on publishing it right now. Apart from some additions such as: --debug-socket flag that logs every actions happening between the client and a relay server Encryption protocol indicator (which is used by clients to know what algorithm and settings to use) is NOT known by the server anymore, as it is transferred in the share link itself Proper exit (and closure of spinner animations) when using Ctrl+C A few optimizations for responsive logs Downloading files is ALMOST done, I’m currently having many issues with slow file upload, and many attempts at optimizing it (that litteraly give me the idea of just quitting this project) and I’m making this changelog now because I think we might not finish this part of the CLI before at least 2 days. In the meantime, I daydreamed about many things I want to introduce into the project that will hopefully make a difference with others apps, even if I don’t have the same speed as them.
A few minors QoL changes: The CLI is automatically closed when download is finished, synced for both sender and receiver through an encrypted message that acts as a signal to tell both party they have done their job. Share Link is automatically copied into the clipboard of the sender, even if he’s remotely connected via SSH to another server. The directory in which files are saved is displayed at the end of execution (default to current folder). Improved performances when downloading. Some more verifications with the relay server used. Protect against Path Traversal vulnerability.
Didn’t wrote many lines of code on this project the last few days, was busy with personnal things so I’m listing what I pushed this week: User can decide what to do if a file already exist in the current directory (replace it, rename the new one, or skip this file). A new command fdd allows to start a download even faster, by checking the first parameter ( fdd <share_link> ) or any URL in the clipboard. fleer send command can generate a QR Code image, and display it for supported terminals (such as the incredible Ghostty). Download speed is displayed live in Mbps. Some fixes concerning security and downloading in specific conditions.
Not sure if Stardance will get extended until something like the end of September, so here am I (didn’t got many times to update the app and encountered many problems). A new command fleer relay followed by any Fleer Relay URL will output details about it. Receiver device name was sent in clear to the relay, it is now exchanged using encrypted messages. The transfer will be deleted if too many restarts happen (because messages size exceeds the limit for example). A structure containing all files, folders and path is included to give the receiver some visuals indications. If it’s too large, the structure will be dropped entirely. The amount of received/sent bytes will be displayed in Kbps instead of Mbps if it’s slow asf. Many bugs fixes and optimizations. The relay can now pauses transfers if it’s processing too many transfers at once. The indicated transfer size will include an estimated encryption overhead (the algorithm used can add some bytes to files). Transfers that shares MANY messages can use a feature from the relay that give clients ability to select the amount of cached bytes for messages and chunks. Inactives shares are deleted from the memory of the relay. The build version and latest commit pulled is returned to clients from the relay. Rate limits now apply to WebSocket messages.
After a few weeks without being able to do proper coding sessions (only got time to do it while being at school), I can finally release a new feature for Fleer! Integrity checking: after sending files, the receiver can ask the sender for a list of SHA-256 hashes. All communications are using encrypted messages to reduce the amount of things a malicious relay server can do. Integrity checking allows the receiver to be sure that files are identical from the sent one, and that the relay didn’t skipped chunks/files. I also added proper (and definitive) instructions for selfhosting a relay server by using Docker Compose (with prebuilt images via GitHub Actions), by building the image yourself with a Dockerfile, or to run from source. Reduce chunkSize when sending files if network conditions were really really bad before starting to send chunks.
Fleer is a decentralized platform, meaning anyone can host one or multiple relay servers. This devlog brings this concept even more to the Fleer CLI. Three lists of relay servers are hosted (on the GitHub repo, on my main website, and obviously on the Fleer landing page itself). These lists contain the URL for the currently only hosted relay. You can also add your own custom lists. In the future, the officials lists will include many more relays, from me or from anyone that contributes to the ecosystem, and the CLI is already prepared for that! I’m on a hotspot with like not even 1 Mbps so the video is just here for illustrative purposes 💀
Ships:
School is coming back soon, Stardance may be ending tomorrow, and I’m currently at 15% of what I want to do. I got an entire planning on Linear on what to do now. Fleer is a toxic-love project for me because of the numbers of issues I encountered, but I still want it to be done so bad. And yeah, I know testing is kinda hard now, I can’t publish an hosted testing instance so you will need to host it yourself (just one 30 MB Docker image to compile on any system and any architecture)....
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1793252984.8439224
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1793339384.8439224
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56068
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nootab by @willexists | Stardance
|
willexists
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T21:29:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is the silliest noo-est tab in the face of the world! it has the magical things known as features weather cool stuff :) will", "repo": "https://github.com/ooowillexistsooo/nootab", "demo": "https://nootab.willexists.space"}]...
|
[{"post_id": 58456, "ts": "202 [{"post_id": 58456, "ts": "2026-08-30T21:27:15Z", "hours": 0.2858, "text": "fin i finished im so cutesy~!"}, {"post_id": 58409, "ts": "2026-08-30T20:24:40Z", "hours": 0.2967, "text": "i added a weather widget thing imma go read me now it actually workes"}, {"post_id": 58386, "ts": "2026-08-30T19:53:52Z", "hours": 0.5603, "text": "added a mac background and made it look more mac-y with a translucent background woah i’m using the ~fancy ~ words today it took me way too much time to learn how to make that not strikeout…"}, {"post_id": 57824, "ts": "2026-08-30T03:58:21Z", "hours": 0.4733, "text": "added a dock o.o"}, {"post_id": 57804, "ts": "2026-08-30T03:15:16Z", "hours": 0.755, "text": "i did the thing its a thing woa"}]...
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Title: nootab by @willexists | Stardance
Devlogs: Title: nootab by @willexists | Stardance
Devlogs:
i did the thing its a thing woa
added a dock o.o
added a mac background and made it look more mac-y with a translucent background woah i’m using the ~fancy ~ words today it took me way too much time to learn how to make that not strikeout…
i added a weather widget thing imma go read me now it actually workes
fin i finished im so cutesy~!
Ships:
this is the silliest noo-est tab in the face of the world! it has the magical things known as features weather cool stuff :) will...
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1793278415.0520415
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1793364815.0520415
|
|
56430
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Cricket Web Batting Game by @adtheitya | Stardance
|
adtheitya
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T21:08:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a batting game for the sport of cricket. In this game, players can play 6 different shot types, to different balls that come from the bowler, and the outcome is decided upon how well you read the ball. There are 3 different modes: chase mode, practice mode, and world cup mode. In chase mode, you chase a target set by a famous batsmen. In practice mode, you get 20 balls to see how many runs you can make. And in world cup mode, you can choose a nation and squad of 5 players, to represent the nation at the biggest stage of cricket.", "repo": "https://github.com/ad-the-itya/Cricket-Batting-Game", "demo": "https://89a9987e-bc64-4884-917c-86cfddc7e81f-00-14lnflw9z1t5q.janeway.replit.dev/"}]...
|
[{"post_id": 58435, "ts": "202 [{"post_id": 58435, "ts": "2026-08-30T21:05:31Z", "hours": 0.3028, "text": "I added the finishing touches to the game I was building!"}, {"post_id": 58343, "ts": "2026-08-30T18:42:10Z", "hours": 0.3261, "text": "I added a third game mode to my game, which is the world cup game mode, and used AI to make my game visually aesthetic and appealing."}]...
|
Title: Cricket Web Batting Game by @adtheitya | St Title: Cricket Web Batting Game by @adtheitya | Stardance
Devlogs:
I added a third game mode to my game, which is the world cup game mode, and used AI to make my game visually aesthetic and appealing.
I added the finishing touches to the game I was building!
Ships:
I made a batting game for the sport of cricket. In this game, players can play 6 different shot types, to different balls that come from the bowler, and the outcome is decided upon how well you read the ball. There are 3 different modes: chase mode, practice mode, and world cup mode. In chase mode, you chase a target set by a famous batsmen. In practice mode, you get 20 balls to see how many runs you can make. And in world cup mode, you can choose a nation and squad of 5 players, to represent the nation at the biggest stage of cricket....
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1793306967.4975433
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1793393367.4975433
|
|
55936
|
SigmaBot by @bernardq | Stardance
|
bernardq
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T20:32:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The sigma bot can tell a cat fact, a joke and of course do nothing!!!!!!!", "repo": "https://github.com/Bkner3/Sigma-Bot-Slack", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 58408, "ts": "202 [{"post_id": 58408, "ts": "2026-08-30T20:23:45Z", "hours": 0.4367, "text": "Devlog #03 Today I write the readme for the sigma bot"}, {"post_id": 57684, "ts": "2026-08-29T22:26:30Z", "hours": 0.3222, "text": "Devlog # 1.5 After I don’ know I finally manage to make this work"}, {"post_id": 57663, "ts": "2026-08-29T21:43:34Z", "hours": 0.8181, "text": "Devlog #1 So today i build the sigma bot, but it was 80 % working!"}]...
|
Title: SigmaBot by @bernardq | Stardance
Devlogs: Title: SigmaBot by @bernardq | Stardance
Devlogs:
Devlog #1 So today i build the sigma bot, but it was 80 % working!
Devlog # 1.5 After I don’ know I finally manage to make this work
Devlog #03 Today I write the readme for the sigma bot
Ships:
The sigma bot can tell a cat fact, a joke and of course do nothing!!!!!!!...
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1793267505.8990269
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1793353905.8990269
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47439
|
Persoal Site by @joboi_east | Stardance
|
joboi_east
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T20:26:00Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Wow, I made my site with hands. At first i thought it was impossible well it was at first. Especially when working on the navigation bar I hesitatatid to add complex pages yet i felt simplicity was the biggest advangtage. Then when it came to deploying i kept trying but could not deply turns out the link to CSS file was local link and vercel and any other hosting site could not read the code. And i was disappointed yet after some research it was a simple mistake. When i saw my site went online i was like HELL YEAH. It was 2 am in the morning so i screamed in lowercase XO But at the end of the day i am proud of what i achieved", "repo": "https://github.com/GustazVista/Personal-Site", "demo": "https://joeboieast.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-21T19:13:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first personal site. The tough part was getting used to writing the code once again. However, with the help of internet namely Claude and W3schools lol i made it to the end. It is still my work tho.", "repo": "https://github.com/GustazVista/Personal-Site", "demo": "https://joeboieast.netlify.app/"}]...
|
[{"post_id": 58296, "ts": "202 [{"post_id": 58296, "ts": "2026-08-30T17:53:09Z", "hours": 1.2656, "text": "Update: This time i mainly worked on the README. However, turns out i also forgot to add images to the cards. So fixed that part as well. And added a new section as the site felt a little bit too small. Now about everything looks nicer than before. Worth the time."}, {"post_id": 56844, "ts": "2026-08-28T19:51:50Z", "hours": 2.1983, "text": "In the back of my mind~ the codes are coming back. Finally understanidng smth"}, {"post_id": 51871, "ts": "2026-08-21T19:11:23Z", "hours": 2.7039, "text": "Have been working on the Design of the site. The below is the inspo"}, {"post_id": 46837, "ts": "2026-08-14T11:17:16Z", "hours": 0.4064, "text": "Just started working on my first (yes first) personal website. Have a lot to learn still."}]...
|
Title: Persoal Site by @joboi_east | Stardance
De Title: Persoal Site by @joboi_east | Stardance
Devlogs:
Just started working on my first (yes first) personal website. Have a lot to learn still.
Have been working on the Design of the site. The below is the inspo
In the back of my mind~ the codes are coming back. Finally understanidng smth
Update: This time i mainly worked on the README. However, turns out i also forgot to add images to the cards. So fixed that part as well. And added a new section as the site felt a little bit too small. Now about everything looks nicer than before. Worth the time.
Ships:
I made my first personal site. The tough part was getting used to writing the code once again. However, with the help of internet namely Claude and W3schools lol i made it to the end. It is still my work tho.
Wow, I made my site with hands. At first i thought it was impossible well it was at first. Especially when working on the navigation bar I hesitatatid to add complex pages yet i felt simplicity was the biggest advangtage. Then when it came to deploying i kept trying but could not deply turns out the link to CSS file was local link and vercel and any other hosting site could not read the code. And i was disappointed yet after some research it was a simple mistake. When i saw my site went online i was like HELL YEAH. It was 2 am in the morning so i screamed in lowercase XO But at the end of the day i am proud of what i achieved...
|
1793260521.1921673
|
1793346921.1921673
|
|
56165
|
SlackBot by @justnorbert | Stardance
|
justnorbert
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T19:18:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I created a bot that tells facts about cats and dogs. It also provides a random fact and a random joke. I admit, I struggled a bit with finding APIs and initiating them into the bot code. Ultimately, however, after writing the first working command, the JavaScript proved easy to understand, so it wasn’t too difficult to write more commands that involved things like retrieving data from the API.", "repo": "https://github.com/Norbertkkl/norbertbot-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 58152, "ts": "202 [{"post_id": 58152, "ts": "2026-08-30T14:43:55Z", "hours": 0.9689, "text": "Hi! I’ve written a few simple commands, now it’s time to upload and prepare the README.md file :D"}]...
|
Title: SlackBot by @justnorbert | Stardance
Devlo Title: SlackBot by @justnorbert | Stardance
Devlogs:
Hi! I’ve written a few simple commands, now it’s time to upload and prepare the README.md file :D
Ships:
Hi! I created a bot that tells facts about cats and dogs. It also provides a random fact and a random joke. I admit, I struggled a bit with finding APIs and initiating them into the bot code. Ultimately, however, after writing the first working command, the JavaScript proved easy to understand, so it wasn’t too difficult to write more commands that involved things like retrieving data from the API....
|
1793285520.3114133
|
1793371920.3114133
|
|
56378
|
pookalam by @ejo | Stardance
|
ejo
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T19:01:56Z", "hours": 1.0, "multiplier": 2.02, "payout": 1, "blessing": "neutral", "text": "onam is a traditonal festival , in my home state, kerala , india and pookalam a geometric pattern made with flowers is the main attraction , i made it with python turtle added it to a website using javascript skulpt , integrating it with skuplt was the confusing part.", "repo": "https://github.com/ejojames/turtle-pookalan", "demo": "https://turtle-pookalan.vercel.app/"}]...
|
[{"post_id": 58353, "ts": "202 [{"post_id": 58353, "ts": "2026-08-30T18:58:11Z", "hours": 0.7358, "text": "Onam is the main festival in Kerala, India and pookalam- a geometric structure made with flowers is main attraction of this festival, i used python turtle to make a pookalam and integrated it with a site using Skulpt—an open-source, client-side Python interpreter written in JavaScript"}]...
|
Title: pookalam by @ejo | Stardance
Devlogs:
Onam Title: pookalam by @ejo | Stardance
Devlogs:
Onam is the main festival in Kerala, India and pookalam- a geometric structure made with flowers is main attraction of this festival, i used python turtle to make a pookalam and integrated it with a site using Skulpt—an open-source, client-side Python interpreter written in JavaScript
Ships:
onam is a traditonal festival , in my home state, kerala , india and pookalam a geometric pattern made with flowers is the main attraction , i made it with python turtle added it to a website using javascript skulpt , integrating it with skuplt was the confusing part....
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1792961359.0558689
|
1793825359.0558689
|
|
45772
|
DuckyOS by @ducky-violin | Stardance
|
ducky-violin
|
3
|
60.16
|
747
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T18:53:20Z", "hours": 39.0, "multiplier": 12.86, "payout": 602, "blessing": "neutral", "text": "DuckyOS - Spaceship Update: Part 1! The Curious Duck has approved of your ability and accepted you into the Secret Duck Society. You’ve been assigned a mission: infiltrate the mysterious alien spaceship that has been disturbing the peace of the ducks! Uncover the secrets of the Spaceship as you explore… To start the journey from the beginning, use this link: https://ducky-violin.github.io/duckyOS/index.html To continue where you left off from the previous update, use this link: https://ducky-violin.github.io/duckyOS/curiousduck.html DuckyOS originally started as a WebOS mission, but I changed the direction/goal toward an escape-room-like challenge. The project includes features such as draggable windows, selected apps, and navigable pages–just in a different way than you would expect ;) New features: -Added prologue page for story/context + instructions -Changed index.html into a redirect to prologue (index.html is blank) -Updated Matrix level headers (dark green headers) to have “cursor: pointer” to make draggability clearer -Curious Duck sends you off on a mission! -Space-themed level with fade-in text and element transitions -Added favicons and page titles -Draggable space elements (newspapers and job postings) -3 duck app icons; each give you a hint -App icons will turn “selected” (become a circle) when clicked -1 hidden duck that helps you find the application passcode -Links to Wikipedia pages on coal mining and aluminum recycling Spaceship Hints: -Read the newspaper! -Apply for a job! Being employed is nice… -Be a kind citizen and offer a drink to that studious duck! -Looking for the stolen newspaper? Check the original newspaper first!", "repo": "https://github.com/ducky-violin/duckyOS", "demo": "https://ducky-violin.github.io/duckyOS/"}, {"ship_num": 2, "ts": "2026-08-15T19:30:23Z", "hours": 10.0, "multiplier": 14.27, "payout": 145, "blessing": "neutral", "text": "“You have been taken to a secret duck base, and you must prove your worth in order to join the Secret Duck Society. Will you take on the challenge?” DuckyOS becomes a Secret Duck Society puzzle! Updates: -Added 3 app icons; each opens a window or a notification/task -App icons will turn “selected” (become a circle) when clicked -Secret “keys” hidden throughout the page; you have to find all 3 in order to unlock the hidden door -Added alert() notifications to add variety to the types of messages the user gets -Also uses confirm() and a text input button for tasks -There is one task that has the prerequisite of completing the two other tasks to unlock -Secret door will give you a hint if you click on it twice and only if you have not completed one of the quests Recap of old features: -Link to Wikipedia article with the Welcome Duck -Closeable welcome window -Openable welcome window (click the clock) -Draggable welcome window -Ducks that will hide if you click on them / drag them around (they’re shy! ;) ) -Summon ducks back with the header text May you be the next Secret Duck Society member, and most importantly, HAVE FUN! (By the way, README has hints if you’re stuck!)", "repo": "https://github.com/ducky-violin/duckyOS", "demo": "https://ducky-violin.github.io/duckyOS/"}, {"ship_num": 3, "ts": "2026-08-11T06:00:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "DuckyOS - a webpage of ducks and hidden clicks! 4 windows: a welcome page and 3 duck images (draggable) Ducks are shy and will hide if you click on them (or drag them), but you can summon them again with the header! Accidentally closed the welcome window and can’t figure out how to get it up again? I’ll give you a hint: check the clock when you first reload the page… (it has a certain text!) If you still don’t know what DuckyOS is, why don’t you check the definition of “duckOS” on the welcome page? It has a cool thing where you can hover over it and get a definition! I really enjoyed this project and look forward to updating it soon :3", "repo": "https://github.com/ducky-violin/duckyOS", "demo": "https://ducky-violin.github.io/duckyOS/"}]...
|
[{"post_id": 60654, "ts": "202 [{"post_id": 60654, "ts": "2026-09-03T04:44:20Z", "hours": 8.1594, "text": "It seems there is more to it than meets the eye… -added space-themed background (credits: NASA) -added 4 “secret text” boxes, each with different dimensions -moved around the boxes and fit them into the screen without too much overlap –> exception: box below “main box” is overlapping (intentional), but will be hidden on-enter and summoned through a different interaction -hid secret text in the boxes by making the font color the same as the background color -hid hints about where to find the “water vault” in the boxes -added a clock to the bottom-right corner of the screen -clock is functional and displays current time -clock will make cursor: pointer on hover -added draggable + openWindow + closeWindow functions to the js file Formatting the boxes and customizing the background was annoying. I couldn’t just copy-paste everything because the boxes were in different dimensions and different positions, and the background was difficult to find because I kept finding backgrounds that were the wrong dimensions (and it would just copy-paste itself on the screen, making it look like a grid of images instead of one image). Also, I was planning to add duck app icons, but since this is technically part 2 of Spaceship (and not a “main” page), I thought that adding duck icons wouldn’t be as fitting in this situation. clock-vault-summon interaction is under way…"}, {"post_id": 58339, "ts": "2026-08-30T18:39:39Z", "hours": 2.2364, "text": "Final polishing on the Spaceship page: part 1! -changed passcode to not be case-sensitive -edited transition page (Matrix –> Spaceship) –> changed text to match spaceship-specific advice -made new newspaper box draggable -added “selected app” look -compiled devlog updates into README -added hints for spaceship in README -removed cursor: pointer in non-clickable areas (even if draggable) –> reduces confusion on what opens links/events"}, {"post_id": 57841, "ts": "2026-08-30T04:27:49Z", "hours": 8.5392, "text": "-updated passcode barrier to react if the correct answer is inputted -edited the formatting of the application passcode window -updated soda duck interaction -added a receive/decline soda action -added a reminder to recycle the soda can when done -added aluminum recycling Wikipedia to post-soda-interaction interaction -changed interaction with studious duck to include soda task -added secret hint window, given by studious duck -secret hint window is only accessible after giving studious duck the soda -changed “reparier” job to “engineer” job -changed water-carrying-duck interaction -implemented a function to add a delay before alert() so that alert() interactions aren’t as in-your-face -added a transition message for entering new area -added a conclusion message to inform user that the new update is not yet finished I did a bit of researching on water pollution and coal mining to make sure the context for this made sense, and I also spent a while trying to figure out how to give the user the hint on how to unlock the application portal without making it too easy or too difficult. I’ve finally finished part 1 of the Spaceship realm, though! :3"}, {"post_id": 56324, "ts": "2026-08-28T01:48:06Z", "hours": 7.8986, "text": "-added duck interruption to Newspaper -added closebutton for duck interruption notif -merged duck image and duck notif into the same div -added stolen newspaper text / /new newspaper -linked coal mining Wikipedia to new newspaper -changed querySelector() to getElemendById() in the is() function -added waterbottleduck interaction -added sodaduck interaction -added studiousduck interaction -added application portal interaction (passcode-locked) silly dev moments: -I kept forgetting to add “” when using my is() function -when I did remember to add “”, I sometimes forgot the is() part and just put the element name -sometimes I’d forget both … and then I’d wonder why my code wasn’t running. I’d run through all the js line-by-line, trying to catch an error, when the answer was right in front of me-"}, {"post_id": 54865, "ts": "2026-08-26T02:03:02Z", "hours": 7.4658, "text": "-edited Newspaper details and formatting -added [Read more] for Newspaper -added [Apply here] for Job Postings -added 3 duck icons: –> carefree soda-carrying duck –> studious duck –> jubilant water-carrying duck -added fade-in transition to all 3 duck icon apps -changed timings of Spaceship elements -updated moveable windows to “cursor: pointer” to indicate draggability -updated Matrix level headers (dark green headers) to have “cursor: pointer” to make draggability clearer –> feedback from previous ship told me that I should make it clearer if it’s draggable; hopefully this makes it better! -added a duck agent interruption to reading the newspaper silly dev moment: I reused the “notif” css class for the duck interruption message, but the text was white because in the tag, I had defined all text to be white. However, I didn’t notice that; all I saw was that the “notif” css class didn’t specifically define text color. I kept trying to find where the white text color was coming from, and ended up copy-pasting the notif class and adding a “color: black” to override whatever was changing the text color. After I had changed the newspaper notif to a new space notif class, I realized I could’ve just kept the notif class and made the text black (since all the notif text was black anyways so it wouldn’t have mattered). I’m going insane ;-;"}, {"post_id": 53982, "ts": "2026-08-24T18:13:06Z", "hours": 8.2833, "text": "-added favicon to pages (prologue, intro, curious duck, spaceship) -added names to pages (noted above) -rearranged images into a folder, and organized images per page (intro page vs space page, etc.) -defined a function to get element instead of using document.getElementById() every time -added two new windows to Spaceship -made Spaceship windows draggable -added a delay to Spaceship typing intro -added a delay to Spaceship windows appearance (to appear after the text finished typing) -added a delay to Curious Duck appearance (movement makes it easier to spot; less likely to miss) a particularly silly mistake I found funny: I defined the location for the Spaceship div windows in the html file, but I forgot about it and started defining the location with the css file. I was really confused as to why editing the css file didn’t affect the location (it was being overridden by the html one the whole time)"}, {"post_id": 53305, "ts": "2026-08-23T19:28:20Z", "hours": 4.6397, "text": "-changed index.html into a redirect to prologue -added prologue page for story/context + instructions –> took feedback from previous ship stating that the instructions were unclear and the site was confusing; hopefully this clears things up! -added curious duck to the conclusion of the first level -curious duck redirects to a transition/instructions page, which then redirects into the next level -space-themed level! made the “welcome” sign fade in and added typing transition silly mistakes I found funny: -I linked the prologue script to the curious duck transition page instead of the transition script and was frustrated that nothing on the transition script was running -I tried to put a tag inside of another tag and was wondering why the id assignment wasn’t working"}, {"post_id": 47685, "ts": "2026-08-15T19:20:38Z", "hours": 2.5781, "text": "Final stretch! -added leafduck quest (task) -added icon-selection change (app becomes circular when clicked) to puzzle and leaf task -coded the “locked door” to become functional -locked door will now open if you have solved all the puzzles -updated README to have clearer instructions and a story silly mistake I found funny: I spent a long time trying to figure out why the leaf duck wasn’t updating its leafsolve variable, and then I realized I had put == instead of = :’)"}, {"post_id": 47295, "ts": "2026-08-15T04:54:43Z", "hours": 7.5728, "text": "New puzzle and escape-room-like format! I’m excited for this project :) -added app icons -coded a hints button (hidden) -added a secret door… somewhere ;) -gave the secret door hints (if the user clicks it, it’s locked and says nothing; if the user clicks it a second time without completing the first task, the door gives a hint); this is to prevent users from getting frustrated! The formatting for everything took so long, and fixing the code was difficult since there were so many lines and I had to test each line step-by-step to find out why the alert() wasn’t working or why the user-typed input didn’t go through D: There are two puzzles available so far, but I will add a third one to complete it! After that, I’m planning to redesign the welcome page completely to bring an escape-room-esque vibe ;)"}, {"post_id": 45030, "ts": "2026-08-11T05:46:24Z", "hours": 1.5047, "text": "-added 3 new duck image windows (draggable + click to disappear), can be summoned using header -organized CSS and JS scripts to another folder (for organization) -formatted so that time says “launching welcome page” when loading (it’s a hint that you can click it to show the welcome window!) goal is to add more easter eggs and make this more interesting!"}, {"post_id": 44260, "ts": "2026-08-09T21:53:14Z", "hours": 1.42, "text": "the MATRIX?! (plot twist: it’s not the matrix. it’s a duck.) -added header -added background -added time clock -reformatted a lot of the page"}, {"post_id": 43626, "ts": "2026-08-09T00:21:03Z", "hours": 0.5189, "text": "it’s a duck website! -welcome message -intro text -duck image -Wikipedia page to the damaging environmental actions of humans -duckOS defined as a duck website made by a duck -compos mantis"}]...
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Title: DuckyOS by @ducky-violin | Stardance
Devlo Title: DuckyOS by @ducky-violin | Stardance
Devlogs:
it’s a duck website! -welcome message -intro text -duck image -Wikipedia page to the damaging environmental actions of humans -duckOS defined as a duck website made by a duck -compos mantis
the MATRIX?! (plot twist: it’s not the matrix. it’s a duck.) -added header -added background -added time clock -reformatted a lot of the page
-added 3 new duck image windows (draggable + click to disappear), can be summoned using header -organized CSS and JS scripts to another folder (for organization) -formatted so that time says “launching welcome page” when loading (it’s a hint that you can click it to show the welcome window!) goal is to add more easter eggs and make this more interesting!
New puzzle and escape-room-like format! I’m excited for this project :) -added app icons -coded a hints button (hidden) -added a secret door… somewhere ;) -gave the secret door hints (if the user clicks it, it’s locked and says nothing; if the user clicks it a second time without completing the first task, the door gives a hint); this is to prevent users from getting frustrated! The formatting for everything took so long, and fixing the code was difficult since there were so many lines and I had to test each line step-by-step to find out why the alert() wasn’t working or why the user-typed input didn’t go through D: There are two puzzles available so far, but I will add a third one to complete it! After that, I’m planning to redesign the welcome page completely to bring an escape-room-esque vibe ;)
Final stretch! -added leafduck quest (task) -added icon-selection change (app becomes circular when clicked) to puzzle and leaf task -coded the “locked door” to become functional -locked door will now open if you have solved all the puzzles -updated README to have clearer instructions and a story silly mistake I found funny: I spent a long time trying to figure out why the leaf duck wasn’t updating its leafsolve variable, and then I realized I had put == instead of = :’)
-changed index.html into a redirect to prologue -added prologue page for story/context + instructions –> took feedback from previous ship stating that the instructions were unclear and the site was confusing; hopefully this clears things up! -added curious duck to the conclusion of the first level -curious duck redirects to a transition/instructions page, which then redirects into the next level -space-themed level! made the “welcome” sign fade in and added typing transition silly mistakes I found funny: -I linked the prologue script to the curious duck transition page instead of the transition script and was frustrated that nothing on the transition script was running -I tried to put a tag inside of another tag and was wondering why the id assignment wasn’t working
-added favicon to pages (prologue, intro, curious duck, spaceship) -added names to pages (noted above) -rearranged images into a folder, and organized images per page (intro page vs space page, etc.) -defined a function to get element instead of using document.getElementById() every time -added two new windows to Spaceship -made Spaceship windows draggable -added a delay to Spaceship typing intro -added a delay to Spaceship windows appearance (to appear after the text finished typing) -added a delay to Curious Duck appearance (movement makes it easier to spot; less likely to miss) a particularly silly mistake I found funny: I defined the location for the Spaceship div windows in the html file, but I forgot about it and started defining the location with the css file. I was really confused as to why editing the css file didn’t affect the location (it was being overridden by the html one the whole time)
-edited Newspaper details and formatting -added [Read more] for Newspaper -added [Apply here] for Job Postings -added 3 duck icons: –> carefree soda-carrying duck –> studious duck –> jubilant water-carrying duck -added fade-in transition to all 3 duck icon apps -changed timings of Spaceship elements -updated moveable windows to “cursor: pointer” to indicate draggability -updated Matrix level headers (dark green headers) to have “cursor: pointer” to make draggability clearer –> feedback from previous ship told me that I should make it clearer if it’s draggable; hopefully this makes it better! -added a duck agent interruption to reading the newspaper silly dev moment: I reused the “notif” css class for the duck interruption message, but the text was white because in the tag, I had defined all text to be white. However, I didn’t notice that; all I saw was that the “notif” css class didn’t specifically define text color. I kept trying to find where the white text color was coming from, and ended up copy-pasting the notif class and adding a “color: black” to override whatever was changing the text color. After I had changed the newspaper notif to a new space notif class, I realized I could’ve just kept the notif class and made the text black (since all the notif text was black anyways so it wouldn’t have mattered). I’m going insane ;-;
-added duck interruption to Newspaper -added closebutton for duck interruption notif -merged duck image and duck notif into the same div -added stolen newspaper text / /new newspaper -linked coal mining Wikipedia to new newspaper -changed querySelector() to getElemendById() in the is() function -added waterbottleduck interaction -added sodaduck interaction -added studiousduck interaction -added application portal interaction (passcode-locked) silly dev moments: -I kept forgetting to add “” when using my is() function -when I did remember to add “”, I sometimes forgot the is() part and just put the element name -sometimes I’d forget both … and then I’d wonder why my code wasn’t running. I’d run through all the js line-by-line, trying to catch an error, when the answer was right in front of me-
-updated passcode barrier to react if the correct answer is inputted -edited the formatting of the application passcode window -updated soda duck interaction -added a receive/decline soda action -added a reminder to recycle the soda can when done -added aluminum recycling Wikipedia to post-soda-interaction interaction -changed interaction with studious duck to include soda task -added secret hint window, given by studious duck -secret hint window is only accessible after giving studious duck the soda -changed “reparier” job to “engineer” job -changed water-carrying-duck interaction -implemented a function to add a delay before alert() so that alert() interactions aren’t as in-your-face -added a transition message for entering new area -added a conclusion message to inform user that the new update is not yet finished I did a bit of researching on water pollution and coal mining to make sure the context for this made sense, and I also spent a while trying to figure out how to give the user the hint on how to unlock the application portal without making it too easy or too difficult. I’ve finally finished part 1 of the Spaceship realm, though! :3
Final polishing on the Spaceship page: part 1! -changed passcode to not be case-sensitive -edited transition page (Matrix –> Spaceship) –> changed text to match spaceship-specific advice -made new newspaper box draggable -added “selected app” look -compiled devlog updates into README -added hints for spaceship in README -removed cursor: pointer in non-clickable areas (even if draggable) –> reduces confusion on what opens links/events
It seems there is more to it than meets the eye… -added space-themed background (credits: NASA) -added 4 “secret text” boxes, each with different dimensions -moved around the boxes and fit them into the screen without too much overlap –> exception: box below “main box” is overlapping (intentional), but will be hidden on-enter and summoned through a different interaction -hid secret text in the boxes by making the font color the same as the background color -hid hints about where to find the “water vault” in the boxes -added a clock to the bottom-right corner of the screen -clock is functional and displays current time -clock will make cursor: pointer on hover -added draggable + openWindow + closeWindow functions to the js file Formatting the boxes and customizing the background was annoying. I couldn’t just copy-paste everything because the boxes were in different dimensions and different positions, and the background was difficult to find because I kept finding backgrounds that were the wrong dimensions (and it would just copy-paste itself on the screen, making it look like a grid of images instead of one image). Also, I was planning to add duck app icons, but since this is technically part 2 of Spaceship (and not a “main” page), I thought that adding duck icons wouldn’t be as fitting in this situation. clock-vault-summon interaction is under way…
Ships:
DuckyOS - a webpage of ducks and hidden clicks! 4 windows: a welcome page and 3 duck images (draggable) Ducks are shy and will hide if you click on them (or drag them), but you can summon them again with the header! Accidentally closed the welcome window and can’t figure out how to get it up again? I’ll give you a hint: check the clock when you first reload the page… (it has a certain text!) If you still don’t know what DuckyOS is, why don’t you check the definition of “duckOS” on the welcome page? It has a cool thing where you can hover over it and get a definition! I really enjoyed this project and look forward to updating it soon :3
“You have been taken to a secret duck base, and you must prove your worth in order to join the Secret Duck Society. Will you take on the challenge?” DuckyOS becomes a Secret Duck Society puzzle! Updates: -Added 3 app icons; each opens a window or a notification/task -App icons will turn “selected” (become a circle) when clicked -Secret “keys” hidden throughout the page; you have to find all 3 in order to unlock the hidden door -Added alert() notifications to add variety to the types of messages the user gets -Also uses confirm() and a text input button for tasks -There is one task that has the prerequisite of completing the two other tasks to unlock -Secret door will give you a hint if you click on it twice and only if you have not completed one of the quests Recap of old features: -Link to Wikipedia article with the Welcome Duck -Closeable welcome window -Openable welcome window (click the clock) -Draggable welcome window -Ducks that will hide if you click on them / drag them around (they’re shy! ;) ) -Summon ducks back with the header text May you be the next Secret Duck Society member, and most importantly, HAVE FUN! (By the way, README has hints if you’re stuck!)
DuckyOS - Spaceship Update: Part 1! The Curious Duck has approved of your ability and accepted you into the Secret Duck Society. You’ve been assigned a mission: infiltrate the mysterious alien spaceship that has been disturbing the peace of the ducks! Uncover the secrets of the Spaceship as you explore… To start the journey from the beginning, use this link: https://ducky-violin.github.io/duckyOS/index.html To continue where you left off from the previous update, use this link: https://ducky-violin.github.io/duckyOS/curiousduck.html DuckyOS originally started as a WebOS mission, but I changed the direction/goal toward an escape-room-like challenge. The project includes features such as draggable windows, selected apps, and navigable pages–just in a different way than you would expect ;) New features: -Added prologue page for story/context + instructions -Changed index.html into a redirect to prologue (index.html is blank) -Updated Matrix level headers (dark green headers) to have “cursor: pointer” to make draggability clearer -Curious Duck sends you off on a mission! -Space-themed level with fade-in text and element transitions -Added favicons and page titles -Draggable space elements (newspapers and job postings) -3 duck app icons; each give you a hint -App icons will turn “selected” (become a circle) when clicked -1 hidden duck that helps you find the application passcode -Links to Wikipedia pages on coal mining and aluminum recycling Spaceship Hints: -Read the newspaper! -Apply for a job! Being employed is nice… -Be a kind citizen and offer a drink to that studious duck! -Looking for the stolen newspaper? Check the original newspaper first!...
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IgnitionBench by @kesh | Stardance
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kesh
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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": "2026-08-30T18:36:51Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a rocket motor development program called IgnitionBench. This software helps you design build and test your very own solid rocket motor! This software also comes with its own AI assistant, Delta. Delta is there to answer all your questions on rocket motors and propellant. key features include the propellant engine where you can formulate your own propellant, Autocast where delta propose grain geometry and a tutorial to learn how to use the software. this software is hours of work so I am glad to present to you, IgnitionBench.", "repo": "https://github.com/kshuklaz/IgnitionBench", "demo": "https://igbench.shukla.fr"}]...
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[{"post_id": 58189, "ts": "202 [{"post_id": 58189, "ts": "2026-08-30T15:26:09Z", "hours": 1.1397, "text": "hello everyone! this will be the last devlog before shipment. some new features include a tutorial for the motor design and the propellant engine. I have also added a file which clearly states what the software can do and what it cannot. I don’t want peoples rockets exploding and then blaming it on the software. this about wraps it up as I am about to ship this so wish me luck. if you want to use the software here is the link to the GitHub. just clone the repo and install. kudos to claude code, it helped a ton. I also made a replica of the game rocket league which is here . anyway hope everyone has a good day, goodbye."}, {"post_id": 32716, "ts": "2026-07-22T01:26:36Z", "hours": 4.2567, "text": "IgnitionBench — Devlog 001 Alright everyone — this is devlog 001 of IgnitionBench, an AI-assisted rocket motor design tool that lets anyone, at any skill level, design their first rocket motor.What’s new this cycle:Delta, the AI assistant. Delta walks you step by step through designing your first motor as safely as possible. It needs an Anthropic API key to run — everything else in IgnitionBench works fully offline.The Propellant Engine. A whole section for developing your own propellant. It opens like the projects home — a gallery of saved propellant cards you click into — with four steps: Plan (ingredients), Prepare, Cast, and Characterization. Delta will not walk you through actually mixing propellant — you should always have an expert present and never trust an app for that. Instead there’s a safety checklist and a notepad to mark off your steps.Characterization. Log your own test-firings and it fits the an and n burn-rate values for your batch, then loads them into Plan.AutoCast (Cast step). Tell Delta how you want the rocket to fly and it proposes the best grain geometry to cast — you approve before it’s applied. (Grain shape only; Delta never formulates the propellant.)Ambient pressure + presets. Set where the motor fires — sea level, mile-high, high altitude, or space/vacuum — and watch the same motor’s thrust and Isp change.Resources button on the home screen as a citation source, and a new light mode theme.Maybe coming next: sound effects, and a plugin system so people can build their own plugins for IgnitionBench. AGAIN Delta can not give you instructions on how to prepare your propellant as per safety instructions, IgnitionBench is an app and you should have a professional present when making rocket propellant and should have the required licenses for making it"}, {"post_id": 26881, "ts": "2026-07-11T22:27:07Z", "hours": 2.1311, "text": "IGNITIONBENCH DEVLOG 000 IgnitionBench is an AI-assisted rocket motor design tool I’m building for hobbyist rocketeers. Right now, if you’re a NAR/TRA hobbyist without an engineering degree, your options are professional tools built for engineers (OpenRocket, BurnSim, RASAero II) or a pile of spreadsheets and manual math. IgnitionBench closes that gap by pairing real rocket science with plain-language guidance and an AI mentor that sits alongside the calculators instead of just spitting out numbers. three main pillars. Propellant– a guided APCP database (KNSB, KNDX, HTPB) with an interactive Kn ratio calculator and plain-language, Nozzle engine — a full de Laval nozzle calculator: throat/exit area, expansion ratio, thrust coefficient (Cf), characteristic velocity (c*), specific impulse (Isp), with a live visual diagram explanations of every parameter, 3D design + simulation — grain geometry modeling (BATES, star, finocyl), animated burn regression, a 1D flight simulator, and export to .ENG/STL for OpenRocket or 3D printing. Ignitionbench is aimed for the hobbyist rocketry group. Github Link"}]...
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Title: IgnitionBench by @kesh | Stardance
Devlogs Title: IgnitionBench by @kesh | Stardance
Devlogs:
IGNITIONBENCH DEVLOG 000 IgnitionBench is an AI-assisted rocket motor design tool I’m building for hobbyist rocketeers. Right now, if you’re a NAR/TRA hobbyist without an engineering degree, your options are professional tools built for engineers (OpenRocket, BurnSim, RASAero II) or a pile of spreadsheets and manual math. IgnitionBench closes that gap by pairing real rocket science with plain-language guidance and an AI mentor that sits alongside the calculators instead of just spitting out numbers. three main pillars. Propellant– a guided APCP database (KNSB, KNDX, HTPB) with an interactive Kn ratio calculator and plain-language, Nozzle engine — a full de Laval nozzle calculator: throat/exit area, expansion ratio, thrust coefficient (Cf), characteristic velocity (c*), specific impulse (Isp), with a live visual diagram explanations of every parameter, 3D design + simulation — grain geometry modeling (BATES, star, finocyl), animated burn regression, a 1D flight simulator, and export to .ENG/STL for OpenRocket or 3D printing. Ignitionbench is aimed for the hobbyist rocketry group. Github Link
IgnitionBench — Devlog 001 Alright everyone — this is devlog 001 of IgnitionBench, an AI-assisted rocket motor design tool that lets anyone, at any skill level, design their first rocket motor.What’s new this cycle:Delta, the AI assistant. Delta walks you step by step through designing your first motor as safely as possible. It needs an Anthropic API key to run — everything else in IgnitionBench works fully offline.The Propellant Engine. A whole section for developing your own propellant. It opens like the projects home — a gallery of saved propellant cards you click into — with four steps: Plan (ingredients), Prepare, Cast, and Characterization. Delta will not walk you through actually mixing propellant — you should always have an expert present and never trust an app for that. Instead there’s a safety checklist and a notepad to mark off your steps.Characterization. Log your own test-firings and it fits the an and n burn-rate values for your batch, then loads them into Plan.AutoCast (Cast step). Tell Delta how you want the rocket to fly and it proposes the best grain geometry to cast — you approve before it’s applied. (Grain shape only; Delta never formulates the propellant.)Ambient pressure + presets. Set where the motor fires — sea level, mile-high, high altitude, or space/vacuum — and watch the same motor’s thrust and Isp change.Resources button on the home screen as a citation source, and a new light mode theme.Maybe coming next: sound effects, and a plugin system so people can build their own plugins for IgnitionBench. AGAIN Delta can not give you instructions on how to prepare your propellant as per safety instructions, IgnitionBench is an app and you should have a professional present when making rocket propellant and should have the required licenses for making it
hello everyone! this will be the last devlog before shipment. some new features include a tutorial for the motor design and the propellant engine. I have also added a file which clearly states what the software can do and what it cannot. I don’t want peoples rockets exploding and then blaming it on the software. this about wraps it up as I am about to ship this so wish me luck. if you want to use the software here is the link to the GitHub. just clone the repo and install. kudos to claude code, it helped a ton. I also made a replica of the game rocket league which is here . anyway hope everyone has a good day, goodbye.
Ships:
I made a rocket motor development program called IgnitionBench. This software helps you design build and test your very own solid rocket motor! This software also comes with its own AI assistant, Delta. Delta is there to answer all your questions on rocket motors and propellant. key features include the propellant engine where you can formulate your own propellant, Autocast where delta propose grain geometry and a tutorial to learn how to use the software. this software is hours of work so I am glad to present to you, IgnitionBench....
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1793228101.2385325
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