|
55311
|
Mission Control by @Aamina | Stardance
|
Aamina
|
1
|
10.75
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T18:26:53Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Mission Control, a browser game where you steer a spaceship using your webcam and it tracks motion by comparing video frames. I’m most proud of the motion tracking itself, since something that simple ends up feeling responsive, and the pause button, which matters more than it seems in a webcam game where you might need to stop mid-session! also also it can also track hands!! yayy The trickiest part wasn’t turning the camera on, but everything around it ! keeping the mirrored movement intuitive, tuning the motion-sensitivity threshold so it’s neither jittery nor unresponsive, and making sure the ship holds its position instead of snapping to a corner when you’re not moving.", "repo": "https://github.com/Aaminanad/Mission-Control", "demo": "https://aaminanad.github.io/Mission-Control/"}]...
|
[{"post_id": 71357, "ts": "202 [{"post_id": 71357, "ts": "2026-09-20T17:57:30Z", "hours": 1.8617, "text": "DEVLOG ?? Shipped but got rejected(again) im gonna be changing everything about this it wont be a hand controlled ship anymore(i hope i dont regret this)"}, {"post_id": 69800, "ts": "2026-09-17T20:13:12Z", "hours": 1.2, "text": "DEVLOG #5: (hopefully) last devlog, worked mostly on the html code, the score wasnt showing up properly when game ended so fixed that, debugged the code for tracking sensitivty,didnt do any styling work so i dont have anything to show you guys anyways heres a pic of my code instead :>"}, {"post_id": 69681, "ts": "2026-09-17T15:57:52Z", "hours": 1.6853, "text": "DEVLOG # 4: Changed the project UI from blue to neon greenish color it looks wayyyy better…at first i had a simple triangular shaped spaceship BUT NOW IT LOOKS LIKE A VERYY REAL SPACESHIP it looked a bit big before, reduced the size now it looks a bit small lmao anyways here is how it looks: I LOVE THE NEW FONT!!"}, {"post_id": 56786, "ts": "2026-08-28T18:15:44Z", "hours": 2.2356, "text": "DEVLOG # 3: FINAL DEVLOG yaayyayyayyyayyyyy sooo MISSION CONTROL is a browser game you play by moving your head in front of your webcam In case you dont have webcam, dont worry, you can use keyboard! Sooo I wrotw the JS and CSS code and it all finaallyy works. In JavaScript I set the camera setup, motion tracking, game state, physics/collision, rendering, main loop.For asteroids,spawnInterval inside update() controls how fast asteroids start appearing.The 0.35 smoothing factor in sampleMotion() and the dt*8 easing in update() control how snappy or floaty the ship feels.Defined all colors once as CSS variables at the top of css file. The canvas size is determined by width/height attributes on canvas (both the HTML attribute and the W/H constants near the top of the script). This runs entirely client-side, at low resolution, so it’s cheap enough to do every frame without a GPU or external API. There’s no face/head-detection model involved."}, {"post_id": 56456, "ts": "2026-08-28T07:05:37Z", "hours": 0.9406, "text": "DEVLOG # 2: Guyss everything is going southh evrything that coud go wrong went wrong! i cant see the google font i imported, the enable camera button is not working maybe once i write the complete script it will start to function properly..defined te resettgame, startcamera and sampleMotion , the start camera is NOT working idk i should look into it however this is how it looks till now: (same as before ik lol)"}, {"post_id": 56418, "ts": "2026-08-28T05:47:04Z", "hours": 2.4583, "text": "Heyy guys im gonna be making a simple game in HTML,CS and JS where you have a spaceship and have to avoid asteroids(the obstacles) and try to catch the orbs(that increase your score), the twist however is that you dont move with keyboard keys but rather with your head! Wanted to post a devlog on my progress earlier but power got cut and internet was gonee anyways here is my DEVLOG: DEVLOG # 1: In my HTML file, I determined the structure of the project,to stream the wbecam used the video tag and canvas tag for where the game is to be played and then used 3 overlays for start,game over and camera denied screen, also added track sensitivity just in case its no picking up your motion The CSS fIle gave the look of my game, I first determined the colors,made the background a gradient,then positioned 4 L-shaped boders at each corner. idk why my google fonts is not working tho Still need to work on the JS file to determine the logic and functionality should i change the font size?"}]...
|
Title: Mission Control by @Aamina | Stardance
Dev Title: Mission Control by @Aamina | Stardance
Devlogs:
Heyy guys im gonna be making a simple game in HTML,CS and JS where you have a spaceship and have to avoid asteroids(the obstacles) and try to catch the orbs(that increase your score), the twist however is that you dont move with keyboard keys but rather with your head! Wanted to post a devlog on my progress earlier but power got cut and internet was gonee anyways here is my DEVLOG: DEVLOG # 1: In my HTML file, I determined the structure of the project,to stream the wbecam used the video tag and canvas tag for where the game is to be played and then used 3 overlays for start,game over and camera denied screen, also added track sensitivity just in case its no picking up your motion The CSS fIle gave the look of my game, I first determined the colors,made the background a gradient,then positioned 4 L-shaped boders at each corner. idk why my google fonts is not working tho Still need to work on the JS file to determine the logic and functionality should i change the font size?
DEVLOG # 2: Guyss everything is going southh evrything that coud go wrong went wrong! i cant see the google font i imported, the enable camera button is not working maybe once i write the complete script it will start to function properly..defined te resettgame, startcamera and sampleMotion , the start camera is NOT working idk i should look into it however this is how it looks till now: (same as before ik lol)
DEVLOG # 3: FINAL DEVLOG yaayyayyayyyayyyyy sooo MISSION CONTROL is a browser game you play by moving your head in front of your webcam In case you dont have webcam, dont worry, you can use keyboard! Sooo I wrotw the JS and CSS code and it all finaallyy works. In JavaScript I set the camera setup, motion tracking, game state, physics/collision, rendering, main loop.For asteroids,spawnInterval inside update() controls how fast asteroids start appearing.The 0.35 smoothing factor in sampleMotion() and the dt*8 easing in update() control how snappy or floaty the ship feels.Defined all colors once as CSS variables at the top of css file. The canvas size is determined by width/height attributes on canvas (both the HTML attribute and the W/H constants near the top of the script). This runs entirely client-side, at low resolution, so it’s cheap enough to do every frame without a GPU or external API. There’s no face/head-detection model involved.
DEVLOG # 4: Changed the project UI from blue to neon greenish color it looks wayyyy better…at first i had a simple triangular shaped spaceship BUT NOW IT LOOKS LIKE A VERYY REAL SPACESHIP it looked a bit big before, reduced the size now it looks a bit small lmao anyways here is how it looks: I LOVE THE NEW FONT!!
DEVLOG #5: (hopefully) last devlog, worked mostly on the html code, the score wasnt showing up properly when game ended so fixed that, debugged the code for tracking sensitivty,didnt do any styling work so i dont have anything to show you guys anyways heres a pic of my code instead :>
DEVLOG ?? Shipped but got rejected(again) im gonna be changing everything about this it wont be a hand controlled ship anymore(i hope i dont regret this)
Ships:
I built Mission Control, a browser game where you steer a spaceship using your webcam and it tracks motion by comparing video frames. I’m most proud of the motion tracking itself, since something that simple ends up feeling responsive, and the pause button, which matters more than it seems in a webcam game where you might need to stop mid-session! also also it can also track hands!! yayy The trickiest part wasn’t turning the camera on, but everything around it ! keeping the mirrored movement intuitive, tuning the motion-sensitivity threshold so it’s neither jittery nor unresponsive, and making sure the ship holds its position instead of snapping to a corner when you’re not moving....
|
1793299879.858145
|
1793386279.858145
|
|
55538
|
calculator by @shibin | Stardance
|
shibin
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:50:41Z", "hours": 1.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "so this is a calculator I am learning Python And I am just new to the coding world and so I was trying to make a Python function then I thought why shouldn’t I make my first project as a calculator so I created a calculator from Python and I don’t know about HTML so I have to use some other tools to make the HTML and the UI but the Python function is completely made by me you guys can access through the version URL and you guys can access to this website and you guys can use my calculator Feel free to use and give feedback", "repo": "https://github.com/mshibin04/calculator", "demo": "https://sn-calculator.vercel.app/"}]...
|
[{"post_id": 56773, "ts": "202 [{"post_id": 56773, "ts": "2026-08-28T17:48:20Z", "hours": 0.7514, "text": "my own calculator"}]...
|
Title: calculator by @shibin | Stardance
Devlogs: Title: calculator by @shibin | Stardance
Devlogs:
my own calculator
Ships:
so this is a calculator I am learning Python And I am just new to the coding world and so I was trying to make a Python function then I thought why shouldn’t I make my first project as a calculator so I created a calculator from Python and I don’t know about HTML so I have to use some other tools to make the HTML and the UI but the Python function is completely made by me you guys can access through the version URL and you guys can access to this website and you guys can use my calculator Feel free to use and give feedback...
|
1793296521.7580295
|
1793382921.7580295
|
|
54297
|
Zolt by @perr | Stardance
|
perr
|
1
|
25.99
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:45:21Z", "hours": 9.0, "multiplier": 12.82, "payout": 118, "blessing": "neutral", "text": "a tiny zig web server that speaks luau. when user request the server run the lua code and return them. kinda like php but with lua.", "repo": "https://github.com/iluvicecream/zolt", "demo": "https://zolt-doc.perr.dev/"}]...
|
[{"post_id": 73102, "ts": "202 [{"post_id": 73102, "ts": "2026-09-24T11:53:37Z", "hours": 2.3825, "text": "Template I guess so before all zolt app are written using .lua file and write to the response using echo which led to kind of bad dx so after the last ship there were some review on some kind of tsx like language so i been working on that and here zolt template build on top of go html/template with a lua block it will become a default way of writing app using zolt while .lua will be use for shared module and library"}, {"post_id": 72608, "ts": "2026-09-23T10:30:13Z", "hours": 3.2419, "text": "Documentation! just deploy a new version of documentation site and the go rewrite is complete! from the last update i also added http_request.header[“string”] let you get the header value http_request.query[“string”] let you get the parameters from request query http_request.method get the request method allow you to support POST and others turbokit module allow you to quickly create turbo-frame after this i will be working on form support so you can really build a web app with it"}, {"post_id": 71241, "ts": "2026-09-20T14:49:47Z", "hours": 1.5731, "text": "Merge!! no more experimental-go branch the go rewrite has been merge to the master branch along with the new releases 0.4.0 with support for windows too!. the documentation is currently wip so no doc yet sadd T_T but that the next thing am working on"}, {"post_id": 70774, "ts": "2026-09-19T18:57:20Z", "hours": 1.3961, "text": "Core Function is here after the go rewrite i have now implement 3 core function back but with some changes from zig version so when the go merge it will be a breaking changes http_set_status(status: int) let you set http response code such as 404 500 403 http_content_type(type: string) let you set content type header for usecase like json api http_header_add(key: string,value: string) let you add to the headers i also implement require for loading module and bring back hol now as htmlkit so yea looking forward to merge the go branch into main in a few days but it will 100% be a breaking changes not that who cared anyways except me cuz am the only one using it and now i have to fix my code"}, {"post_id": 68687, "ts": "2026-09-15T15:23:34Z", "hours": 5.3967, "text": "Sadly, There is such thing as a wrong decision when i first set out to make zolt i figure it will be a good place to learn zig i mean it such a small project just a simple http server that execute lua. but then i started using it myself and kept needing more feature but sadly even tho this project started as a way to learn zig. i just didn’t really click with it thus when implementing feature i kept having to relies a lot on codex. So what? so i started a new branch call experimental-go that contain a go rewrite of zoltd plan to be as much backward compatible as possible but not fully as zig zoltd use luau while go zoltd use gopher lua but otherwise i will try and implement all function in zig Naming even tho the project is being rewritten in go. the name will still remain zolt cuz golt sound worse What zolt go version like right now i just implement a lua runtime based on gopher-lua and implement 2 function echo() and print()"}, {"post_id": 64828, "ts": "2026-09-09T14:43:40Z", "hours": 1.845, "text": "HOL (Html On Lua) so from the last ship someone suggest that there should be a tsx like syntax that allow you to write html easier and i agree with that writing the whole layout in echo is a pain so i make hol a pretty simple html builder that ship with zolt so you can just import it anywhere without having to download it and am looking forward to add more feature such as native support for each element instead of H(“h1”) you can just do h1(“Header”) something like that"}, {"post_id": 60425, "ts": "2026-09-02T18:48:14Z", "hours": 1.1506, "text": "Query ! i added new api to the lua vm call request.query it accept 1 parameters field: string and return a string so if your url is host/?field1=value running request.query(“field1”) will return “value”"}, {"post_id": 56766, "ts": "2026-08-28T17:34:39Z", "hours": 0.9775, "text": "Quick Start i have added new entry to documentation such as installation using the new install script and your first zolt web guide along with lua api reference. for the zolt i have move status() and header() api into response.status() and response.header() to align more with request.path() and change webroot from current working dir to config parent dir."}, {"post_id": 55590, "ts": "2026-08-27T15:20:23Z", "hours": 2.4436, "text": "Documentation!! so i been working on a documentation for zolt with guess what zolt well the doc right now is pretty barebone with just intro and install for now but it is made with zolt,html,css,js i also use hotwire turbo and stimulus, and it also use this cute font by creators of grug. ( https://handdrawn.software/grug/ ) you can access the doc page here https://zolt-doc.perr.dev"}, {"post_id": 55153, "ts": "2026-08-26T17:01:52Z", "hours": 3.0167, "text": "Devlog 2 so from the last time i added new api such as require allow you to load other luau file and use them as a module header add header to the response status set http status code for the response with require you can now create function that help you build, for example i created a render module that help me to render html easier without having to deal with writing html tags manually apart from new api there has been a lot of changes behind the scene such as concurrency and performance improvements for the next devlog i will be working on adding api support for query params , form data , json body , and cookies so that you can build more complex web app with zolt! not only that am working on a documentation site that will also serve as an example on how to build web app using zolt"}, {"post_id": 54679, "ts": "2026-08-25T18:50:55Z", "hours": 2.7939, "text": "Zolt so this is php but with lua instead. well i wanted to learn zig and lately i been working on php project, and i just really love how stuff seem so simple but i kinda hate php syntax and the server around it. so yea here zolt it a zig web server that read the lua file you are requesting via query path then use luau to run it and give you the response. right now it just a plain text response but more coming!"}]...
|
Title: Zolt by @perr | Stardance
Devlogs:
Zolt so Title: Zolt by @perr | Stardance
Devlogs:
Zolt so this is php but with lua instead. well i wanted to learn zig and lately i been working on php project, and i just really love how stuff seem so simple but i kinda hate php syntax and the server around it. so yea here zolt it a zig web server that read the lua file you are requesting via query path then use luau to run it and give you the response. right now it just a plain text response but more coming!
Devlog 2 so from the last time i added new api such as require allow you to load other luau file and use them as a module header add header to the response status set http status code for the response with require you can now create function that help you build, for example i created a render module that help me to render html easier without having to deal with writing html tags manually apart from new api there has been a lot of changes behind the scene such as concurrency and performance improvements for the next devlog i will be working on adding api support for query params , form data , json body , and cookies so that you can build more complex web app with zolt! not only that am working on a documentation site that will also serve as an example on how to build web app using zolt
Documentation!! so i been working on a documentation for zolt with guess what zolt well the doc right now is pretty barebone with just intro and install for now but it is made with zolt,html,css,js i also use hotwire turbo and stimulus, and it also use this cute font by creators of grug. ( https://handdrawn.software/grug/ ) you can access the doc page here https://zolt-doc.perr.dev
Quick Start i have added new entry to documentation such as installation using the new install script and your first zolt web guide along with lua api reference. for the zolt i have move status() and header() api into response.status() and response.header() to align more with request.path() and change webroot from current working dir to config parent dir.
Query ! i added new api to the lua vm call request.query it accept 1 parameters field: string and return a string so if your url is host/?field1=value running request.query(“field1”) will return “value”
HOL (Html On Lua) so from the last ship someone suggest that there should be a tsx like syntax that allow you to write html easier and i agree with that writing the whole layout in echo is a pain so i make hol a pretty simple html builder that ship with zolt so you can just import it anywhere without having to download it and am looking forward to add more feature such as native support for each element instead of H(“h1”) you can just do h1(“Header”) something like that
Sadly, There is such thing as a wrong decision when i first set out to make zolt i figure it will be a good place to learn zig i mean it such a small project just a simple http server that execute lua. but then i started using it myself and kept needing more feature but sadly even tho this project started as a way to learn zig. i just didn’t really click with it thus when implementing feature i kept having to relies a lot on codex. So what? so i started a new branch call experimental-go that contain a go rewrite of zoltd plan to be as much backward compatible as possible but not fully as zig zoltd use luau while go zoltd use gopher lua but otherwise i will try and implement all function in zig Naming even tho the project is being rewritten in go. the name will still remain zolt cuz golt sound worse What zolt go version like right now i just implement a lua runtime based on gopher-lua and implement 2 function echo() and print()
Core Function is here after the go rewrite i have now implement 3 core function back but with some changes from zig version so when the go merge it will be a breaking changes http_set_status(status: int) let you set http response code such as 404 500 403 http_content_type(type: string) let you set content type header for usecase like json api http_header_add(key: string,value: string) let you add to the headers i also implement require for loading module and bring back hol now as htmlkit so yea looking forward to merge the go branch into main in a few days but it will 100% be a breaking changes not that who cared anyways except me cuz am the only one using it and now i have to fix my code
Merge!! no more experimental-go branch the go rewrite has been merge to the master branch along with the new releases 0.4.0 with support for windows too!. the documentation is currently wip so no doc yet sadd T_T but that the next thing am working on
Documentation! just deploy a new version of documentation site and the go rewrite is complete! from the last update i also added http_request.header[“string”] let you get the header value http_request.query[“string”] let you get the parameters from request query http_request.method get the request method allow you to support POST and others turbokit module allow you to quickly create turbo-frame after this i will be working on form support so you can really build a web app with it
Template I guess so before all zolt app are written using .lua file and write to the response using echo which led to kind of bad dx so after the last ship there were some review on some kind of tsx like language so i been working on that and here zolt template build on top of go html/template with a lua block it will become a default way of writing app using zolt while .lua will be use for shared module and library
Ships:
a tiny zig web server that speaks luau. when user request the server run the lua code and return them. kinda like php but with lua....
|
1793202963.4956632
|
1793289363.4956632
|
|
55407
|
ORBITAL-X by @NerdyItachi | Stardance
|
NerdyItachi
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:44:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an aerospace command center and live telemetry simulation built with vanilla JavaScript,HTML and a custom Web Audio API synthesis engine.I used a little bit of AI for the user interface and HTML debugging. The hardest part was totally making it look this good.", "repo": "https://github.com/Ayaan-dev21/ORBITAL-X", "demo": "https://orbitalxhackclub.netlify.app/"}]...
|
[{"post_id": 56761, "ts": "202 [{"post_id": 56761, "ts": "2026-08-28T17:27:58Z", "hours": 0.6344, "text": "ADDED THE SOUNDS SYSTEM ITS FUN ALMOST COMPLETE THO JUST TESTING IT OUT HEHE"}, {"post_id": 56732, "ts": "2026-08-28T16:33:51Z", "hours": 0.3914, "text": "It looks like this rn had to get some help from AI for debugging and UI ideas :D"}, {"post_id": 56703, "ts": "2026-08-28T15:57:20Z", "hours": 0.6333, "text": "im working on the G-Force and telemetry and the UI for ORBITAL -X cool name eh? Alot of code remaining xD"}, {"post_id": 56587, "ts": "2026-08-28T12:19:36Z", "hours": 0.3011, "text": "I’m working on the main framework and skeleton for the dashboard so its divided into three sections just like an Aerospace software by the way its inspired from Nasa and Space/X think of it like a personal digital rocket control room inside your web browser xD"}]...
|
Title: ORBITAL-X by @NerdyItachi | Stardance
Devl Title: ORBITAL-X by @NerdyItachi | Stardance
Devlogs:
I’m working on the main framework and skeleton for the dashboard so its divided into three sections just like an Aerospace software by the way its inspired from Nasa and Space/X think of it like a personal digital rocket control room inside your web browser xD
im working on the G-Force and telemetry and the UI for ORBITAL -X cool name eh? Alot of code remaining xD
It looks like this rn had to get some help from AI for debugging and UI ideas :D
ADDED THE SOUNDS SYSTEM ITS FUN ALMOST COMPLETE THO JUST TESTING IT OUT HEHE
Ships:
I made an aerospace command center and live telemetry simulation built with vanilla JavaScript,HTML and a custom Web Audio API synthesis engine.I used a little bit of AI for the user interface and HTML debugging. The hardest part was totally making it look this good....
|
1793289235.7631247
|
1793375635.7631247
|
|
55394
|
Nexus by @darshyadav | Stardance
|
darshyadav
|
1
|
2.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:06:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Agentic os , most challenging part was fixing the bugs and they should double click on each tab so that they could use", "repo": "https://github.com/DarshPro07/WEB-OS-", "demo": "https://web-os-ten-red.vercel.app/"}]...
|
[{"post_id": 57955, "ts": "202 [{"post_id": 57955, "ts": "2026-08-30T09:08:14Z", "hours": 1.0303, "text": "I Added a new feature. It lets us change wallpapers, choose a theme, and open certain websites, including YouTube. It can also audit and check itself. Various settings and color‑grading options are available."}, {"post_id": 56737, "ts": "2026-08-28T16:46:51Z", "hours": 1.0628, "text": "Agentic Web Os"}]...
|
Title: Nexus by @darshyadav | Stardance
Devlogs:
Title: Nexus by @darshyadav | Stardance
Devlogs:
Agentic Web Os
I Added a new feature. It lets us change wallpapers, choose a theme, and open certain websites, including YouTube. It can also audit and check itself. Various settings and color‑grading options are available.
Ships:
I made a Agentic os , most challenging part was fixing the bugs and they should double click on each tab so that they could use...
|
1793285519.3833675
|
1793371919.3833675
|
|
31732
|
Fragments by @polarizedGale1 | Stardance
|
polarizedGale1
|
1
|
26.0
|
391
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:00:35Z", "hours": 26.0, "multiplier": 14.97, "payout": 391, "blessing": "neutral", "text": "I made a procedurally generated maze game with dynamically resizing floors. This was my first time using c in a project exclusively. Before, I used it but mainly as glue code to bind to a rust or odin project. Implementing a more sophisticated generation algorithm and collision was challenging.", "repo": "https://github.com/DhaiShah25/Fragments", "demo": "https://polarizedgale.itch.io/fragments"}]...
|
[{"post_id": 56729, "ts": "202 [{"post_id": 56729, "ts": "2026-08-28T16:29:08Z", "hours": 1.2322, "text": "I fixed the issue where maze generation would break on mazes larger than 15x15 because uint8_t would overflow. Also, I added centered labels and fixed resolution issues like labels appearing offscreen. I removed the old physical buttons meant for touch screens because this is becoming desktop only (web is included for this release but not onwards). Also, mazes now change size depending on which floor they belong to."}, {"post_id": 56672, "ts": "2026-08-28T15:06:33Z", "hours": 4.7328, "text": "I re-implemented the map algorithm to use Prim’s algorithm instead of sidewinder. I also changed it to use cells with bitflags for the walls instead of doubling the map size. Maps can now be dynamically sized instead of using a compile time constant so on different levels I can make them larger or smaller. I also tweaked Prim’s algorithm to generate a braid maze instead of a perfect maze."}, {"post_id": 52468, "ts": "2026-08-22T16:24:07Z", "hours": 5.6569, "text": "I finally got time to work on this again. I cleaned up the code a bit and made maze generation generic over any size. I also collapsed the 2d maze to be 1d to hopefully help with cache locality under certain actions."}, {"post_id": 26912, "ts": "2026-07-11T23:30:58Z", "hours": 4.0783, "text": "I added proper collisions for the maze that is generated. I also added proper font sizing options, fixed web platform compilation, created a GUI start screen, properly modularized the the code to be based off the tile size, and refactored some of the code."}, {"post_id": 26215, "ts": "2026-07-10T21:38:41Z", "hours": 3.3317, "text": "I added working maze generation based off the sidewinder algorithm using bitwise operations for the maze creation. Each level is procedurally generated and randomly places the picture frame fragment in the level. I temporarily removed collisions for moving outside of the map. I now need to add collisions with the maze and to clamp the camera to the screen."}, {"post_id": 25505, "ts": "2026-07-09T20:28:03Z", "hours": 1.2736, "text": "Finished up the starting animation but without any of the proper artwork. Everything is smooth and I refactored the animation code into a function."}, {"post_id": 24995, "ts": "2026-07-08T21:54:53Z", "hours": 2.4094, "text": "I created an animation at the beginning explaining the story before the gameplay would start."}, {"post_id": 24220, "ts": "2026-07-07T17:15:41Z", "hours": 1.0428, "text": "I setup better movement, a basic tutorial flow, and changed some colors. I also changed the font to be rendering Iosevka instead of the default font and sub-setted to minimize bundle size."}, {"post_id": 24145, "ts": "2026-07-07T14:59:24Z", "hours": 0.4497, "text": "Added proper bounds checking for the player. I usually don’t work in c which is why it took a while."}, {"post_id": 23871, "ts": "2026-07-07T02:11:32Z", "hours": 1.8908, "text": "I properly linked raylib using it’s template. This took a while because nix makes stuff very odd to package and build when it requires dependencies. I also got proper 2d movement working."}]...
|
Title: Fragments by @polarizedGale1 | Stardance
D Title: Fragments by @polarizedGale1 | Stardance
Devlogs:
I properly linked raylib using it’s template. This took a while because nix makes stuff very odd to package and build when it requires dependencies. I also got proper 2d movement working.
Added proper bounds checking for the player. I usually don’t work in c which is why it took a while.
I setup better movement, a basic tutorial flow, and changed some colors. I also changed the font to be rendering Iosevka instead of the default font and sub-setted to minimize bundle size.
I created an animation at the beginning explaining the story before the gameplay would start.
Finished up the starting animation but without any of the proper artwork. Everything is smooth and I refactored the animation code into a function.
I added working maze generation based off the sidewinder algorithm using bitwise operations for the maze creation. Each level is procedurally generated and randomly places the picture frame fragment in the level. I temporarily removed collisions for moving outside of the map. I now need to add collisions with the maze and to clamp the camera to the screen.
I added proper collisions for the maze that is generated. I also added proper font sizing options, fixed web platform compilation, created a GUI start screen, properly modularized the the code to be based off the tile size, and refactored some of the code.
I finally got time to work on this again. I cleaned up the code a bit and made maze generation generic over any size. I also collapsed the 2d maze to be 1d to hopefully help with cache locality under certain actions.
I re-implemented the map algorithm to use Prim’s algorithm instead of sidewinder. I also changed it to use cells with bitflags for the walls instead of doubling the map size. Maps can now be dynamically sized instead of using a compile time constant so on different levels I can make them larger or smaller. I also tweaked Prim’s algorithm to generate a braid maze instead of a perfect maze.
I fixed the issue where maze generation would break on mazes larger than 15x15 because uint8_t would overflow. Also, I added centered labels and fixed resolution issues like labels appearing offscreen. I removed the old physical buttons meant for touch screens because this is becoming desktop only (web is included for this release but not onwards). Also, mazes now change size depending on which floor they belong to.
Ships:
I made a procedurally generated maze game with dynamically resizing floors. This was my first time using c in a project exclusively. Before, I used it but mainly as glue code to bind to a rust or odin project. Implementing a more sophisticated generation algorithm and collision was challenging....
|
1793227852.2169664
|
1793314252.2169664
|
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32857
|
Personal Portfolio Website by @Sourish-D | Stardan Personal Portfolio Website by @Sourish-D | Stardance...
|
Sourish-D
|
1
|
38.0
|
444
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T16:54:04Z", "hours": 38.0, "multiplier": 12.86, "payout": 444, "blessing": "neutral", "text": "I made a site to showcase my projects, achievements, and skills using React, Vite, and deployed on Vercel. Initially, I planned to make this on HTML, CSS, and JS but then realized there were a lot of repeated components, and that adding more in the future would be a lot harder, so I made a full switch to react. This also allowed me to make use of state fields which made the animations so much easier. The API connections are also a little bit difficult at the moment, the leetcode API especially tends to lose it’s tokens really quickly and I tried circumventing that using local cache but it doesn’t seem to be working exactly as intended. I’ll probably fix that in the future, but the Last.FM (The music section) and the Github APIs work as intended. But yeah, I’m proud of the animations and the responsive design, and I believe this is the best site I’ve made. So, without further delay, welcome to my personal website!", "repo": "https://github.com/Sourish-D/Portfolio-Website", "demo": "https://my-portfolio-pi-sand-83.vercel.app/"}]...
|
[{"post_id": 56648, "ts": "202 [{"post_id": 56648, "ts": "2026-08-28T14:20:44Z", "hours": 7.8725, "text": "Final Devlog Before Ship! There was a LOT of changes I made in this devlog, mostly in preparation for ship. First, I added the Github and Leetcode API connections. Next, I made the site responsive, allowing phones and tablets to be able to view the site Afterwards, I did a LOT of refactoring in the code and reviewing the requirements to ship Changed the .readme file Found out that I was making HORRIBLE commit names and tried changing it and found out rebasing ruins your entire history and gave up on that Refactored my code to make it a cleaner (Found out what refactoring means too) Changed the Github and Leetcode APIs AGAIN because it kept running into rate limits But now it’s done and I believe ready to ship!"}, {"post_id": 54713, "ts": "2026-08-25T19:45:55Z", "hours": 2.9658, "text": "Beginning of backend! Today I managed to get the back-end started with Vercel and now I have Last.FM API integration! At first, I tried using Spotify for the API but then I found out it requires premium, so I decided to switch over to Last.FM for the statistics. Back-end integration was a HASSLE, it took me forever to find out that I had to put the .env.local api keys in the vercel page as well."}, {"post_id": 54145, "ts": "2026-08-24T23:44:22Z", "hours": 8.8431, "text": "This devlog, I added a bunch of animations and began styling. As you scroll, the arms move components on/off the screen and I added a parchment and gold border theme to all the blocks. Soon, I’m going to change it to have a more consistent and varied theme, and then I’ll connect the APIs."}, {"post_id": 47206, "ts": "2026-08-14T23:37:01Z", "hours": 13.0169, "text": "Devlog 3 I decided to change site from HTML / CSS to React. This was because I just like the React framework a lot more and it’ll make it easier to update it in the future. I also changed the entire structure of the page, adding a background and projects page. For now, it’s all in simple colors and styling, but soon I’ll add an opus magnum (video game) theme across the whole site. Currently I have basic animations, as I apply the theme across the site I may add several smaller animations just to add to the ‘mechanical’ feel of it. I also have to begin API integration with Spotify, Github, etc. to complete the site. The video is just a quick run-through of everything."}, {"post_id": 26254, "ts": "2026-07-10T22:43:55Z", "hours": 2.5003, "text": "Added Certificates Page and Web Dev Projects page. Modified the top bar a bit and added many more assets. The last stretch includes re-learning how to open my old java projects that use mySQL (I got locked out 😭😭) and to add a page talking about my current projects, stuff about the ESP2."}, {"post_id": 25097, "ts": "2026-07-09T02:38:17Z", "hours": 2.3428, "text": "Today, we began the project. Creating the home-bar and the drop-down associated with. Also began working on the “about me” section. Will work towards adding more information in that section. Tomorrow, will work on the certificates and languages pages."}]...
|
Title: Personal Portfolio Website by @Sourish-D | Title: Personal Portfolio Website by @Sourish-D | Stardance
Devlogs:
Today, we began the project. Creating the home-bar and the drop-down associated with. Also began working on the “about me” section. Will work towards adding more information in that section. Tomorrow, will work on the certificates and languages pages.
Added Certificates Page and Web Dev Projects page. Modified the top bar a bit and added many more assets. The last stretch includes re-learning how to open my old java projects that use mySQL (I got locked out 😭😭) and to add a page talking about my current projects, stuff about the ESP2.
Devlog 3 I decided to change site from HTML / CSS to React. This was because I just like the React framework a lot more and it’ll make it easier to update it in the future. I also changed the entire structure of the page, adding a background and projects page. For now, it’s all in simple colors and styling, but soon I’ll add an opus magnum (video game) theme across the whole site. Currently I have basic animations, as I apply the theme across the site I may add several smaller animations just to add to the ‘mechanical’ feel of it. I also have to begin API integration with Spotify, Github, etc. to complete the site. The video is just a quick run-through of everything.
This devlog, I added a bunch of animations and began styling. As you scroll, the arms move components on/off the screen and I added a parchment and gold border theme to all the blocks. Soon, I’m going to change it to have a more consistent and varied theme, and then I’ll connect the APIs.
Beginning of backend! Today I managed to get the back-end started with Vercel and now I have Last.FM API integration! At first, I tried using Spotify for the API but then I found out it requires premium, so I decided to switch over to Last.FM for the statistics. Back-end integration was a HASSLE, it took me forever to find out that I had to put the .env.local api keys in the vercel page as well.
Final Devlog Before Ship! There was a LOT of changes I made in this devlog, mostly in preparation for ship. First, I added the Github and Leetcode API connections. Next, I made the site responsive, allowing phones and tablets to be able to view the site Afterwards, I did a LOT of refactoring in the code and reviewing the requirements to ship Changed the .readme file Found out that I was making HORRIBLE commit names and tried changing it and found out rebasing ruins your entire history and gave up on that Refactored my code to make it a cleaner (Found out what refactoring means too) Changed the Github and Leetcode APIs AGAIN because it kept running into rate limits But now it’s done and I believe ready to ship!
Ships:
I made a site to showcase my projects, achievements, and skills using React, Vite, and deployed on Vercel. Initially, I planned to make this on HTML, CSS, and JS but then realized there were a lot of repeated components, and that adding more in the future would be a lot harder, so I made a full switch to react. This also allowed me to make use of state fields which made the animations so much easier. The API connections are also a little bit difficult at the moment, the leetcode API especially tends to lose it’s tokens really quickly and I tried circumventing that using local cache but it doesn’t seem to be working exactly as intended. I’ll probably fix that in the future, but the Last.FM (The music section) and the Github APIs work as intended. But yeah, I’m proud of the animations and the responsive design, and I believe this is the best site I’ve made. So, without further delay, welcome to my personal website!...
|
1793278188.081359
|
1793364588.081359
|
|
55172
|
slack-slack by @ejo | Stardance
|
ejo
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T16:33:15Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a slack bot named slack-slack, its my first completed mission it was pretty simple, the confusing part was hosting it, i used gemini’s help for that, it was pretty fun project", "repo": "https://github.com/ejojames/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 56665, "ts": "202 [{"post_id": 56665, "ts": "2026-08-28T14:54:37Z", "hours": 0.3764, "text": "im completing my mission of making a slack bot , it was a simple yet fun project to start with stardance ,it was my first time using nest , so it was a bit confusing , im pretty satisfied with how the bot is rn these are the commands:/slack-slack-help,/slack-slack-ping,/slack-slack-catfact,/slack-slack-joke,/slack-slack-dog,/slack-slack-quote,/slack-slack-roll/slack-slack-coinflip"}]...
|
Title: slack-slack by @ejo | Stardance
Devlogs:
i Title: slack-slack by @ejo | Stardance
Devlogs:
im completing my mission of making a slack bot , it was a simple yet fun project to start with stardance ,it was my first time using nest , so it was a bit confusing , im pretty satisfied with how the bot is rn these are the commands:/slack-slack-help,/slack-slack-ping,/slack-slack-catfact,/slack-slack-joke,/slack-slack-dog,/slack-slack-quote,/slack-slack-roll/slack-slack-coinflip
Ships:
i made a slack bot named slack-slack, its my first completed mission it was pretty simple, the confusing part was hosting it, i used gemini’s help for that, it was pretty fun project...
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1793008425.414231
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1793872425.414231
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54412
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Anims by @Freaked | Stardance
|
Freaked
|
2
|
3.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T16:03:11Z", "hours": 2.0, "multiplier": 1.75, "payout": 2, "blessing": "neutral", "text": "i made it for fun and i think cats are really cute and my project went smootly found bugs but i solved it", "repo": "https://github.com/15freaker/cat-personal-website-", "demo": "https://15freaker.github.io/cat-personal-website-/"}, {"ship_num": 2, "ts": "2026-08-26T22:00:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a cat meme web page where we can read cate fact types of cat and also can talk to cat", "repo": "https://github.com/15freaker/cat-personal-website-", "demo": "https://15freaker.github.io/cat-personal-website-/"}]...
|
[{"post_id": 55242, "ts": "202 [{"post_id": 55242, "ts": "2026-08-26T22:02:09Z", "hours": 1.8653, "text": "i made a cat meme website with few cool things like talk to cat and cat facts and also about different types of cat"}, {"post_id": 54812, "ts": "2026-08-25T23:10:40Z", "hours": 1.0169, "text": "i am working on a cool website of cats"}]...
|
Title: Anims by @Freaked | Stardance
Devlogs:
i a Title: Anims by @Freaked | Stardance
Devlogs:
i am working on a cool website of cats
i made a cat meme website with few cool things like talk to cat and cat facts and also about different types of cat
Ships:
i made a cat meme web page where we can read cate fact types of cat and also can talk to cat
i made it for fun and i think cats are really cute and my project went smootly found bugs but i solved it...
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1792878655.4395845
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1793742655.4395845
|
|
47866
|
Thyme - Medication Tracker by @anhedonia | Stardan Thyme - Medication Tracker by @anhedonia | Stardance...
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anhedonia
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1
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31.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T15:43:33Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Haii :3 !! I made thyme, it’s a little app to effectively track your medication courses throughout the days ! I couldn’t find any native, local, and foss material 3 expressive medication tracker for android so I set myself on building one ! It allows to not miss doses ( soon ) and enjoy nice stats ! I focused on design, trying to make something that felt satisfying to use and interact with, so i put a lot of effort into designing nice little icons, some subtle animations and especially a good ux ! It requires zero permissions and is fully offline It has a nice stats screen that displays cool data on your courses following (i love stats). I It supports multiple type of scheduling, like tapers and cycles ! It’s not fully feature complete, it lacks proper reminders (which im working on but its hard!!), and could use some other features (like stock tracking (medication stock, not wall street, sorry), or new schedule types) To test the project you will need an android device or emulator !!! You can just download the apk, or use the nifty little Obtainium install link ! I hope you will enjoy it !", "repo": "https://github.com/whayn/thyme", "demo": "https://github.com/whayn/thyme/releases/latest"}]...
|
[{"post_id": 54498, "ts": "202 [{"post_id": 54498, "ts": "2026-08-25T14:49:53Z", "hours": 12.4025, "text": "Devlog 6 : I tried to setup alerts, and its horrific… Practically android is super annoying when coming to alarm apps and you need to account for 20 untestable edge cases regarding permissions, battery optimisations and so much more. At the same time the design i pulled off looks really bad i kinda feel like… so i kind of wanna scrap this feature, ship the tracker as it was before, and come back to it later… There is just too much to account for that I’m actually able to account of"}, {"post_id": 50247, "ts": "2026-08-19T12:16:00Z", "hours": 9.6642, "text": "Devlog 5 : Huge UI update, I actually made an app i’d actually use This was so much fun to iterate between design and code, the icons were nice to create too, I hope I made enough :3 We have a new screen for adding or editing medication, it’s multiple steps, pretty and enjoyable ! We got multiple palettes for dark mode and light mode, that was a fun challenge to overcome, since we cant just store the color in the db, we instead store an index towards a color ! Had fun with developer options, so i made a function to generate fake data to try if everything works properly ! I changed the stats rendering to make it more readable and fixed the timeline so that it stays a continuous line throughout, i think it looks neat ! I still have one or two design decision in mind I must take before implementing : the alerts screen tons of new features, stock, other courses type, and so much more !"}, {"post_id": 49023, "ts": "2026-08-17T16:45:57Z", "hours": 1.8931, "text": "Devlog 4 : A cool statistics screen, cause stats are fucken awesome it shows how well you follow your courses with a calendar view, and statistics sover period of time !"}, {"post_id": 48280, "ts": "2026-08-16T16:19:13Z", "hours": 3.0375, "text": "Devlog 3 : UI is started, and I like it so far !!! I’ve been working for a few hours on the ui since the backend is practically completed, and i’m happy with what i’ve done I’ve got a pretty timeline ui, good options for regimens, cycles, daily, on specific days, every n days. We have a pretty timeline view ! Tomorrow I shall update the Medications tab to improve the ux, and also add a really cool stat tab to follow your average time taken at, what percentage of your regimen do you follow and so much more ! then of course, and what i fear the most, a robust, multi level, alarm system, unskipable, recurring, snoozeable, whilst circumventing battery optimisation and other stuff"}, {"post_id": 48081, "ts": "2026-08-16T11:28:29Z", "hours": 2.6753, "text": "Devlog 2 : Database work, the most fun ! Sooooo, worked for 2 little hours on the project thinking about how I should properly design the database and decided on the following : 3 entities, Medications, that manage the physical pill and stock, Scheduled dose managing the time at which a medication must be taken and how many doses. Finally a Log for each doses attached to a time, will allow to track and get some stats later ! Finally i quickly whipped up a ui to add medications, its far from the final ui, i already have better ideas on that and ill hope itll look good !"}, {"post_id": 47603, "ts": "2026-08-15T16:34:01Z", "hours": 1.6497, "text": "Devlog 1 : Learning Kotlin + Jetpack Compose isn’t that easy actually I tried to rawdog it and quickly ran into the fact that it’s not that intuitive to work with… This was my first time playing around with Kotlin and I learned on top of it : Jetpack compose premises The way to create databases on an android app We have composables that emit and return nothing, Lazy Layouts that require lists, and so much more. Was honestly so much fun, hyped to continue tomorrow, probably on data modelling tasks or maybe start to work on ui !"}]...
|
Title: Thyme - Medication Tracker by @anhedonia | Title: Thyme - Medication Tracker by @anhedonia | Stardance
Devlogs:
Devlog 1 : Learning Kotlin + Jetpack Compose isn’t that easy actually I tried to rawdog it and quickly ran into the fact that it’s not that intuitive to work with… This was my first time playing around with Kotlin and I learned on top of it : Jetpack compose premises The way to create databases on an android app We have composables that emit and return nothing, Lazy Layouts that require lists, and so much more. Was honestly so much fun, hyped to continue tomorrow, probably on data modelling tasks or maybe start to work on ui !
Devlog 2 : Database work, the most fun ! Sooooo, worked for 2 little hours on the project thinking about how I should properly design the database and decided on the following : 3 entities, Medications, that manage the physical pill and stock, Scheduled dose managing the time at which a medication must be taken and how many doses. Finally a Log for each doses attached to a time, will allow to track and get some stats later ! Finally i quickly whipped up a ui to add medications, its far from the final ui, i already have better ideas on that and ill hope itll look good !
Devlog 3 : UI is started, and I like it so far !!! I’ve been working for a few hours on the ui since the backend is practically completed, and i’m happy with what i’ve done I’ve got a pretty timeline ui, good options for regimens, cycles, daily, on specific days, every n days. We have a pretty timeline view ! Tomorrow I shall update the Medications tab to improve the ux, and also add a really cool stat tab to follow your average time taken at, what percentage of your regimen do you follow and so much more ! then of course, and what i fear the most, a robust, multi level, alarm system, unskipable, recurring, snoozeable, whilst circumventing battery optimisation and other stuff
Devlog 4 : A cool statistics screen, cause stats are fucken awesome it shows how well you follow your courses with a calendar view, and statistics sover period of time !
Devlog 5 : Huge UI update, I actually made an app i’d actually use This was so much fun to iterate between design and code, the icons were nice to create too, I hope I made enough :3 We have a new screen for adding or editing medication, it’s multiple steps, pretty and enjoyable ! We got multiple palettes for dark mode and light mode, that was a fun challenge to overcome, since we cant just store the color in the db, we instead store an index towards a color ! Had fun with developer options, so i made a function to generate fake data to try if everything works properly ! I changed the stats rendering to make it more readable and fixed the timeline so that it stays a continuous line throughout, i think it looks neat ! I still have one or two design decision in mind I must take before implementing : the alerts screen tons of new features, stock, other courses type, and so much more !
Devlog 6 : I tried to setup alerts, and its horrific… Practically android is super annoying when coming to alarm apps and you need to account for 20 untestable edge cases regarding permissions, battery optimisations and so much more. At the same time the design i pulled off looks really bad i kinda feel like… so i kind of wanna scrap this feature, ship the tracker as it was before, and come back to it later… There is just too much to account for that I’m actually able to account of
Ships:
Haii :3 !! I made thyme, it’s a little app to effectively track your medication courses throughout the days ! I couldn’t find any native, local, and foss material 3 expressive medication tracker for android so I set myself on building one ! It allows to not miss doses ( soon ) and enjoy nice stats ! I focused on design, trying to make something that felt satisfying to use and interact with, so i put a lot of effort into designing nice little icons, some subtle animations and especially a good ux ! It requires zero permissions and is fully offline It has a nice stats screen that displays cool data on your courses following (i love stats). I It supports multiple type of scheduling, like tapers and cycles ! It’s not fully feature complete, it lacks proper reminders (which im working on but its hard!!), and could use some other features (like stock tracking (medication stock, not wall street, sorry), or new schedule types) To test the project you will need an android device or emulator !!! You can just download the apk, or use the nifty little Obtainium install link ! I hope you will enjoy it !...
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1792875276.1153498
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1793739276.1153498
|
|
54594
|
Personal Productive Tab by @TheChessSagittarius | Personal Productive Tab by @TheChessSagittarius | Stardance...
|
TheChessSagittarius
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T15:36:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NOTE: I created this on a 14 inch display laptop, while I tried to use flexbox, I noticed that the display is weird on my monitor and I haven’t figured out how to fix this yet. Project: I created a Personal Productivity Dashboard with a minimal organized display designed to serve as a template when opening a New Tab. Key features include a personal quote (picked a personal one instead of motivational one) at the top of the page reminding myself to be present as well as a two column display to maximize space usage on the tab. The left column includes an embedded google search bar which links the search into a new tab when entered, a dynamic clock which syncs to your clock’s local time to update every second, a date display, and quick links for common developer tools. The right column is the planning/productivity section where you can set your main focus for the day at the top. Right below this you can ask daily tasks/goals in your todo section which can be marked as complete through the checkbox or removed from the list with the X. Challenges? The main challenge I ran into was fitting the display efficiently in a way that could fit on a single screen without having to scroll up or down. I initially opted for a single centered column displaying everything vertically. However, I quickly realized that this method extended past the screen very quickly and also wasted a lot of space on the sides. Another issue was that the moment I began adding more tasks, the dashboard would extended further and further downwards. This is why I took a dual column display approach to maximize the horizontal space available, saving the vertical overflow. I also included a max-height setting for the todo list with an auto overflow restriction so that adding multiple tasks would create a mini scrolling page within the todo section instead of extending the dashboard page downwards. Success? I was able to implement all my features into this display screen. I am notably proud of the todo section which includes the completion checkbox feature to strikethrough the goal when marked as complete. Additionally I created the option to delete goals if needed. This, alongside the clock and date display, was the main use of my script.js file. The clock feature were created by extracting the local time on the computer, formatting everything to 2 digits (ex: 06 instead of 6), displaying it as the time and updating it every second. The todo list first initialised by retriving existing tasks from localStorage or defaults to an empty array, adds new tasks when the enter key is pressed with eventListener, changes the state of the task depending on if it is completed or deleted and removes accordingly, and finally the task list updates in localStorage where it can be retrieved when needed.", "repo": "https://github.com/TheChessSagittarius/Productive-Tab", "demo": "https://thechesssagittarius.github.io/Productive-Tab/"}]...
|
[{"post_id": 56650, "ts": "202 [{"post_id": 56650, "ts": "2026-08-28T14:23:45Z", "hours": 2.9558, "text": "Finalized all the features and display formatting that I wanted for my productivity tab. General Changes: - Increased spacing by increasing CSS gap value - Larger font by increasing CSS font rem - Added personal quote on the top Features: - Changed from a single column to dual column display to save space and use up the tab space more efficiently. Single column format would cause some elements to be cut off. Done through CSS display: grid; and by setting grid-template-columns - Workable Smart todo-list which has a checkbox and a delete feature to either mark task as complete or remove from dashboard. Implemented through JavaScript to store, append, and delete task within the todo list through localStorage."}, {"post_id": 55627, "ts": "2026-08-27T16:19:27Z", "hours": 2.1306, "text": "Created the general template of the new tab page. The background image is a placeholder. Probably going to change it with something similar to nasa picture of the day but I probably want to put landscapes instead. Basic Search Bar, Shortcuts, To do list, clock, and date are created but probably need to style it more and resize"}]...
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Title: Personal Productive Tab by @TheChessSagitta Title: Personal Productive Tab by @TheChessSagittarius | Stardance
Devlogs:
Created the general template of the new tab page. The background image is a placeholder. Probably going to change it with something similar to nasa picture of the day but I probably want to put landscapes instead. Basic Search Bar, Shortcuts, To do list, clock, and date are created but probably need to style it more and resize
Finalized all the features and display formatting that I wanted for my productivity tab. General Changes: - Increased spacing by increasing CSS gap value - Larger font by increasing CSS font rem - Added personal quote on the top Features: - Changed from a single column to dual column display to save space and use up the tab space more efficiently. Single column format would cause some elements to be cut off. Done through CSS display: grid; and by setting grid-template-columns - Workable Smart todo-list which has a checkbox and a delete feature to either mark task as complete or remove from dashboard. Implemented through JavaScript to store, append, and delete task within the todo list through localStorage.
Ships:
NOTE: I created this on a 14 inch display laptop, while I tried to use flexbox, I noticed that the display is weird on my monitor and I haven’t figured out how to fix this yet. Project: I created a Personal Productivity Dashboard with a minimal organized display designed to serve as a template when opening a New Tab. Key features include a personal quote (picked a personal one instead of motivational one) at the top of the page reminding myself to be present as well as a two column display to maximize space usage on the tab. The left column includes an embedded google search bar which links the search into a new tab when entered, a dynamic clock which syncs to your clock’s local time to update every second, a date display, and quick links for common developer tools. The right column is the planning/productivity section where you can set your main focus for the day at the top. Right below this you can ask daily tasks/goals in your todo section which can be marked as complete through the checkbox or removed from the list with the X. Challenges? The main challenge I ran into was fitting the display efficiently in a way that could fit on a single screen without having to scroll up or down. I initially opted for a single centered column displaying everything vertically. However, I quickly realized that this method extended past the screen very quickly and also wasted a lot of space on the sides. Another issue was that the moment I began adding more tasks, the dashboard would extended further and further downwards. This is why I took a dual column display approach to maximize the horizontal space available, saving the vertical overflow. I also included a max-height setting for the todo list with an auto overflow restriction so that adding multiple tasks would create a mini scrolling page within the todo section instead of extending the dashboard page downwards. Success? I was able to implement all my features into this display screen. I am notably proud of the todo section which includes the completion checkbox feature to strikethrough the goal when marked as complete. Additionally I created the option to delete goals if needed. This, alongside the clock and date display, was the main use of my script.js file. The clock feature were created by extracting the local time on the computer, formatting everything to 2 digits (ex: 06 instead of 6), displaying it as the time and updating it every second. The todo list first initialised by retriving existing tasks from localStorage or defaults to an empty array, adds new tasks when the enter key is pressed with eventListener, changes the state of the task depending on if it is completed or deleted and removes accordingly, and finally the task list updates in localStorage where it can be retrieved when needed....
|
1793249695.3974435
|
1793336095.3974435
|
|
54666
|
RetroWare by @poepoepipi | Stardance
|
poepoepipi
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T15:27:05Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "RetroWare is a version of WarioWare with minigames themed around old retro games and classics, such as Mario and Space Invaders. You have 5 lives and a set of minigames to complete within a certain amount of time. The main struggle I had with this project was that it was my first time using Godot instead of Unity (although Unity was hard too). In the end, everything worked out. I learned a lot from this project, and it was pretty fun to make, so I’m not planning on stopping here!", "repo": "https://github.com/poepoepipi/RetroWare", "demo": "https://poepoepipi.itch.io/warioware"}]...
|
[{"post_id": 56685, "ts": "202 [{"post_id": 56685, "ts": "2026-08-28T15:25:54Z", "hours": 0.5144, "text": "Finished the README of my first Godot game, It was a very fun experience."}, {"post_id": 56524, "ts": "2026-08-28T10:04:09Z", "hours": 2.4747, "text": "Done with the game! Now I just need to write the README and finish the itch.io page. This is my first time trying Godot after having used Unity for some time, and I have to say, it’s actually pretty fun and easy to use. Although I will say that, in the editor itself, I find Unity easier to use than Godot. But the scripting language in Godot is definitely easier to work with than C#."}, {"post_id": 55599, "ts": "2026-08-27T15:35:33Z", "hours": 2.8458, "text": "I have worked on this for some time now, not done yet. It is the first time working with Godot. I did do some unity in the past but I don’t have much memory from that. It is fun tho."}]...
|
Title: RetroWare by @poepoepipi | Stardance
Devlo Title: RetroWare by @poepoepipi | Stardance
Devlogs:
I have worked on this for some time now, not done yet. It is the first time working with Godot. I did do some unity in the past but I don’t have much memory from that. It is fun tho.
Done with the game! Now I just need to write the README and finish the itch.io page. This is my first time trying Godot after having used Unity for some time, and I have to say, it’s actually pretty fun and easy to use. Although I will say that, in the editor itself, I find Unity easier to use than Godot. But the scripting language in Godot is definitely easier to work with than C#.
Finished the README of my first Godot game, It was a very fun experience.
Ships:
RetroWare is a version of WarioWare with minigames themed around old retro games and classics, such as Mario and Space Invaders. You have 5 lives and a set of minigames to complete within a certain amount of time. The main struggle I had with this project was that it was my first time using Godot instead of Unity (although Unity was hard too). In the end, everything worked out. I learned a lot from this project, and it was pretty fun to make, so I’m not planning on stopping here!...
|
1792882107.5489075
|
1793746107.5489075
|
|
50945
|
My own site! by @usmanbatman | Stardance
|
usmanbatman
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T15:22:57Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make batman’s theme web and the challenging part was adding img i really got stuck there but it wasn’t that challenging and I’M really proud of me bcz i deploy my first project", "repo": "https://github.com/batman990-bit/Personal-web", "demo": "https://batman990-bit.github.io/Personal-web/"}]...
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[{"post_id": 56658, "ts": "202 [{"post_id": 56658, "ts": "2026-08-28T14:41:54Z", "hours": 2.6397, "text": "working on my web"}]...
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Title: My own site! by @usmanbatman | Stardance
D Title: My own site! by @usmanbatman | Stardance
Devlogs:
working on my web
Ships:
i make batman’s theme web and the challenging part was adding img i really got stuck there but it wasn’t that challenging and I’M really proud of me bcz i deploy my first project...
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1793246116.9308171
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1793332516.9308171
|
|
6223
|
Stavex by @pranav101 | Stardance
|
pranav101
|
4
|
77.0
|
215
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T15:19:08Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Stavex", "repo": "https://github.com/itzpranav101/stavex", "demo": "https://stavex.org"}, {"ship_num": 2, "ts": "2026-08-19T08:04:27Z", "hours": 44.0, "multiplier": 6.98, "payout": 70, "blessing": "neutral", "text": "Stavex", "repo": "https://github.com/itzpranav101/stavex", "demo": "https://stavex.org"}, {"ship_num": 3, "ts": "2026-08-10T16:04:48Z", "hours": 15.0, "multiplier": 6.04, "payout": 85, "blessing": "neutral", "text": "Stavex", "repo": "https://github.com/itzpranav101/stavex", "demo": "https://stavex.org"}, {"ship_num": 4, "ts": "2026-06-03T11:20:19Z", "hours": 15.0, "multiplier": 6.01, "payout": 60, "blessing": "neutral", "text": "Hey guys! I made an initiative/website called stavex. Its essentially helps teens around the world create their startups with out 9 stage dashboard. Check out the website now - stavex.org Check our insta too for more details!! @stavexhq", "repo": "https://github.com/itzpranav101/stavex", "demo": "https://stavex.org"}]...
|
[{"post_id": 50918, "ts": "202 [{"post_id": 50918, "ts": "2026-08-20T11:58:24Z", "hours": 3.4219, "text": "Currently improving the app!!"}, {"post_id": 44665, "ts": "2026-08-10T16:09:25Z", "hours": 44.1517, "text": "currently working on a sub project called meco - a memory companion"}, {"post_id": 8000, "ts": "2026-06-13T10:51:19Z", "hours": 7.3961, "text": "introducing scheduling to stavex!! making an entire interface for students just so they can schedule their day - balancing acads and their passion.."}, {"post_id": 5533, "ts": "2026-06-09T10:49:44Z", "hours": 7.5583, "text": "currently working on the backend of the dashboard!! Also implementing argo smart routing"}, {"post_id": 1372, "ts": "2026-06-03T11:16:48Z", "hours": 14.5661, "text": "Currently working on the dashboard system!!"}]...
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Title: Stavex by @pranav101 | Stardance
Devlogs:
Title: Stavex by @pranav101 | Stardance
Devlogs:
Currently working on the dashboard system!!
currently working on the backend of the dashboard!! Also implementing argo smart routing
introducing scheduling to stavex!! making an entire interface for students just so they can schedule their day - balancing acads and their passion..
currently working on a sub project called meco - a memory companion
Currently improving the app!!
Ships:
Hey guys! I made an initiative/website called stavex. Its essentially helps teens around the world create their startups with out 9 stage dashboard. Check out the website now - stavex.org Check our insta too for more details!! @stavexhq
Stavex
Stavex
Stavex...
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1793321369.472445
|
1793407769.472445
|
|
51900
|
Discord_No_Disdurb_Bot by @Gladiatorsarius | Stard Discord_No_Disdurb_Bot by @Gladiatorsarius | Stardance...
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Gladiatorsarius
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T14:59:16Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I build a Do Not Disturb Bot For Discorb because i was very anoyed when being in a call and focusing on a task such as coding when people speak loudly but i also hated it to go full mute because then when something is really important you cant be talked to by friends because of that this bot creates a Do Not Disturb Voice channel where you can focus on your tasks but when a friend wants to talk to you they can run a command to move you to their channel", "repo": "https://github.com/Gladiatorsarius/Discord_No_Disturb_Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1538953537189318788"}]...
|
[{"post_id": 56656, "ts": "202 [{"post_id": 56656, "ts": "2026-08-28T14:37:48Z", "hours": 5.5086, "text": "Build /lock_in command to work like discord status dnd and made /version command"}, {"post_id": 55015, "ts": "2026-08-26T13:20:01Z", "hours": 3.8122, "text": "Refactored Classes cause i was getting rate limited added git commands to have propper /version and /source commands"}, {"post_id": 53733, "ts": "2026-08-24T12:22:13Z", "hours": 2.2736, "text": "Build /help command added Readme and provided an invite link for the bot"}, {"post_id": 51907, "ts": "2026-08-21T20:17:24Z", "hours": 3.5214, "text": "I build a /setup flow which setups a Do not disturb voice channel and mute immune role i also made all messages a bit nicer looking and build fail saves for /shutdown and /restart so they can only be used in one server"}, {"post_id": 51699, "ts": "2026-08-21T14:58:35Z", "hours": 2.6422, "text": "I Built The bot now everytime you join a specific voice channel with the name do not disturb you get muted as admin and normal people just can’t speak i also built a /talk_with wich moves a user into your current voice out of the do not disturb. If that users status is dnd he wont get moved but instead gets send an dm with a link to the voice."}]...
|
Title: Discord_No_Disdurb_Bot by @Gladiatorsarius Title: Discord_No_Disdurb_Bot by @Gladiatorsarius | Stardance
Devlogs:
I Built The bot now everytime you join a specific voice channel with the name do not disturb you get muted as admin and normal people just can’t speak i also built a /talk_with wich moves a user into your current voice out of the do not disturb. If that users status is dnd he wont get moved but instead gets send an dm with a link to the voice.
I build a /setup flow which setups a Do not disturb voice channel and mute immune role i also made all messages a bit nicer looking and build fail saves for /shutdown and /restart so they can only be used in one server
Build /help command added Readme and provided an invite link for the bot
Refactored Classes cause i was getting rate limited added git commands to have propper /version and /source commands
Build /lock_in command to work like discord status dnd and made /version command
Ships:
I build a Do Not Disturb Bot For Discorb because i was very anoyed when being in a call and focusing on a task such as coding when people speak loudly but i also hated it to go full mute because then when something is really important you cant be talked to by friends because of that this bot creates a Do Not Disturb Voice channel where you can focus on your tasks but when a friend wants to talk to you they can run a command to move you to their channel...
|
1793303824.104863
|
1793390224.104863
|
|
28233
|
Rainbow Dash OS by @matthewwong12 | Stardance
|
matthewwong12
|
1
|
73.66
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T14:55:26Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hey guys this is my first project so i made Rainbow Dash OS , this is a web browser design and code entirely by me. it’s My Little Pony theme too in case you don’t know features: there’s a welcome page, a notes app, draggable window , a clock and date widget , a custom cursor effect and a rolling text effect. some of these features should be very self explainatory, but i will explain the functions for the notes app. so for the notes app you can add a new note by pressing the add note button or another pointed out by pinkie pie. you can edit the note content by pressing the pencil button and delete a note by pressing the cross button. challenges: some of the challenges i face is inexperience with using js code , couldn’t find time to code and finding the resource to customize my page.firstly, time when i started the stardance challenge i was still in school, so i don’t have much time to code compared to other people that are having summer break. secondly, coding i overcome that problem by doing a lot of research myself and asking for help at #code , i have to clarify i did use ai , i use it to fix Js code problem that i couldn’t solve myself and i couldn’t find a solution online. most of the js code function i did put into this Os is found online and through other cool website. lastly, finding the resources, so i actually want to add mlp gif to my website but most of the good animatons are swg file which is no longer supported by new web browser , so that really limits what i can put into my website. something i’m proud of : well firstly im so happy to see that there are people that like my project it really gives me dopamine boost every time someone praise my project. another thing is how much i learn , by doing this project i learn how to code , how to use GIMP and so much more solving problems. what should you know to test this project ? you should know the javascript type=module because of the rainbow cursor effect , so some Js code function might need some modifications to function. for example , my rolling text effect is slightly different than the source code from mf2fm.com last but not least , a big thank you to those that helped and contribute to my project thank you @pi for solving the open/close windows functions. thank you @tsunami014 for solving the rainbow cursor canvas problem.", "repo": "https://github.com/Mattiplex/Rainbow-dash-OS", "demo": "https://mattiplex.github.io/Rainbow-dash-OS/"}]...
|
[{"post_id": 84533, "ts": "202 [{"post_id": 84533, "ts": "2026-10-29T20:38:50Z", "hours": 1.7, "text": "howchu doing every pony ? tonight i finish all the graphics for my game app and now it’s up and running. if you notice i also changed out the close button graphics with an actual cross with pinkie pie holding it. a bit of an unexpected surprise when vector hunting. in addition ,i also added two more songs to the music app. my goal is to add another app , somehow make a storyboard, tidy up my repo and ponify whatever else that need to be ponify. god there’s so much to do yet so little time."}, {"post_id": 84227, "ts": "2026-10-29T09:56:03Z", "hours": 4.7156, "text": "Devblog 9 howdy every Pony ! in this devblog i added a new game to the OS it’s based on the doodle jump game from 2009 i still haven’t deploy it yet , it currently only still run in browser but the base game is done. i just have to change the graphics a bit, tweak the physics a bit and maybe add a storyboard when you reached a specific score ?"}, {"post_id": 83252, "ts": "2026-10-27T15:00:17Z", "hours": 1.2581, "text": "whats up every Pony exam finally end today i can get back to work now !!!"}, {"post_id": 73231, "ts": "2026-09-24T17:04:59Z", "hours": 1.8611, "text": "devblog 8 ni howdy guys , it’s fix oh my gosh oh my gosh oh my gosh it’s fixed !!!!, the previous issue is now resolve and chattable is now live , we finally have global chat now ! now go spread some love edit: ah i found out stardance got extended i was so going work my ass off this weekend , but now i can chill, while #keeb will need immediate work"}, {"post_id": 72088, "ts": "2026-09-22T04:30:50Z", "hours": 2.21, "text": "devblog 7 hey guys , so in today devblog , i found out that implementing chattable cause a lot of issue to my other app function for example the note app function have become clunky and the vinyl player play-pause button is gone . so progress might stall as i tackle this major issue"}, {"post_id": 70743, "ts": "2026-09-19T18:05:22Z", "hours": 0.7736, "text": "devBlog 6 hey guys in this devblog i work on my global chat. i use chattable which is a free tool that make you host something like a global chat for freeeeeeeeeeee and it is also very easy to setup. i just finished setting up and i was messing around with the style."}, {"post_id": 69721, "ts": "2026-09-17T17:24:58Z", "hours": 1.2028, "text": "Devblog 5 hey guys it’s finish , the music app is finished . the disc now have a function that changes the image based on the track you’re on"}, {"post_id": 69012, "ts": "2026-09-16T06:49:37Z", "hours": 2.8222, "text": "hey ya guys Devblog 4 guys , guys i tweak the graphics now a bit and it’s now 20% cooler. i also added some classic song that every mlp fan would know.other than that this app just need to fix the disc image and some ponification ,then bada bim bada boom finish."}, {"post_id": 68412, "ts": "2026-09-15T02:22:21Z", "hours": 6.3947, "text": "howdy guys Devblog 3 so in this devblog i change out the complete music player system after i realised how hard is it to add the next/prev button function. but it all works now. you might have noticed i added a music visualizer and yeah it’s so cool . since this app is suppose to look like a DJ controller it will be kind of empty not to include a way to visualize your music. i still have lots to do and so little time left."}, {"post_id": 62801, "ts": "2026-09-06T10:09:29Z", "hours": 2.0822, "text": "devblogggggggg 2 hello guys after coming back from a trip to thailand, i started work again. currently im working on the music app and i added a the music player and the vinyl that’s suppose to have a the album on it. im also planning to add more songs and a next/perv button too."}, {"post_id": 58731, "ts": "2026-08-31T08:52:05Z", "hours": 8.6414, "text": "New DevBlog 1 hey guys it’s been a while , let me show you what i been working on lately. so i added a few new apps. there is vinyl player AppleChat games(planning) so as you can see there is a custom art i made for the apps that are still in progress. i made those in GIMP btw , it’s so fun ponifying my browser. also i’m using lapse now , so it log my actual time working on this project like research , coding and photoshoping ."}, {"post_id": 56555, "ts": "2026-08-28T11:09:36Z", "hours": 6.6694, "text": "last Devblog bfr shipping hey guys it’s finally happening i,m going to ship this bad boy. Anyway, i finish applying the looks i want to for my rolling text effect and create a custom BCG art to put my github link to. i also updated my Read me page. now without further ado im going to ship this project now"}, {"post_id": 53901, "ts": "2026-08-24T16:33:30Z", "hours": 9.3375, "text": "devblog6 hello everyone, firstly i would like to thank @tsunami014 for helping me figure out my cursor effect problems . Alright , now you can see in the video that i now have a new cursor effect and i also add a rolling text effect at my topbar. i also work on some graphics for the notes app, i added the graphics for the blank state, customize the Add note / edit note page and added some basic graphics for the div that will display your notes. i think i can do better on the design i’m still thinking of what characters to add into the graphics. oya , the blank state png is made using GIMP , i plan to create custom backgrounds for each apps or maybe just clutter the whole screen with ponies :p ."}, {"post_id": 47090, "ts": "2026-08-14T18:40:58Z", "hours": 3.8642, "text": "Devblog5 hello again , in this dev session i solved all of the problems i have from my previous devblog. Oh before i forget , shout out to @pi for helping me to point out my problems and generally being a cool guy :D . as you can see in my video, functionally the notes app is done although visually it’s not. so next session going to be a beautifying session. we are getting more closer to ship people !!! random fact : i try monster energy today and boy does it kick , it’s the only reason im up this late ."}, {"post_id": 44641, "ts": "2026-08-10T15:22:15Z", "hours": 3.5181, "text": "devblog 4 hey guys , i like to share with u all some progress i made , so as you can see the note app is still under development and there is a few issue i am tackling right now. idk how but when i was working on the function for my window to move up to the topBar and the function to protect the topBar (check the guide) PS those didn’t work too 😭. i somehow broke my notes app close function, can anybody lend me a helping hand ?"}, {"post_id": 40790, "ts": "2026-08-04T15:29:29Z", "hours": 4.0239, "text": "Devblog 3 i added my first app, a notes app which will be based on twilight sparkle . I also added a rainbow text effect which is so cool. progress been going smoothly and so far no major problems yet …"}, {"post_id": 38306, "ts": "2026-07-31T16:57:57Z", "hours": 9.5969, "text": "devlog 2 , hey guys it’s been a while. this few weeks i have been pretty busy with school assignment , that’s why i didn’t have much time to code , when i did have time i mainly spend it to clean up my code so it didn’t look like a freaking essay.Only recently have i added new features and i did a lot of troubleshooting … i mean a lot , but im glad this works now even thou it’s a bit bland but expect more features to come as im starting to get a hang of this coding stuff."}, {"post_id": 26117, "ts": "2026-07-10T18:29:26Z", "hours": 2.9667, "text": "devblog#1 I added a cute background and create a top bar. Plus i got a fully functioning clock system and date too. I also added a gif and a picture on the top bar. (oops, i forgot the link https://mattiplex.github.io/Rainbow-dash-OS/ )"}, {"post_id": 22887, "ts": "2026-07-05T14:57:56Z", "hours": 0.3136, "text": "i publish my first WebOS go check it out"}]...
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Title: Rainbow Dash OS by @matthewwong12 | Stardan Title: Rainbow Dash OS by @matthewwong12 | Stardance
Devlogs:
i publish my first WebOS go check it out
devblog#1 I added a cute background and create a top bar. Plus i got a fully functioning clock system and date too. I also added a gif and a picture on the top bar. (oops, i forgot the link https://mattiplex.github.io/Rainbow-dash-OS/ )
devlog 2 , hey guys it’s been a while. this few weeks i have been pretty busy with school assignment , that’s why i didn’t have much time to code , when i did have time i mainly spend it to clean up my code so it didn’t look like a freaking essay.Only recently have i added new features and i did a lot of troubleshooting … i mean a lot , but im glad this works now even thou it’s a bit bland but expect more features to come as im starting to get a hang of this coding stuff.
Devblog 3 i added my first app, a notes app which will be based on twilight sparkle . I also added a rainbow text effect which is so cool. progress been going smoothly and so far no major problems yet …
devblog 4 hey guys , i like to share with u all some progress i made , so as you can see the note app is still under development and there is a few issue i am tackling right now. idk how but when i was working on the function for my window to move up to the topBar and the function to protect the topBar (check the guide) PS those didn’t work too 😭. i somehow broke my notes app close function, can anybody lend me a helping hand ?
Devblog5 hello again , in this dev session i solved all of the problems i have from my previous devblog. Oh before i forget , shout out to @pi for helping me to point out my problems and generally being a cool guy :D . as you can see in my video, functionally the notes app is done although visually it’s not. so next session going to be a beautifying session. we are getting more closer to ship people !!! random fact : i try monster energy today and boy does it kick , it’s the only reason im up this late .
devblog6 hello everyone, firstly i would like to thank @tsunami014 for helping me figure out my cursor effect problems . Alright , now you can see in the video that i now have a new cursor effect and i also add a rolling text effect at my topbar. i also work on some graphics for the notes app, i added the graphics for the blank state, customize the Add note / edit note page and added some basic graphics for the div that will display your notes. i think i can do better on the design i’m still thinking of what characters to add into the graphics. oya , the blank state png is made using GIMP , i plan to create custom backgrounds for each apps or maybe just clutter the whole screen with ponies :p .
last Devblog bfr shipping hey guys it’s finally happening i,m going to ship this bad boy. Anyway, i finish applying the looks i want to for my rolling text effect and create a custom BCG art to put my github link to. i also updated my Read me page. now without further ado im going to ship this project now
New DevBlog 1 hey guys it’s been a while , let me show you what i been working on lately. so i added a few new apps. there is vinyl player AppleChat games(planning) so as you can see there is a custom art i made for the apps that are still in progress. i made those in GIMP btw , it’s so fun ponifying my browser. also i’m using lapse now , so it log my actual time working on this project like research , coding and photoshoping .
devblogggggggg 2 hello guys after coming back from a trip to thailand, i started work again. currently im working on the music app and i added a the music player and the vinyl that’s suppose to have a the album on it. im also planning to add more songs and a next/perv button too.
howdy guys Devblog 3 so in this devblog i change out the complete music player system after i realised how hard is it to add the next/prev button function. but it all works now. you might have noticed i added a music visualizer and yeah it’s so cool . since this app is suppose to look like a DJ controller it will be kind of empty not to include a way to visualize your music. i still have lots to do and so little time left.
hey ya guys Devblog 4 guys , guys i tweak the graphics now a bit and it’s now 20% cooler. i also added some classic song that every mlp fan would know.other than that this app just need to fix the disc image and some ponification ,then bada bim bada boom finish.
Devblog 5 hey guys it’s finish , the music app is finished . the disc now have a function that changes the image based on the track you’re on
devBlog 6 hey guys in this devblog i work on my global chat. i use chattable which is a free tool that make you host something like a global chat for freeeeeeeeeeee and it is also very easy to setup. i just finished setting up and i was messing around with the style.
devblog 7 hey guys , so in today devblog , i found out that implementing chattable cause a lot of issue to my other app function for example the note app function have become clunky and the vinyl player play-pause button is gone . so progress might stall as i tackle this major issue
devblog 8 ni howdy guys , it’s fix oh my gosh oh my gosh oh my gosh it’s fixed !!!!, the previous issue is now resolve and chattable is now live , we finally have global chat now ! now go spread some love edit: ah i found out stardance got extended i was so going work my ass off this weekend , but now i can chill, while #keeb will need immediate work
whats up every Pony exam finally end today i can get back to work now !!!
Devblog 9 howdy every Pony ! in this devblog i added a new game to the OS it’s based on the doodle jump game from 2009 i still haven’t deploy it yet , it currently only still run in browser but the base game is done. i just have to change the graphics a bit, tweak the physics a bit and maybe add a storyboard when you reached a specific score ?
howchu doing every pony ? tonight i finish all the graphics for my game app and now it’s up and running. if you notice i also changed out the close button graphics with an actual cross with pinkie pie holding it. a bit of an unexpected surprise when vector hunting. in addition ,i also added two more songs to the music app. my goal is to add another app , somehow make a storyboard, tidy up my repo and ponify whatever else that need to be ponify. god there’s so much to do yet so little time.
Ships:
hey guys this is my first project so i made Rainbow Dash OS , this is a web browser design and code entirely by me. it’s My Little Pony theme too in case you don’t know features: there’s a welcome page, a notes app, draggable window , a clock and date widget , a custom cursor effect and a rolling text effect. some of these features should be very self explainatory, but i will explain the functions for the notes app. so for the notes app you can add a new note by pressing the add note button or another pointed out by pinkie pie. you can edit the note content by pressing the pencil button and delete a note by pressing the cross button. challenges: some of the challenges i face is inexperience with using js code , couldn’t find time to code and finding the resource to customize my page.firstly, time when i started the stardance challenge i was still in school, so i don’t have much time to code compared to other people that are having summer break. secondly, coding i overcome that problem by doing a lot of research myself and asking for help at #code , i have to clarify i did use ai , i use it to fix Js code problem that i couldn’t solve myself and i couldn’t find a solution online. most of the js code function i did put into this Os is found online and through other cool website. lastly, finding the resources, so i actually want to add mlp gif to my website but most of the good animatons are swg file which is no longer supported by new web browser , so that really limits what i can put into my website. something i’m proud of : well firstly im so happy to see that there are people that like my project it really gives me dopamine boost every time someone praise my project. another thing is how much i learn , by doing this project i learn how to code , how to use GIMP and so much more solving problems. what should you know to test this project ? you should know the javascript type=module because of the rainbow cursor effect , so some Js code function might need some modifications to function. for example , my rolling text effect is slightly different than the source code from mf2fm.com last but not least , a big thank you to those that helped and contribute to my project thank you @pi for solving the open/close windows functions. thank you @tsunami014 for solving the rainbow cursor canvas problem....
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1793310949.4641237
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1793397349.4641237
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17883
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Utils by @denis | Stardance
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denis
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1
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43.01
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T13:51:25Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Shipping! After a lot of work on these, I want to ship: The bash scripts from the utils repo : db_manager - Simple PostgreSQL database manager. ue5_asset_downloader - Faster way to download and share UE5 asset files via Google Drive. lazyass - Lightweight app launcher script. proxyfix - Simplified configuration file management for proxychains. dchfc tool - Displays children files’ content ( Releases ). So now I will fully focus on astmn , as I’ll need it for my next projects.", "repo": "https://github.com/denis1836/utils", "demo": "https://github.com/denis1836/utils/releases/tag/collection-v1"}]...
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[{"post_id": 67529, "ts": "202 [{"post_id": 67529, "ts": "2026-09-13T17:27:19Z", "hours": 4.5181, "text": "Utils - fixes and some updates A lot of bugs showed up in testing, so fixed them. I also tested my utils on several minimal Linux distributions to ensure they work with less dependencies. Check out the releases . For the UE5 asset downloader script, I added a testing file to demonstrate its work. Additionally, there have been some updates to astmn , including new commands (view, pack, and update) as well as upcoming features. You can check it out here ."}, {"post_id": 58786, "ts": "2026-08-31T11:12:54Z", "hours": 3.4875, "text": "Utils - releases and docs Made a lot of docs, fixes and releases in order to re-ship the project. Hope this time judges will like it. If you want to check them out check out, see releases , or a doc I made with references and descriptions to all the things I mention in my devlogs."}, {"post_id": 56443, "ts": "2026-08-28T06:37:05Z", "hours": 10.3883, "text": "lazyass Have you ever been too lazy to manually launch the same bunch of apps every day? Me too. So I built a minimal CLI tool that turns a 20-second job into a 3-second job. Check out the repo ."}, {"post_id": 51601, "ts": "2026-08-21T11:25:40Z", "hours": 8.6014, "text": "astmn In my previous devlog about the UE5 bash script, I mentioned the better version of this tool this time built with Golang. The idea of the tool is to make sharing large binary files (like 3D models) easier and to escape the “_v2_FINAL_UPDATE_SUPERFINAL” hell by using SemVer and Git to track manifest files. It’s especially useful for game dev because you don’t have to clog your repo with assets or pay for Git LFS. For now it only works for .zip files and Google Drive, but in the near future I am going to add many more features making it as easy to use as possible. I have no idea what to show yet, so I attach some screenshots of it working and an example manifest file for FreeCAD, I dunno."}, {"post_id": 45729, "ts": "2026-08-12T12:33:26Z", "hours": 5.3386, "text": "Asset Downloader/Manager When my friends and I were trying to make a game in Unreal Engine 5 we had a problem with version control (which is easily resolved by a good gitignore file) and asset sharing. Because actor and map files can grow rapidly I had an idea to use some kind of a cloud, the easiest thing I thought of was using Google Drive (mostly because of its free 15GB limit). As my friends worked on Windows and only had access to MSYS2, Git Bash, Cygwin and WSL I decided to do it in Bash using JSON files as the “registries”. The asset registry files were located in the repo and tracked by Git while the asset files were downloaded locally. Also you can add pre-commit hooks so there is a check if you have all the assets downloaded. After a few tweaks and fixes, it wasn’t too shabby. In fact the script did its job quite well. If you are interested in the code, you can find it here . I may add some small updates to it, but nothing special. The main limitation was that Bash is a scripting language and it has its own tweaks. And I wanted more functionality. So, I decided to rebuild the idea with a better architecture using Golang and YAML. Right now, I don’t have the funds or a way to host a server, so it’ll use regular archives for now. In the future, I want to use hashing for optimization (similar to how Git works). It’s still in early development, but you can find the repo here ."}, {"post_id": 41290, "ts": "2026-08-05T12:47:48Z", "hours": 3.3328, "text": "D.Ch.F.C. The abbreviation stands for Display Children Files Content . The purpose of this command is self-explanatory. It’s quite handy when, for example, you have a lot of files and an AI needs context to help you find a bug in your code. Originally, this was meant to be part of my utils repo, but as its functionality grew, I moved it to a dedicated repo especially since I plan to package and submit it to Linux distro’s mirrors."}, {"post_id": 40005, "ts": "2026-08-03T11:01:52Z", "hours": 7.755, "text": "utils/db_manager In my other projects i often have to deal with PostgresSQL databases, and I was annoyed with using psql or systemd to do basic stuff like managing the postgres daemon or running the set-up queries myself. So I made this. Feel free to add fork it to your project (see instalation ) for better db management. If you encounter any bugs/issues or want to request a feature, please create an issue on GitHub so it can be fixed."}]...
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Title: Utils by @denis | Stardance
Devlogs:
utils Title: Utils by @denis | Stardance
Devlogs:
utils/db_manager In my other projects i often have to deal with PostgresSQL databases, and I was annoyed with using psql or systemd to do basic stuff like managing the postgres daemon or running the set-up queries myself. So I made this. Feel free to add fork it to your project (see instalation ) for better db management. If you encounter any bugs/issues or want to request a feature, please create an issue on GitHub so it can be fixed.
D.Ch.F.C. The abbreviation stands for Display Children Files Content . The purpose of this command is self-explanatory. It’s quite handy when, for example, you have a lot of files and an AI needs context to help you find a bug in your code. Originally, this was meant to be part of my utils repo, but as its functionality grew, I moved it to a dedicated repo especially since I plan to package and submit it to Linux distro’s mirrors.
Asset Downloader/Manager When my friends and I were trying to make a game in Unreal Engine 5 we had a problem with version control (which is easily resolved by a good gitignore file) and asset sharing. Because actor and map files can grow rapidly I had an idea to use some kind of a cloud, the easiest thing I thought of was using Google Drive (mostly because of its free 15GB limit). As my friends worked on Windows and only had access to MSYS2, Git Bash, Cygwin and WSL I decided to do it in Bash using JSON files as the “registries”. The asset registry files were located in the repo and tracked by Git while the asset files were downloaded locally. Also you can add pre-commit hooks so there is a check if you have all the assets downloaded. After a few tweaks and fixes, it wasn’t too shabby. In fact the script did its job quite well. If you are interested in the code, you can find it here . I may add some small updates to it, but nothing special. The main limitation was that Bash is a scripting language and it has its own tweaks. And I wanted more functionality. So, I decided to rebuild the idea with a better architecture using Golang and YAML. Right now, I don’t have the funds or a way to host a server, so it’ll use regular archives for now. In the future, I want to use hashing for optimization (similar to how Git works). It’s still in early development, but you can find the repo here .
astmn In my previous devlog about the UE5 bash script, I mentioned the better version of this tool this time built with Golang. The idea of the tool is to make sharing large binary files (like 3D models) easier and to escape the “_v2_FINAL_UPDATE_SUPERFINAL” hell by using SemVer and Git to track manifest files. It’s especially useful for game dev because you don’t have to clog your repo with assets or pay for Git LFS. For now it only works for .zip files and Google Drive, but in the near future I am going to add many more features making it as easy to use as possible. I have no idea what to show yet, so I attach some screenshots of it working and an example manifest file for FreeCAD, I dunno.
lazyass Have you ever been too lazy to manually launch the same bunch of apps every day? Me too. So I built a minimal CLI tool that turns a 20-second job into a 3-second job. Check out the repo .
Utils - releases and docs Made a lot of docs, fixes and releases in order to re-ship the project. Hope this time judges will like it. If you want to check them out check out, see releases , or a doc I made with references and descriptions to all the things I mention in my devlogs.
Utils - fixes and some updates A lot of bugs showed up in testing, so fixed them. I also tested my utils on several minimal Linux distributions to ensure they work with less dependencies. Check out the releases . For the UE5 asset downloader script, I added a testing file to demonstrate its work. Additionally, there have been some updates to astmn , including new commands (view, pack, and update) as well as upcoming features. You can check it out here .
Ships:
Shipping! After a lot of work on these, I want to ship: The bash scripts from the utils repo : db_manager - Simple PostgreSQL database manager. ue5_asset_downloader - Faster way to download and share UE5 asset files via Google Drive. lazyass - Lightweight app launcher script. proxyfix - Simplified configuration file management for proxychains. dchfc tool - Displays children files’ content ( Releases ). So now I will fully focus on astmn , as I’ll need it for my next projects....
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1793288888.5127974
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1793375288.5127974
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29189
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Seven Minute Shadow by @aamosm | Stardance
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aamosm
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2
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17.46
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110
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T13:41:13Z", "hours": 5.0, "multiplier": 17.52, "payout": 110, "blessing": "neutral", "text": "Seven Minute Shadow - shipping I’ve attached a video so you can actually see the game in action. Seven Minute Shadow is a small historical fiction game built around a simple idea: the whole experience should take about 7 minutes . It’s not a huge game, and it’s definitely not trying to be one. The focus is on the little story behind it, the decisions you make while playing, and what those decisions leave behind. The ending itself cannot be changed. What can change is everything that happens before it, and what you leave behind. I made this as my first proper Godot game, so it’s still a pretty rough little project, but I’d really like people to try it and see what they take from it. **check it out. or check out the video on github. **", "repo": "https://github.com/aamosm/SevenMinuteShadow", "demo": "https://aamosm.itch.io/seven-minute-shadow"}, {"ship_num": 2, "ts": "2026-07-06T09:56:12Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seven Minute Shadow - Ship! 🚀 🎉 Finally shipped the first playable version! This is still a demo, but it has the complete gameplay loop: title screen → story → cutscenes → minigames → ending. It actually feels like a game now instead of a bunch of disconnected scenes. 🕹️ Right now there are 2 playable minigames connected together with lives, transitions, fail states and a temporary ending that scores you based on your remaining hearts, there is no best score because the minigames are a part of the story. A story which i have not fleshed out yet. It’s still a WarioWare game with some cutscenes in between. 🎭 A lot of the art is still bad. like very bad. ik i have to up my skills. And also there’s barely any music yet. I wanted to get something playable out first before spending time polishing everything. 📖 The full vision is still 7 minigames tied together by one story, with multiple endings depending on how well you play. This demo is basically the foundation for all of that. Thanks for playing! Time to get back to making the rest of the game. 🤌 Play the demo and tell me abt it.", "repo": "https://github.com/aamosm/SevenMinuteShadow", "demo": "https://aamosm.itch.io/seven-minute-shadow"}]...
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[{"post_id": 57287, "ts": "202 [{"post_id": 57287, "ts": "2026-08-29T12:09:54Z", "hours": 0.4636, "text": "✦ BEFORE YOU RATE THIS ✦ or interact in whatever way the story is a little confusing without context. Seven Minute Shadow starts at 17:53 . At 18:00 , Kiyoshima will be bombed. You are just a postman trying to finish one last route before it happens. You cannot stop the bombing . You can only decide how much gets delivered before the seven minutes are over. That is basically the whole point of the game. Not saving the city. Not changing history. Just trying to finish something before there is no time left. and the end scene after the game over or you win scene is the same throughout. it is set in the future with the kiyoshima bombing archived, however many minigames you complete is the number of the letters that survived, and the letters that you can read. YOU CAN PLAY THE GAME HERE : https://aamosm.itch.io/seven-minute-shadow"}, {"post_id": 56617, "ts": "2026-08-28T13:21:48Z", "hours": 5.0194, "text": "devlog - reworking the game I ended up reworking a lot of the game, and it’s definitely better than where it started. It is not the exact idea I came into this with . The current version is still pretty crude, but it’s now a proper playable game with 4 minigames, win and game over scenes, and an actual ending. This is still my first Godot game, so I’m going to keep it around as a benchmark for myself and see how much better I get over time. There is a storyline to it too. Do check it out guys and tell me how you liked it."}, {"post_id": 24235, "ts": "2026-07-07T17:40:08Z", "hours": 0.2583, "text": "Seven Minute Shadow - devlog 6 . writing this out quick with no formatting First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix. The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack. Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that. i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline. Anyways, i hope you find demo v0.2 interesting till then."}, {"post_id": 23372, "ts": "2026-07-06T09:28:22Z", "hours": 2.6267, "text": "Seven Minute Shadow - Devlog 5 The demo is out The first playable version is finally shipped. I added the second minigame and spent some time going back through the first one to fix bugs and make the transition between them actually work from start to finish. The ending The Game Over and Win scenes are now connected too. The current win screen is still temporary. It pulls the remaining hearts from global.gd and shows them as the score. For now, this is basically Ending 0: The Demo Ending . The plane still flies, the day went well, and that’s about as far as the ending goes for now. What’s next Now that the demo is playable, I can finally focus on the actual game. Music and sound effects Reworking my pixel art The remaining 5 minigames The proper story and endings The full game is planned around 7 minigames and 3 actual endings . The demo is just the starting point."}, {"post_id": 22846, "ts": "2026-07-05T13:45:31Z", "hours": 2.705, "text": "Seven Minute Shadow - Devlog 4 Progress Been busy. I adjusted the mailman cutscene and finally got the core loop feeling like an actual game instead of a bunch of separate pieces. The minigame I fixed the heart subtraction system, so messing up now actually costs a life. I also added the proper fail states so the minigame knows when you’ve lost. I also made a general Level Info scene that can be shown before each minigame. It displays your lives, timer and a short instruction so you know what you’re supposed to do before starting. Scope For the first playable version, I’m aiming to finish 2 minigames . The full idea is 7 minigames , all connected by the story and narration. I want to spend more time on that side as I continue, although I probably make it sound more grand than it actually is. More to come."}, {"post_id": 22084, "ts": "2026-07-04T10:36:26Z", "hours": 3.735, "text": "Seven Minute Shadow - Devlog 3 Progress Made some solid progress over the last couple of days. Player movement is working now, along with an exit point. I also finished the first 2D cutscene, added dialogue, and got the transition between the 3D intro and the 2D world working. Getting the animations to line up with the dialogue took a bit of tweaking, but it all flows much better now. Building the world I also started putting the actual game together. The tilemap is in place, the first environment is coming together, and I added the mailman character with working sprite animations. The next step is building his cutscene and the minigame that goes with it. Assets A lot of the art is still placeholder made by me for now. Finding good free assets with the right license takes time, so I’m using temporary sprites where needed. Some things, like the post box, are my own, and I’ll replace the placeholders with better assets later on. Music will also come much later in development."}, {"post_id": 21355, "ts": "2026-07-03T07:45:55Z", "hours": 1.4667, "text": "Seven Minute Shadow - Devlog 2 Learning Godot I’m still pretty new to Godot, and while following the guide I kept wanting to do my own thing instead of sticking to it. That ended up making things harder than they probably needed to be. Cutscenes I wanted to mix 2D gameplay with 3D cutscenes, so I spent a while figuring out how to get both working together. It took a bit of trial and error, but the first 3D cutscene is finally working. Now I can get back to actually making the game."}, {"post_id": 20573, "ts": "2026-07-02T05:58:27Z", "hours": 1.1708, "text": "Seven Minute Shadow - Devlog 1 Getting started I just finished the title screen. I’ve played a lot of WarioWare-style games over the years, especially thanks to my GBA ROM addiction, but this is my first time using Godot, so I’m learning as I go. The story I’ve settled on the title: Seven Minute Shadow . I want the game to have a proper narrative instead of just being a collection of minigames, so I’ll be keeping most of the story out of these devlogs. I’d rather people experience it for themselves. The first ship will mostly be about getting a playable version out. After that, I’ll focus on polishing the experience and expanding the story."}]...
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Title: Seven Minute Shadow by @aamosm | Stardance
Title: Seven Minute Shadow by @aamosm | Stardance
Devlogs:
Seven Minute Shadow - Devlog 1 Getting started I just finished the title screen. I’ve played a lot of WarioWare-style games over the years, especially thanks to my GBA ROM addiction, but this is my first time using Godot, so I’m learning as I go. The story I’ve settled on the title: Seven Minute Shadow . I want the game to have a proper narrative instead of just being a collection of minigames, so I’ll be keeping most of the story out of these devlogs. I’d rather people experience it for themselves. The first ship will mostly be about getting a playable version out. After that, I’ll focus on polishing the experience and expanding the story.
Seven Minute Shadow - Devlog 2 Learning Godot I’m still pretty new to Godot, and while following the guide I kept wanting to do my own thing instead of sticking to it. That ended up making things harder than they probably needed to be. Cutscenes I wanted to mix 2D gameplay with 3D cutscenes, so I spent a while figuring out how to get both working together. It took a bit of trial and error, but the first 3D cutscene is finally working. Now I can get back to actually making the game.
Seven Minute Shadow - Devlog 3 Progress Made some solid progress over the last couple of days. Player movement is working now, along with an exit point. I also finished the first 2D cutscene, added dialogue, and got the transition between the 3D intro and the 2D world working. Getting the animations to line up with the dialogue took a bit of tweaking, but it all flows much better now. Building the world I also started putting the actual game together. The tilemap is in place, the first environment is coming together, and I added the mailman character with working sprite animations. The next step is building his cutscene and the minigame that goes with it. Assets A lot of the art is still placeholder made by me for now. Finding good free assets with the right license takes time, so I’m using temporary sprites where needed. Some things, like the post box, are my own, and I’ll replace the placeholders with better assets later on. Music will also come much later in development.
Seven Minute Shadow - Devlog 4 Progress Been busy. I adjusted the mailman cutscene and finally got the core loop feeling like an actual game instead of a bunch of separate pieces. The minigame I fixed the heart subtraction system, so messing up now actually costs a life. I also added the proper fail states so the minigame knows when you’ve lost. I also made a general Level Info scene that can be shown before each minigame. It displays your lives, timer and a short instruction so you know what you’re supposed to do before starting. Scope For the first playable version, I’m aiming to finish 2 minigames . The full idea is 7 minigames , all connected by the story and narration. I want to spend more time on that side as I continue, although I probably make it sound more grand than it actually is. More to come.
Seven Minute Shadow - Devlog 5 The demo is out The first playable version is finally shipped. I added the second minigame and spent some time going back through the first one to fix bugs and make the transition between them actually work from start to finish. The ending The Game Over and Win scenes are now connected too. The current win screen is still temporary. It pulls the remaining hearts from global.gd and shows them as the score. For now, this is basically Ending 0: The Demo Ending . The plane still flies, the day went well, and that’s about as far as the ending goes for now. What’s next Now that the demo is playable, I can finally focus on the actual game. Music and sound effects Reworking my pixel art The remaining 5 minigames The proper story and endings The full game is planned around 7 minigames and 3 actual endings . The demo is just the starting point.
Seven Minute Shadow - devlog 6 . writing this out quick with no formatting First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix. The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack. Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that. i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline. Anyways, i hope you find demo v0.2 interesting till then.
devlog - reworking the game I ended up reworking a lot of the game, and it’s definitely better than where it started. It is not the exact idea I came into this with . The current version is still pretty crude, but it’s now a proper playable game with 4 minigames, win and game over scenes, and an actual ending. This is still my first Godot game, so I’m going to keep it around as a benchmark for myself and see how much better I get over time. There is a storyline to it too. Do check it out guys and tell me how you liked it.
✦ BEFORE YOU RATE THIS ✦ or interact in whatever way the story is a little confusing without context. Seven Minute Shadow starts at 17:53 . At 18:00 , Kiyoshima will be bombed. You are just a postman trying to finish one last route before it happens. You cannot stop the bombing . You can only decide how much gets delivered before the seven minutes are over. That is basically the whole point of the game. Not saving the city. Not changing history. Just trying to finish something before there is no time left. and the end scene after the game over or you win scene is the same throughout. it is set in the future with the kiyoshima bombing archived, however many minigames you complete is the number of the letters that survived, and the letters that you can read. YOU CAN PLAY THE GAME HERE : https://aamosm.itch.io/seven-minute-shadow
Ships:
Seven Minute Shadow - Ship! 🚀 🎉 Finally shipped the first playable version! This is still a demo, but it has the complete gameplay loop: title screen → story → cutscenes → minigames → ending. It actually feels like a game now instead of a bunch of disconnected scenes. 🕹️ Right now there are 2 playable minigames connected together with lives, transitions, fail states and a temporary ending that scores you based on your remaining hearts, there is no best score because the minigames are a part of the story. A story which i have not fleshed out yet. It’s still a WarioWare game with some cutscenes in between. 🎭 A lot of the art is still bad. like very bad. ik i have to up my skills. And also there’s barely any music yet. I wanted to get something playable out first before spending time polishing everything. 📖 The full vision is still 7 minigames tied together by one story, with multiple endings depending on how well you play. This demo is basically the foundation for all of that. Thanks for playing! Time to get back to making the rest of the game. 🤌 Play the demo and tell me abt it.
Seven Minute Shadow - shipping I’ve attached a video so you can actually see the game in action. Seven Minute Shadow is a small historical fiction game built around a simple idea: the whole experience should take about 7 minutes . It’s not a huge game, and it’s definitely not trying to be one. The focus is on the little story behind it, the decisions you make while playing, and what those decisions leave behind. The ending itself cannot be changed. What can change is everything that happens before it, and what you leave behind. I made this as my first proper Godot game, so it’s still a pretty rough little project, but I’d really like people to try it and see what they take from it. **check it out. or check out the video on github. **...
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1793296569.0456972
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1793382969.0456972
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48420
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My own site! by @codedbyryuk | Stardance
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codedbyryuk
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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": "2026-08-28T13:38:36Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an interactive OS-style personal website called RyukOS. Instead of a traditional portfolio layout, visitors can explore my projects, skills, notes and information through a desktop interface with folders, draggable windows, a terminal, and a notepad. I also added a public Comments section where visitors can leave messages that are stored and displayed using Firebase Firestore. The most challenging part was building the window and filesystem interactions in Next.js and making the different apps work together like a small operating system. I’m most proud of turning a simple personal website into an interactive experience rather than just another portfolio page. Open the folders and explore the TXT files, try the terminal commands, open the Notepad, and leave a comment in the Comments section. You can also open my Portfolio and GitHub from the desktop.", "repo": "https://github.com/codedbyryuk/ryukOS", "demo": "https://ryukos.pages.dev"}]...
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[{"post_id": 56614, "ts": "202 [{"post_id": 56614, "ts": "2026-08-28T13:14:20Z", "hours": 2.0394, "text": "So, finally my personal OS like website i finised. The UI feels kinda bad i know, but the main features work perfectly (i hope so) . People can give comments using the Notepad, and those comments can be viewed by anyone in the Comments folder. If anyone have any suggestion let me know."}, {"post_id": 48879, "ts": "2026-08-17T13:24:00Z", "hours": 1.5278, "text": "#devlog 2 So i have improved the UI a little bit. I have added background Image and also added a Date-Time clock. And made the terminal UI and made it functionable. Let me know if y’all have any suggestion!"}, {"post_id": 48821, "ts": "2026-08-17T11:16:37Z", "hours": 2.8119, "text": "Working on a personal website which is like an OS. Till now i have added Folders which contains some text files, and also added some links such as my github link and link to my portfolio website. Currently working on Notepad and a simple Terminal"}]...
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Title: My own site! by @codedbyryuk | Stardance
D Title: My own site! by @codedbyryuk | Stardance
Devlogs:
Working on a personal website which is like an OS. Till now i have added Folders which contains some text files, and also added some links such as my github link and link to my portfolio website. Currently working on Notepad and a simple Terminal
#devlog 2 So i have improved the UI a little bit. I have added background Image and also added a Date-Time clock. And made the terminal UI and made it functionable. Let me know if y’all have any suggestion!
So, finally my personal OS like website i finised. The UI feels kinda bad i know, but the main features work perfectly (i hope so) . People can give comments using the Notepad, and those comments can be viewed by anyone in the Comments folder. If anyone have any suggestion let me know.
Ships:
I built an interactive OS-style personal website called RyukOS. Instead of a traditional portfolio layout, visitors can explore my projects, skills, notes and information through a desktop interface with folders, draggable windows, a terminal, and a notepad. I also added a public Comments section where visitors can leave messages that are stored and displayed using Firebase Firestore. The most challenging part was building the window and filesystem interactions in Next.js and making the different apps work together like a small operating system. I’m most proud of turning a simple personal website into an interactive experience rather than just another portfolio page. Open the folders and explore the TXT files, try the terminal commands, open the Notepad, and leave a comment in the Comments section. You can also open my Portfolio and GitHub from the desktop....
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1793296103.0727904
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1793382503.0727904
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55448
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roShaN OS by @projectroshan917 | Stardance
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projectroshan917
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1
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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": "2026-08-28T13:34:04Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This OS is based on my name roShaN OS where you can use multiple apps and games as well websites. Features: Websites: You can access my My portfolio website My Boba website NASA gallery Google Apps: You can access app like: Calculator Also can play games like tick tac toe and snake game You can get some info about me in about Roshan section. You can save your sticky notes here. And You can listen 11 different musics here without internet. You can Customise roShaN OS according to to your need and choice by selecting colour theamnad changing background here. To make this OS AI is also used.", "repo": "https://github.com/Roshan-coder123/roShaN-OS", "demo": "https://roshan-coder123.github.io/roShaN-OS/"}]...
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[{"post_id": 56618, "ts": "202 [{"post_id": 56618, "ts": "2026-08-28T13:31:56Z", "hours": 11.1761, "text": "I made my own named customized web OS."}]...
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Title: roShaN OS by @projectroshan917 | Stardance
Title: roShaN OS by @projectroshan917 | Stardance
Devlogs:
I made my own named customized web OS.
Ships:
This OS is based on my name roShaN OS where you can use multiple apps and games as well websites. Features: Websites: You can access my My portfolio website My Boba website NASA gallery Google Apps: You can access app like: Calculator Also can play games like tick tac toe and snake game You can get some info about me in about Roshan section. You can save your sticky notes here. And You can listen 11 different musics here without internet. You can Customise roShaN OS according to to your need and choice by selecting colour theamnad changing background here. To make this OS AI is also used....
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1792878557.343827
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1793742557.343827
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52908
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VasuDown by @Paachu | Stardance
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Paachu
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T13:04:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VasuDown v1.0 A Slack-bot to view/download video from video sharing platforms eg:youtube Features single command bot Useful for those who dont have access to such platforms Completly legal and Copyright Filter to be maximum legit Built using python Deployed on Nest for 24/7 Online 🥳 Commands /vasudown {youtube_url} (the only main command) /vasudown-status to view if Bot is online or not /vasudown-help for a quick tutorial Nothing is done by this bot which is illegal ! Use bot in your channel using : /invite @VasuDown", "repo": "https://github.com/Along-the-skies/VasuDown", "demo": "https://hackclub.enterprise.slack.com/archives/C0BT7CTCZLK"}]...
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[{"post_id": 56599, "ts": "202 [{"post_id": 56599, "ts": "2026-08-28T12:43:04Z", "hours": 1.2397, "text": "VasuDown - Day 2 i guess ready for shipping Wait what ? its been only 2 days! Actually I coded for 2 days but learned for over 3 weeks Final Features 3 commands /vasudown-status /vasudown-help /vasudown youtube-url Better error fallback system 24/7 ONLINE for v1.0 Youtube downloader is Online"}, {"post_id": 53067, "ts": "2026-08-23T14:00:37Z", "hours": 0.4239, "text": "VasuDown - Day 1 Todays works Made slack bot connection through web socket Using yt-dlp for meta data download Buttons for Open and Download instead of links Download works finally Youtube Downloader is live (actually nah I didnt deployed it ) some maybe thinking uh ! he made it in 25 minutes but bro I WATCHED TUTORIALS ABOUT 2 HOURS and coded almost 1.5 hours and realized forgot to make first devlog and made that and after 25M ready for first day completion"}, {"post_id": 53029, "ts": "2026-08-23T12:37:31Z", "hours": 1.4117, "text": "VasuDown - A Slack Bot nevermind its just the Skeleton"}]...
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Title: VasuDown by @Paachu | Stardance
Devlogs:
V Title: VasuDown by @Paachu | Stardance
Devlogs:
VasuDown - A Slack Bot nevermind its just the Skeleton
VasuDown - Day 1 Todays works Made slack bot connection through web socket Using yt-dlp for meta data download Buttons for Open and Download instead of links Download works finally Youtube Downloader is live (actually nah I didnt deployed it ) some maybe thinking uh ! he made it in 25 minutes but bro I WATCHED TUTORIALS ABOUT 2 HOURS and coded almost 1.5 hours and realized forgot to make first devlog and made that and after 25M ready for first day completion
VasuDown - Day 2 i guess ready for shipping Wait what ? its been only 2 days! Actually I coded for 2 days but learned for over 3 weeks Final Features 3 commands /vasudown-status /vasudown-help /vasudown youtube-url Better error fallback system 24/7 ONLINE for v1.0 Youtube downloader is Online
Ships:
VasuDown v1.0 A Slack-bot to view/download video from video sharing platforms eg:youtube Features single command bot Useful for those who dont have access to such platforms Completly legal and Copyright Filter to be maximum legit Built using python Deployed on Nest for 24/7 Online 🥳 Commands /vasudown {youtube_url} (the only main command) /vasudown-status to view if Bot is online or not /vasudown-help for a quick tutorial Nothing is done by this bot which is illegal ! Use bot in your channel using : /invite @VasuDown...
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1793256956.849785
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1793343356.849785
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32859
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CornOS by @corn | Stardance
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corn
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1
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31.0
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231
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:53:33Z", "hours": 31.0, "multiplier": 7.35, "payout": 231, "blessing": "neutral", "text": "A 32-bit x86 OS from complete scratch with GRUB as its bootloader, for educational purpose only.", "repo": "https://github.com/dcorn-stone/CornOS", "demo": "https://github.com/dcorn-stone/CornOS/releases"}]...
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[{"post_id": 56602, "ts": "202 [{"post_id": 56602, "ts": "2026-08-28T12:50:21Z", "hours": 4.935, "text": "Finished tidying up and completing the ps/2 driver. Preparing to ship now, and try to implement paging in the future!"}, {"post_id": 52766, "ts": "2026-08-23T03:29:28Z", "hours": 7.145, "text": "Just trying to organize things in my codebase, completing the ps/2 scan code decoding function for set 2, and preparing to move on to implementing paging"}, {"post_id": 30524, "ts": "2026-07-18T05:26:27Z", "hours": 3.0786, "text": "Just made my OS capable of loading either exactly one Multiboot module or none. The module can be verified inside a debugger (gdb) which the EAX register should be set to 0xDEADBEEF."}, {"post_id": 27115, "ts": "2026-07-12T11:53:46Z", "hours": 4.3775, "text": "Made output logic better"}, {"post_id": 26357, "ts": "2026-07-11T03:11:05Z", "hours": 1.9347, "text": "Got the keyboard working!!!"}, {"post_id": 26307, "ts": "2026-07-11T01:02:22Z", "hours": 9.9053, "text": "Currently working on a ps/2 keyboard driver, only completing this for basic input. I have just done the state machine and scan code conversion, now trying to handle key events."}]...
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Title: CornOS by @corn | Stardance
Devlogs:
Curre Title: CornOS by @corn | Stardance
Devlogs:
Currently working on a ps/2 keyboard driver, only completing this for basic input. I have just done the state machine and scan code conversion, now trying to handle key events.
Got the keyboard working!!!
Made output logic better
Just made my OS capable of loading either exactly one Multiboot module or none. The module can be verified inside a debugger (gdb) which the EAX register should be set to 0xDEADBEEF.
Just trying to organize things in my codebase, completing the ps/2 scan code decoding function for set 2, and preparing to move on to implementing paging
Finished tidying up and completing the ps/2 driver. Preparing to ship now, and try to implement paging in the future!
Ships:
A 32-bit x86 OS from complete scratch with GRUB as its bootloader, for educational purpose only....
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1793300224.6847696
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1793386624.6847696
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47473
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Mon Site Personnel by @SMD | Stardance
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SMD
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2
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3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:34:29Z", "hours": 1.0, "multiplier": 2.37, "payout": 3, "blessing": "neutral", "text": "I have built a personal website to give you a glimpse of who I am, what my hobbies are and what all technical projects I’ve done. So, what’s changed since my last ship? Well, for starters, I added images to all my hobbies and project cards so as to visualize them better. I’ve also added a toggle button to switch between dark and light themes. In case you are wondering, yes I did manage to debug the error I mentioned in my previous devlog and now my whole site changes to light theme (including my welcome page)", "repo": "https://github.com/DakshikaaTech/Mon-site-personnel", "demo": "https://dakshikaatech.github.io/Mon-site-personnel/"}, {"ship_num": 2, "ts": "2026-08-25T12:07:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built a personal website for myself. It includes details about my hobbies and projects. I found styling my website to be really, really challenging! But yayy, I overcame it and have built a really cool project! I hope you enjoy navigating my website as much as I was excited to be making it!", "repo": "https://github.com/DakshikaaTech/Mon-site-personnel", "demo": "https://dakshikaatech.github.io/Mon-site-personnel/"}]...
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[{"post_id": 56424, "ts": "202 [{"post_id": 56424, "ts": "2026-08-28T05:58:23Z", "hours": 1.3589, "text": "Added image placeholder cards and inserted some images to visualize my hobbies and projects. Tried to create a toggle button between Dark & Light themes, but I’m having some difficulties with making my entire page change colour. For some reason my first welcome screen does not change into light mode."}, {"post_id": 53200, "ts": "2026-08-23T17:16:04Z", "hours": 0.99, "text": "Designed the main title screen for my website along with task bar on top. (Image on the right) But for some reason, the rest of my website has white background and the texts are not clearly visible. (Image on the left) I gotta figure out how to correct my code and make my whole website the same navy blue colour, which won’t get affected when the user “scrolls” through my website."}, {"post_id": 52100, "ts": "2026-08-22T05:32:38Z", "hours": 1.2294, "text": "I have been learning html for 3 years now and I think it’s finally time I made a very cool personal site for myself. The code below encompasses the <style> for my personal website. I plan on adding facts about myself, my innovations, my hobbies and contact details."}]...
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Title: Mon Site Personnel by @SMD | Stardance
Dev Title: Mon Site Personnel by @SMD | Stardance
Devlogs:
I have been learning html for 3 years now and I think it’s finally time I made a very cool personal site for myself. The code below encompasses the <style> for my personal website. I plan on adding facts about myself, my innovations, my hobbies and contact details.
Designed the main title screen for my website along with task bar on top. (Image on the right) But for some reason, the rest of my website has white background and the texts are not clearly visible. (Image on the left) I gotta figure out how to correct my code and make my whole website the same navy blue colour, which won’t get affected when the user “scrolls” through my website.
Added image placeholder cards and inserted some images to visualize my hobbies and projects. Tried to create a toggle button between Dark & Light themes, but I’m having some difficulties with making my entire page change colour. For some reason my first welcome screen does not change into light mode.
Ships:
I have built a personal website for myself. It includes details about my hobbies and projects. I found styling my website to be really, really challenging! But yayy, I overcame it and have built a really cool project! I hope you enjoy navigating my website as much as I was excited to be making it!
I have built a personal website to give you a glimpse of who I am, what my hobbies are and what all technical projects I’ve done. So, what’s changed since my last ship? Well, for starters, I added images to all my hobbies and project cards so as to visualize them better. I’ve also added a toggle button to switch between dark and light themes. In case you are wondering, yes I did manage to debug the error I mentioned in my previous devlog and now my whole site changes to light theme (including my welcome page)...
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1793141778.6152909
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1793228178.6152909
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28030
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Star Browser by @adri_3763 | Stardance
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adri_3763
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1
|
104.97
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1079
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:07:03Z", "hours": 99.0, "multiplier": 12.69, "payout": 1079, "blessing": "neutral", "text": "I built a ligthweight and a beutiful browser with AI integrated. It was pretty easy at first but then some bugs started to appear and we had to work hard to fix them with some help of AI. I’m proud that I pulled off such a big project especially with my friend @Aron_3763 I’m so glad we finished it after all difficulties and stress. Try out the AI chat integrated into this browser and AI Memory. Let us know what you think of the project or if you have any feedback to give us.", "repo": "https://github.com/Adriii3793/Star-Browser", "demo": "https://github.com/Adriii3793/Star-Browser/releases/tag/v1.1.2"}]...
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[{"post_id": 63889, "ts": "202 [{"post_id": 63889, "ts": "2026-09-07T22:14:07Z", "hours": 5.9744, "text": "Hello, @Aron_3763 and I fixed some bugs on Linux and made some improvements after a week of trying to test on virtual machines. It was pretty hard testing because the virtual machines sometimes took so long to load and create the app and we had some difficulties trying to fix the bugs. Plus we took a while because we had some stuff going on in our lives apparently but we hope y’all will like this browser and we’re glad it’s working now. Let us know what you think of this project, we would love to hear your feedback on it. That’s all for today soon we will upload the app. Byee!"}, {"post_id": 56554, "ts": "2026-08-28T11:07:12Z", "hours": 6.2892, "text": "Hey everyone, we finally made it. We did round of testing, fixed the last remaining issues and made some improvements. The App is almost ready to submit. We put a lot of effort into this build and we really hope you all enjoy it. Let us know what you think."}, {"post_id": 55172, "ts": "2026-08-26T17:28:31Z", "hours": 9.7044, "text": "Hello guys, we are almost done catching the bugs and fixing them. @Aron_3763 and I are doing some refinements on the code and optimizing it and in a few hours we will ship it.Hope y’all have a wonderful day.Bye bye"}, {"post_id": 54454, "ts": "2026-08-25T14:02:21Z", "hours": 10.1133, "text": "Hello guys, We’ve been trying to fix some bugs and we still have some issues with it We are trying to fix it and find the reason. Meanwhile Aron is trying to help me find out some issues too with me and testing and moral support hahah 😭 We’re still trying to find the bugs and I hope soon I will be able to ship it so y’all can try it. fun fact: we added this silly cat drooling working that represent us working on this project hahaha Hope you have a great day Byee"}, {"post_id": 53660, "ts": "2026-08-24T10:05:38Z", "hours": 16.6439, "text": "Hey guys sorry I haven’t updated you for a while, I was away on vacation and did a ton of stuff so everything has been a bit of a mess. While I was away, @Aron_3763 worked on a bunch of features for the browser. We fixed a lot of bugs, added memory to the AI so it can remember things and put in ad blockers and custom wallpapers. I also added a button to copy links from the search bar, optimized the favorite websites section and media players on the homepage and ran some tests with AI to clean up the code and prevent lag. However right now we’re having some issues in the frontend. We’ve been using AI to help us understand some of the problems and fix bugs because it started acting super strange whenever we try to use the AI chat and sometimes it just won’t respond at all. We’ve been trying to solve this for so many hours now with no luck but we’re still grinding and trying to figure it out. I will show more later byeee!"}, {"post_id": 38119, "ts": "2026-07-31T10:26:32Z", "hours": 10.4014, "text": "Hello guys Lately I’ve been working on few design changes and adding new features to make the browsing experience much smoother. We added 2 new feature Tab groups: you can categorize and group your open tabs together to stay organized while browsing. Honestly implementing this was pretty tough. It kept glitching, doing unexpected things and completely messing up the UI but after a lot of debugging with the help of AI, I managed to understand the errors and learned a lot along the way. Quick access Favorites: we updated the main start page layout and moved favorites right to the top for instant access to your most important websites. @Aron_3763 is currently working on the AI assistant + AI memory to make our built-in assistant remember past context and feel much smarter. That’s all for now baii"}, {"post_id": 36042, "ts": "2026-07-27T21:19:41Z", "hours": 15.9719, "text": "Hey guys, back with another update! Lately we’ve been spending a lot of time working on the setup of the browser, the AI, and the design. We decided to split the work to get things done. Things got pretty hard and I kept getting a lot of errors that were breaking the code but after trying many times, I figured it out and fixed all the backend issues by myself. Meanwhile, @Aron_3763 is working on the frontend, fixing bugs there and making the design look great. That’s it, byeee!"}, {"post_id": 34326, "ts": "2026-07-24T22:46:05Z", "hours": 10.0811, "text": "Hello guys! In these three days, I have been debugging some files and adding some fixes to the code. I would say it was pretty tough, but I did it with a lot of effort. Also, I have been working on the backend for AI memory and improving the AI with new cool features such as tagging tab and file uploads which @Aron_3763 worked on. For the apps, we were working on Windows, but we wanted to make it cross-platform, so we used a virtual machine to install macOS. It was pretty hard, but I luckily made it possible to use and work on my project. I also made some improvements for macOS, and now we are making it perfect. For now, we made it compatible with macOS and Windows and soon we will test it on Linux to understand it better and try to make it compatible with all operating systems. We are also trying to optimize this browser and I would say it’s pretty overwhelming, but I am glad we are seeing some progress. Let us know what you think about this project. Thanks for your attention baii!"}, {"post_id": 32333, "ts": "2026-07-21T13:18:23Z", "hours": 9.0183, "text": "Hello everyone Over the past few days, @Aron_3763 and I have been trying to solve bugs and polish the UI. We focused on fixing the window dragging and styling the tabs, including making them draggable. The tabs took a lot of effort because we ran into some crashing issues but we finally solved it. We also had some issues with Git giving us errors while trying to share our files which slowed us down a bit. Yesterday I was working on importing a webview into the page to enable website navigation. The backend has been pretty hard. I’ve spent almost 5 hours on it and I’m still working on it. Meanwhile Aron is currently styling the AI window so we can integrate AI into our browser. That’s all for now. Baii guys take care"}, {"post_id": 30352, "ts": "2026-07-17T20:34:32Z", "hours": 10.7142, "text": "Hello everyone Yesterday and today my friend @Aron_3763 and I worked together at the library each day for 8h on a project. We planned to build a fast, secure and beautiful browser. We divided the tasks after deciding to collaborate on the files. I designed the front page while Aron continued working on the window controls. We saw some issues, especially with the UI and parts of the code that wouldn’t work. However, we resolved them using AI and supporting each other throughout the process. Later, we will find the issues of the window controls, refine the UI, and if possible begin to work on the backend.This project is new for us, since we’ve never done this one before. We’re already learning new languages like Svelte, collaborating, and discovering how to create applications.Thanks for reading this. Hope you’ll support us during the process and share your thoughts on how it looksBaiii"}]...
|
Title: Star Browser by @adri_3763 | Stardance
Dev Title: Star Browser by @adri_3763 | Stardance
Devlogs:
Hello everyone Yesterday and today my friend @Aron_3763 and I worked together at the library each day for 8h on a project. We planned to build a fast, secure and beautiful browser. We divided the tasks after deciding to collaborate on the files. I designed the front page while Aron continued working on the window controls. We saw some issues, especially with the UI and parts of the code that wouldn’t work. However, we resolved them using AI and supporting each other throughout the process. Later, we will find the issues of the window controls, refine the UI, and if possible begin to work on the backend.This project is new for us, since we’ve never done this one before. We’re already learning new languages like Svelte, collaborating, and discovering how to create applications.Thanks for reading this. Hope you’ll support us during the process and share your thoughts on how it looksBaiii
Hello everyone Over the past few days, @Aron_3763 and I have been trying to solve bugs and polish the UI. We focused on fixing the window dragging and styling the tabs, including making them draggable. The tabs took a lot of effort because we ran into some crashing issues but we finally solved it. We also had some issues with Git giving us errors while trying to share our files which slowed us down a bit. Yesterday I was working on importing a webview into the page to enable website navigation. The backend has been pretty hard. I’ve spent almost 5 hours on it and I’m still working on it. Meanwhile Aron is currently styling the AI window so we can integrate AI into our browser. That’s all for now. Baii guys take care
Hello guys! In these three days, I have been debugging some files and adding some fixes to the code. I would say it was pretty tough, but I did it with a lot of effort. Also, I have been working on the backend for AI memory and improving the AI with new cool features such as tagging tab and file uploads which @Aron_3763 worked on. For the apps, we were working on Windows, but we wanted to make it cross-platform, so we used a virtual machine to install macOS. It was pretty hard, but I luckily made it possible to use and work on my project. I also made some improvements for macOS, and now we are making it perfect. For now, we made it compatible with macOS and Windows and soon we will test it on Linux to understand it better and try to make it compatible with all operating systems. We are also trying to optimize this browser and I would say it’s pretty overwhelming, but I am glad we are seeing some progress. Let us know what you think about this project. Thanks for your attention baii!
Hey guys, back with another update! Lately we’ve been spending a lot of time working on the setup of the browser, the AI, and the design. We decided to split the work to get things done. Things got pretty hard and I kept getting a lot of errors that were breaking the code but after trying many times, I figured it out and fixed all the backend issues by myself. Meanwhile, @Aron_3763 is working on the frontend, fixing bugs there and making the design look great. That’s it, byeee!
Hello guys Lately I’ve been working on few design changes and adding new features to make the browsing experience much smoother. We added 2 new feature Tab groups: you can categorize and group your open tabs together to stay organized while browsing. Honestly implementing this was pretty tough. It kept glitching, doing unexpected things and completely messing up the UI but after a lot of debugging with the help of AI, I managed to understand the errors and learned a lot along the way. Quick access Favorites: we updated the main start page layout and moved favorites right to the top for instant access to your most important websites. @Aron_3763 is currently working on the AI assistant + AI memory to make our built-in assistant remember past context and feel much smarter. That’s all for now baii
Hey guys sorry I haven’t updated you for a while, I was away on vacation and did a ton of stuff so everything has been a bit of a mess. While I was away, @Aron_3763 worked on a bunch of features for the browser. We fixed a lot of bugs, added memory to the AI so it can remember things and put in ad blockers and custom wallpapers. I also added a button to copy links from the search bar, optimized the favorite websites section and media players on the homepage and ran some tests with AI to clean up the code and prevent lag. However right now we’re having some issues in the frontend. We’ve been using AI to help us understand some of the problems and fix bugs because it started acting super strange whenever we try to use the AI chat and sometimes it just won’t respond at all. We’ve been trying to solve this for so many hours now with no luck but we’re still grinding and trying to figure it out. I will show more later byeee!
Hello guys, We’ve been trying to fix some bugs and we still have some issues with it We are trying to fix it and find the reason. Meanwhile Aron is trying to help me find out some issues too with me and testing and moral support hahah 😭 We’re still trying to find the bugs and I hope soon I will be able to ship it so y’all can try it. fun fact: we added this silly cat drooling working that represent us working on this project hahaha Hope you have a great day Byee
Hello guys, we are almost done catching the bugs and fixing them. @Aron_3763 and I are doing some refinements on the code and optimizing it and in a few hours we will ship it.Hope y’all have a wonderful day.Bye bye
Hey everyone, we finally made it. We did round of testing, fixed the last remaining issues and made some improvements. The App is almost ready to submit. We put a lot of effort into this build and we really hope you all enjoy it. Let us know what you think.
Hello, @Aron_3763 and I fixed some bugs on Linux and made some improvements after a week of trying to test on virtual machines. It was pretty hard testing because the virtual machines sometimes took so long to load and create the app and we had some difficulties trying to fix the bugs. Plus we took a while because we had some stuff going on in our lives apparently but we hope y’all will like this browser and we’re glad it’s working now. Let us know what you think of this project, we would love to hear your feedback on it. That’s all for today soon we will upload the app. Byee!
Ships:
I built a ligthweight and a beutiful browser with AI integrated. It was pretty easy at first but then some bugs started to appear and we had to work hard to fix them with some help of AI. I’m proud that I pulled off such a big project especially with my friend @Aron_3763 I’m so glad we finished it after all difficulties and stress. Try out the AI chat integrated into this browser and AI Memory. Let us know what you think of the project or if you have any feedback to give us....
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1793324984.1514885
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1793411384.1514885
|
|
36625
|
Star Browser by @Aron_3763 | Stardance
|
Aron_3763
|
1
|
52.16
|
690
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:07:03Z", "hours": 48.0, "multiplier": 14.54, "payout": 690, "blessing": "neutral", "text": "I built a ligthweight and beautiful browser with AI integrated. It was simple in the beginning but when we started to add more features we had so many bugs that came out of nowhere. After a lot of hard work, my friend @adri_3763 and I managed to fix them with some help from AI for debugging and UI styles. I am so happy to ship this project. Try out the new features such as: AI memory and AI chat I can’t wait to hear your opinion about the project.", "repo": "https://github.com/Adriii3793/Star-Browser", "demo": "https://github.com/Adriii3793/Star-Browser/releases/tag/v1.1.2"}]...
|
[{"post_id": 63894, "ts": "202 [{"post_id": 63894, "ts": "2026-09-07T22:21:04Z", "hours": 4.1578, "text": "Hey everyone! Quick update on our browser project. @adri_3763 and I spent the past week testing it on Linux VMs, fixing bugs and making a few improvements. It took a bit longer than we planned. The VMs were very slow most of the time, and we both had a busy week outside of coding too. Anyway, everything is running smoothly now. There are still some things we want to improve, but overall we’re happy with how it’s going. Feel free to try it and let us know what you think. Byee!"}, {"post_id": 56556, "ts": "2026-08-28T11:10:45Z", "hours": 3.5425, "text": "Hey guys! We are excited to announce that we made it. After solving those final bugs, refining a few features and running a lot of tests, we are almost ready to ship it. We add a lot of effort Can’t wait to hear your feedback!"}, {"post_id": 53866, "ts": "2026-08-24T15:53:22Z", "hours": 6.5522, "text": "Hi guys,After a long break at the start of the month and a period of hard work, we finally fixed many bugs that were present in the browser. First of all, @adri_3763 and I added memory to the AI to make it smart so it can remember things. We added ad blockers too and the ability to set a personalized wallpaper. We added a button to copy the link from the search bar. On the homepage, we optimized the section for favorite websites and the media players. In the end we made some tests and optimized the code with AI to make it run smoothly and prevent lag. We are now ready to submit the work we did with so much effort. Thanks for everything, and I hope y’all will support us!"}, {"post_id": 36582, "ts": "2026-07-28T19:55:24Z", "hours": 9.8556, "text": "Hello everyone! During the last few days I’ve been focusing on improving the overall look and feel of the browser. I redesigned the UI to make it cleaner and more consistent while also giving the AI panel a completely new style that matches the rest of the interface. I also added smooth animations to the windows, making transitions feel much more polished. I fixed several bugs in the browser dropdown menu that appeared after the recent UI changes. I also resolved multiple issues affecting the window control buttons which had broken during the various interface updates. Meanwhile @adri_3763 is still working on the backend and is currently focused on improving the setup interface. That’s all for now. See you in the next devlog."}, {"post_id": 33770, "ts": "2026-07-23T23:11:43Z", "hours": 9.8186, "text": "Hello everyone! During the last few days I’ve been focusing on adding new elements to the UI. I implemented the main browser dropdown menu, which now includes all the standard options like Zoom controls and add a New Tab. I also built the new tab start page. It now features a greeting message and a row of quick-access shortcuts for websites like Google, GitHub, and YouTube. The AI chat window is now fully styled and integrated into the right sidebar. It includes the active chat view and an input field that supports both text messages and image dragging. Meanwhile, @adri_3763 is still working on the backend but now he is focused on the part of the setup interface and he is still improving it. That’s all for now. Thank you for reading"}, {"post_id": 32334, "ts": "2026-07-21T13:18:39Z", "hours": 10.8381, "text": "Hello everyone!During the last few days I’ve been mainly working on improving the app and cleaning up some of the problems we had. A big part of my time went into fixing the window movement and making the UI feel smoother. I also worked on the tabs system and added the ability to drag them around. It took longer than expected because there were some annoying crashes that kept showing up, but after a lot of debugging everything is finally working much better.I also helped with some of the issues we had while sharing and syncing files through Git. We had a few errors that slowed our progress, but we managed to get past them.Right now I’m focusing more on the AI part of the project. I’m styling the AI window and preparing everything needed to integrate it into the search system. Meanwhile, @Adri_3763 has been working on other parts of the app, and we’ve been trying to put everything together step by step.There is still a lot to do, especially with the backend. Some parts are taking more time than expected, but the project is slowly coming together.That’s all for now. Thank you for reading"}, {"post_id": 30401, "ts": "2026-07-17T21:59:28Z", "hours": 7.6994, "text": "Hello everyone, Yesterday and today, my friend @adri_3763 and I worked together at the library for 8 hours each day on our project. Our goal is to build a fast, secure, and beautiful browser. We decided to collaborate on the same files and divided the tasks: Adrian designed the front page, while I worked on the window controls. We ran into several issues, especially with the UI and broken code. I was not able to complete my part of the project because I encountered many bugs. Currently, I am working on making it possible to run the application on MacOS. However, we supported each other and used AI to solve the problems. In the next few days, I will start fixing everything. Our next steps are to fix the bugs in the window controls, refine the UI, and if possible, begin working on the backend. This project is completely new to us. We are learning new languages like Svelte, learning how to collaborate, and discovering how to create applications. Thanks for reading."}]...
|
Title: Star Browser by @Aron_3763 | Stardance
Dev Title: Star Browser by @Aron_3763 | Stardance
Devlogs:
Hello everyone, Yesterday and today, my friend @adri_3763 and I worked together at the library for 8 hours each day on our project. Our goal is to build a fast, secure, and beautiful browser. We decided to collaborate on the same files and divided the tasks: Adrian designed the front page, while I worked on the window controls. We ran into several issues, especially with the UI and broken code. I was not able to complete my part of the project because I encountered many bugs. Currently, I am working on making it possible to run the application on MacOS. However, we supported each other and used AI to solve the problems. In the next few days, I will start fixing everything. Our next steps are to fix the bugs in the window controls, refine the UI, and if possible, begin working on the backend. This project is completely new to us. We are learning new languages like Svelte, learning how to collaborate, and discovering how to create applications. Thanks for reading.
Hello everyone!During the last few days I’ve been mainly working on improving the app and cleaning up some of the problems we had. A big part of my time went into fixing the window movement and making the UI feel smoother. I also worked on the tabs system and added the ability to drag them around. It took longer than expected because there were some annoying crashes that kept showing up, but after a lot of debugging everything is finally working much better.I also helped with some of the issues we had while sharing and syncing files through Git. We had a few errors that slowed our progress, but we managed to get past them.Right now I’m focusing more on the AI part of the project. I’m styling the AI window and preparing everything needed to integrate it into the search system. Meanwhile, @Adri_3763 has been working on other parts of the app, and we’ve been trying to put everything together step by step.There is still a lot to do, especially with the backend. Some parts are taking more time than expected, but the project is slowly coming together.That’s all for now. Thank you for reading
Hello everyone! During the last few days I’ve been focusing on adding new elements to the UI. I implemented the main browser dropdown menu, which now includes all the standard options like Zoom controls and add a New Tab. I also built the new tab start page. It now features a greeting message and a row of quick-access shortcuts for websites like Google, GitHub, and YouTube. The AI chat window is now fully styled and integrated into the right sidebar. It includes the active chat view and an input field that supports both text messages and image dragging. Meanwhile, @adri_3763 is still working on the backend but now he is focused on the part of the setup interface and he is still improving it. That’s all for now. Thank you for reading
Hello everyone! During the last few days I’ve been focusing on improving the overall look and feel of the browser. I redesigned the UI to make it cleaner and more consistent while also giving the AI panel a completely new style that matches the rest of the interface. I also added smooth animations to the windows, making transitions feel much more polished. I fixed several bugs in the browser dropdown menu that appeared after the recent UI changes. I also resolved multiple issues affecting the window control buttons which had broken during the various interface updates. Meanwhile @adri_3763 is still working on the backend and is currently focused on improving the setup interface. That’s all for now. See you in the next devlog.
Hi guys,After a long break at the start of the month and a period of hard work, we finally fixed many bugs that were present in the browser. First of all, @adri_3763 and I added memory to the AI to make it smart so it can remember things. We added ad blockers too and the ability to set a personalized wallpaper. We added a button to copy the link from the search bar. On the homepage, we optimized the section for favorite websites and the media players. In the end we made some tests and optimized the code with AI to make it run smoothly and prevent lag. We are now ready to submit the work we did with so much effort. Thanks for everything, and I hope y’all will support us!
Hey guys! We are excited to announce that we made it. After solving those final bugs, refining a few features and running a lot of tests, we are almost ready to ship it. We add a lot of effort Can’t wait to hear your feedback!
Hey everyone! Quick update on our browser project. @adri_3763 and I spent the past week testing it on Linux VMs, fixing bugs and making a few improvements. It took a bit longer than we planned. The VMs were very slow most of the time, and we both had a busy week outside of coding too. Anyway, everything is running smoothly now. There are still some things we want to improve, but overall we’re happy with how it’s going. Feel free to try it and let us know what you think. Byee!
Ships:
I built a ligthweight and beautiful browser with AI integrated. It was simple in the beginning but when we started to add more features we had so many bugs that came out of nowhere. After a lot of hard work, my friend @adri_3763 and I managed to fix them with some help from AI for debugging and UI styles. I am so happy to ship this project. Try out the new features such as: AI memory and AI chat I can’t wait to hear your opinion about the project....
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1793267558.5686696
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1793353958.5686696
|
|
53661
|
Enhance Prompts by @Tallurisaikumar | Stardance
|
Tallurisaikumar
|
1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T11:15:35Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Vibe Check provides an innovative platform for prompt design. It enables users to create prompts which elicit better responses from AI. Users can provide general requirements and let the system refine them The system adds relevant contexts, requirements, constraints, and technical specifications It teaches the user about what makes a good prompt A quality checklist helps them evaluate and improve their prompts Various prompting techniques can be applied to the prompt Multiple versions of the prompt can be generated Prompt templates for various applications such as application development, UI design, APIs, troubleshooting, and other AI applications are provided The user can save the prompt and manage versions using version control. Moreover, this innovative tool provides excellent English to Chinese translation to save tokens. Vibe Check can be used with various AI tools such as ChatGPT, Claude, Cursor, v0, Bolt, Gemini, and many more. It is a fantastic tool for developers, students, designers, and all other AI users who desire to create better prompts and achieve better results from their AI tools. It seeks to address the main problem with current prompts, which is unclear instructions leading to poor results. Vibe Check promises to make it easier, faster, smarter, and more effective to create prompts for AI applications.", "repo": "https://github.com/tallurisai9346-beep/Enhance-Prompts", "demo": "https://enhance-prompts-pt3g.vercel.app/"}]...
|
[{"post_id": 56558, "ts": "202 [{"post_id": 56558, "ts": "2026-08-28T11:14:02Z", "hours": 0.3394, "text": "finally my projecgt is complete and your prompts are ready to enhace without any ai it works coompletely without any ai commplete offline"}, {"post_id": 56397, "ts": "2026-08-28T04:48:07Z", "hours": 7.9847, "text": "we can change chinese optimized Directive"}, {"post_id": 55728, "ts": "2026-08-27T18:19:02Z", "hours": 3.035, "text": "ADD SOME MORE FEATURES"}, {"post_id": 55582, "ts": "2026-08-27T15:06:20Z", "hours": 1.2017, "text": "in vibe check may have templates in use to you resoures"}, {"post_id": 55303, "ts": "2026-08-27T01:35:31Z", "hours": 10.4431, "text": "next slide wokrs with any AI coading platform like bolt,lovable,chartgpt,ect……"}, {"post_id": 54896, "ts": "2026-08-26T03:29:54Z", "hours": 7.5028, "text": "after some many after therr step to better prompts degins iam ceeat in my project"}, {"post_id": 54586, "ts": "2026-08-25T16:41:27Z", "hours": 1.9217, "text": "i complete vibe check typing prompt page"}, {"post_id": 54296, "ts": "2026-08-25T07:40:55Z", "hours": 10.8544, "text": "Interface completed just now my project name is write the better prompts"}, {"post_id": 53909, "ts": "2026-08-24T16:48:10Z", "hours": 0.9831, "text": "just few minutes back i complet HTML code now iam staring CSS"}, {"post_id": 53768, "ts": "2026-08-24T13:30:37Z", "hours": 3.735, "text": "add new texts to my project"}, {"post_id": 53646, "ts": "2026-08-24T09:36:25Z", "hours": 0.2878, "text": "i started project to bulid prompts enhance to easy to for developers"}]...
|
Title: Enhance Prompts by @Tallurisaikumar | Stard Title: Enhance Prompts by @Tallurisaikumar | Stardance
Devlogs:
i started project to bulid prompts enhance to easy to for developers
add new texts to my project
just few minutes back i complet HTML code now iam staring CSS
Interface completed just now my project name is write the better prompts
i complete vibe check typing prompt page
after some many after therr step to better prompts degins iam ceeat in my project
next slide wokrs with any AI coading platform like bolt,lovable,chartgpt,ect……
in vibe check may have templates in use to you resoures
ADD SOME MORE FEATURES
we can change chinese optimized Directive
finally my projecgt is complete and your prompts are ready to enhace without any ai it works coompletely without any ai commplete offline
Ships:
Vibe Check provides an innovative platform for prompt design. It enables users to create prompts which elicit better responses from AI. Users can provide general requirements and let the system refine them The system adds relevant contexts, requirements, constraints, and technical specifications It teaches the user about what makes a good prompt A quality checklist helps them evaluate and improve their prompts Various prompting techniques can be applied to the prompt Multiple versions of the prompt can be generated Prompt templates for various applications such as application development, UI design, APIs, troubleshooting, and other AI applications are provided The user can save the prompt and manage versions using version control. Moreover, this innovative tool provides excellent English to Chinese translation to save tokens. Vibe Check can be used with various AI tools such as ChatGPT, Claude, Cursor, v0, Bolt, Gemini, and many more. It is a fantastic tool for developers, students, designers, and all other AI users who desire to create better prompts and achieve better results from their AI tools. It seeks to address the main problem with current prompts, which is unclear instructions leading to poor results. Vibe Check promises to make it easier, faster, smarter, and more effective to create prompts for AI applications....
|
1792878597.3297546
|
1793742597.3297546
|
|
51264
|
Koenigsegg by @Natahnn | Stardance
|
Natahnn
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:39:29Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: An interactive Koenigsegg Slack Bot packed with a visual Koenigsegg configuration garage, live FIA Formula 1 driver standings, and live tracking telemetry connections to NASA orbital servers. What was challenging: Debugging the complex API JSON response structures for the live sports data blocks and fixing severe asynchronous timeout bugs on the NASA server network calls. Handling the state of multiple concurrent users configuring hypercars without their choices bleeding into each other was also a puzzle. What I’m proud of: Upgrading a basic plain-text chatbot into a premium visual UI using Slack’s premium two-column Block Kit grid fields, and successfully deploying the entire app stack onto Hack Club Nest as a permanent, crash-proof 24/7 background systemd daemon service! How to test it: Head over to the #nathanbot-testing channel in the Slack workspace and fire up the main configuration dashboard by running the slash command: /koenigsegg-build", "repo": "", "demo": ""}]...
|
[{"post_id": 56535, "ts": "202 [{"post_id": 56535, "ts": "2026-08-28T10:20:23Z", "hours": 3.1225, "text": "Today I completed a massive upgrade for my Koenigsegg Slack Bot and officially deployed it 24/7 in the cloud! Here is everything I got working during this session: • Built a fully interactive Koenigsegg (Hypercar) configurator garage inside Slack using premium Block Kit UI elements. Users can now select their custom Koenigsegg model chassis and liquid paint specs directly from clickable dropdown selection menus. • Designed a custom two-column grid data display for the final production ticket receipt using Slack layouts to neatly present the Owner name, MSRP value, engine configuration, wheels, and a randomized Swedish VIN tracking string. • Fixed critical syntax bugs and API routing connections for the Formula 1 driver standings module and the live NASA Astronomy Picture database fetching system. • Connected to Hack Club Nest via SSH, securely recreated my .env environment configurations, and set up the entire application codebase to run 24/7 as a background systemd service daemon with automatic crash recovery."}]...
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Title: Koenigsegg by @Natahnn | Stardance
Devlogs Title: Koenigsegg by @Natahnn | Stardance
Devlogs:
Today I completed a massive upgrade for my Koenigsegg Slack Bot and officially deployed it 24/7 in the cloud! Here is everything I got working during this session: • Built a fully interactive Koenigsegg (Hypercar) configurator garage inside Slack using premium Block Kit UI elements. Users can now select their custom Koenigsegg model chassis and liquid paint specs directly from clickable dropdown selection menus. • Designed a custom two-column grid data display for the final production ticket receipt using Slack layouts to neatly present the Owner name, MSRP value, engine configuration, wheels, and a randomized Swedish VIN tracking string. • Fixed critical syntax bugs and API routing connections for the Formula 1 driver standings module and the live NASA Astronomy Picture database fetching system. • Connected to Hack Club Nest via SSH, securely recreated my .env environment configurations, and set up the entire application codebase to run 24/7 as a background systemd service daemon with automatic crash recovery.
Ships:
What I made: An interactive Koenigsegg Slack Bot packed with a visual Koenigsegg configuration garage, live FIA Formula 1 driver standings, and live tracking telemetry connections to NASA orbital servers. What was challenging: Debugging the complex API JSON response structures for the live sports data blocks and fixing severe asynchronous timeout bugs on the NASA server network calls. Handling the state of multiple concurrent users configuring hypercars without their choices bleeding into each other was also a puzzle. What I’m proud of: Upgrading a basic plain-text chatbot into a premium visual UI using Slack’s premium two-column Block Kit grid fields, and successfully deploying the entire app stack onto Hack Club Nest as a permanent, crash-proof 24/7 background systemd daemon service! How to test it: Head over to the #nathanbot-testing channel in the Slack workspace and fire up the main configuration dashboard by running the slash command: /koenigsegg-build...
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1793270971.040753
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1793357371.040753
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54965
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GooseGames by @potternotfound404 | Stardance
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potternotfound404
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1
|
1.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:36:18Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a goose-themed fake game selling website. i have no idea why but i am so addicted to this thing?!? i was coding in class for ages and ages, my time on VS code was like 23 hours one week! anyways, yeah this is my project, i’ve been working on it way longer than my stardance thing says, actually started it around one or two months ago, for a computing assessment, but i feel like it has escalated to way more than that now. :))", "repo": "https://github.com/PotterNotFound404/Goose-Games", "demo": "https://goosegamesforgeese.netlify.app/"}]...
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[{"post_id": 58771, "ts": "202 [{"post_id": 58771, "ts": "2026-08-31T10:41:39Z", "hours": 0.8128, "text": "Added better jokes I found online, wrote quotes from fandoms I love, and also some minor bug tweaks all by myself (no ai)"}, {"post_id": 56454, "ts": "2026-08-28T06:58:26Z", "hours": 0.915, "text": "DEVLOG 1: Over the past week, I: Added an AI chatbot that recommends games Made a major UI update that polished up the site Added the option to post reviews Added a quotes section Fixed up bugs: Cart preview not updating, AI not connecting, etc Added a cool animated easter egg"}]...
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Title: GooseGames by @potternotfound404 | Stardanc Title: GooseGames by @potternotfound404 | Stardance
Devlogs:
DEVLOG 1: Over the past week, I: Added an AI chatbot that recommends games Made a major UI update that polished up the site Added the option to post reviews Added a quotes section Fixed up bugs: Cart preview not updating, AI not connecting, etc Added a cool animated easter egg
Added better jokes I found online, wrote quotes from fandoms I love, and also some minor bug tweaks all by myself (no ai)
Ships:
a goose-themed fake game selling website. i have no idea why but i am so addicted to this thing?!? i was coding in class for ages and ages, my time on VS code was like 23 hours one week! anyways, yeah this is my project, i’ve been working on it way longer than my stardance thing says, actually started it around one or two months ago, for a computing assessment, but i feel like it has escalated to way more than that now. :))...
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1793274983.586811
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1793361383.586811
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54504
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PaperOS by @Noben_Nobi | Stardance
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Noben_Nobi
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2
|
6.0
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10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:22:48Z", "hours": 2.0, "multiplier": 4.44, "payout": 10, "blessing": "neutral", "text": "This is my submission for WebOS 2. I have expanded my original PaperOS and added more 4 features: Calculator, To-Do List, Calendar and Setting. I faced difficulty in making calculator work but I codded it for each number or button and completed it. I am proud to be making my own OS and completing 4 features in it completely working and draggable. I used some AI to for Debugging and some help.", "repo": "https://github.com/Niraj2013/PaperOS/", "demo": "https://paperos.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-27T17:46:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made my first OS name PaperOS as it is inspired by my style of cardboard, paper, chocolaty, pastel colour and inperfection UI. I faced some issues in feature like draggability of widgets and some UI issues. Yah I used a little AI help to debug them but it also helped me learn some things and I enjoyed making this project. I am proud to make my first OS which I thought was very difficult at first but as Istarted I felt ease making it!", "repo": "https://github.com/Niraj2013/PaperOS/", "demo": "https://paperos.netlify.app/"}]...
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[{"post_id": 56516, "ts": "202 [{"post_id": 56516, "ts": "2026-08-28T09:50:49Z", "hours": 1.0969, "text": "Adde 4 new features: Settings, Calendar, Calculator and To-Do list. Now finally there are 8 apps/widgets/icons"}, {"post_id": 56458, "ts": "2026-08-28T07:13:22Z", "hours": 1.0961, "text": "Added a calculator function completely working and more icons/widgets till now but not yet completed."}, {"post_id": 55677, "ts": "2026-08-27T17:16:29Z", "hours": 0.9764, "text": "completed with javascript, fixed some errors in it and css and now this is how it looks like"}, {"post_id": 55559, "ts": "2026-08-27T14:22:55Z", "hours": 0.8425, "text": "fixed some errors in css and started with javascript, now it has started looking like my expectations"}, {"post_id": 55533, "ts": "2026-08-27T13:26:18Z", "hours": 1.0322, "text": "wrote more css and completed part 1and 2 of css according to the guide"}, {"post_id": 55057, "ts": "2026-08-26T14:16:39Z", "hours": 0.6253, "text": "wrote some css and installed npm and made it on vite so till now a white screen but soon it wil be looking good when I will complete css and write Javascript"}, {"post_id": 54971, "ts": "2026-08-26T12:27:20Z", "hours": 0.9667, "text": "Wrote HTML file, till now nothing visible but soon it will be an excellent OS."}]...
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Title: PaperOS by @Noben_Nobi | Stardance
Devlogs Title: PaperOS by @Noben_Nobi | Stardance
Devlogs:
Wrote HTML file, till now nothing visible but soon it will be an excellent OS.
wrote some css and installed npm and made it on vite so till now a white screen but soon it wil be looking good when I will complete css and write Javascript
wrote more css and completed part 1and 2 of css according to the guide
fixed some errors in css and started with javascript, now it has started looking like my expectations
completed with javascript, fixed some errors in it and css and now this is how it looks like
Added a calculator function completely working and more icons/widgets till now but not yet completed.
Adde 4 new features: Settings, Calendar, Calculator and To-Do list. Now finally there are 8 apps/widgets/icons
Ships:
I have made my first OS name PaperOS as it is inspired by my style of cardboard, paper, chocolaty, pastel colour and inperfection UI. I faced some issues in feature like draggability of widgets and some UI issues. Yah I used a little AI help to debug them but it also helped me learn some things and I enjoyed making this project. I am proud to make my first OS which I thought was very difficult at first but as Istarted I felt ease making it!
This is my submission for WebOS 2. I have expanded my original PaperOS and added more 4 features: Calculator, To-Do List, Calendar and Setting. I faced difficulty in making calculator work but I codded it for each number or button and completed it. I am proud to be making my own OS and completing 4 features in it completely working and draggable. I used some AI to for Debugging and some help....
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1793321387.1965728
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1793407787.1965728
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41825
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Asobi by @PAPER_01 | Stardance
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PAPER_01
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1
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67.01
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1349
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:15:24Z", "hours": 62.0, "multiplier": 18.18, "payout": 1349, "blessing": "neutral", "text": "Asobi is a site I am planning to make a mini-game collection. It will be containing tones of games in the future and I am integrating full frontend and backend on it especially for the Leaderbaord and login . Along with to prevent cheating on some game like Guess The Number [sorry , i suck at naming (ᵕ—ᴗ—)]. Currently I have added only one game , but It took me more time as I had to make the inital pages like landing , gamelist, leaderboard, signup and more like that. Please consider reading ReadMe on github for detail explaination , I really hope you will enjoy playing the game . Thank you so much for reading , Have a nice day =)", "repo": "https://github.com/shrestha-01/Asobi", "demo": "https://shrestha-project-08.66ghz.com/"}]...
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[{"post_id": 63450, "ts": "202 [{"post_id": 63450, "ts": "2026-09-07T09:43:39Z", "hours": 2.5128, "text": "Asobi Devlog #17 Hello everyone, welcome to Devlog #17 of Asobi! (ノ◕ヮ◕)ノ*:・゚ Clicker Game Update Okay, umm.. I’m writing this devlog to update you about the The Clicker game of Asobi . So, I have added a basic CSS design to the game. I also tried a couple of other designs as well. . But decided to go with this design . I will add a screenshot below. Currently, I have this one, but I’m still not sure what I’m going to use . I’m still experimenting with the design, so if I change anything, I’ll let you all know in the next devlog. ( ̄▽ ̄)ゞ That’s It! And yeah, That’s all for this devlog. If you want me to explain something, then please do tell me in the comments. I’ll try my best to explain it as well. (≧▽≦) Thank you so much for reading, and have a very nice day! (ノ´ヮ`)ノ*:・゚✧"}, {"post_id": 60274, "ts": "2026-09-02T15:25:32Z", "hours": 2.5, "text": "Asobi Devlog #16 Hello everyone, welcome to Devlog #16 of Asobi! So, I just started working on the new game, the Clicker . Code Refinement Okay, so talking about the updates, I did some code refinement . I mean, I just cleaned up some code in the old game. Nothing major, but I thought it would be better to clean things up before moving forward. Clicker Game And yeah, I have started working on the Clicker game . Though it looks too empty right now, I have only worked on the HTML and JavaScript part for now. I guess the main thing I worked on this time was working on the precision. Precision Problem I was trying different ways to count the clicks, and I was facing an issue with maintaining the precision . I was not able to get anything more precise than two digits. For example, something like: 3.7 After the 7 , I could not really attain any significant number. But I did search online and looked at other similar games and found out about the performance.now() in JavaScript, which I didn’t know about before. So yeah, that was a lesson for me as well . ( ̄▽ ̄)ゞ Now I can use it to get much more precise timing for calculating the clicks per second. 10 Seconds Challenge For now, I have selected only 10 seconds of time in this game During those 10 seconds, the user can click the button as many times as they can, and the game will count their CPS (Clicks Per Second) . Though this is just the beginning, I’m planning to add lots of things in the future . Current Progress I’ll still add a screenshot of the current progress. Though, honestly, it will be quite empty and blank right now. =D But yeah, this is just the beginning of the Clicker game. That’s It! Yeah, that’s all for this devlog! If you think I did not explain something properly, or you want to know anything about the game, then please do tell me in the comments. I’ll try my best to explain it there. Thank you so much for reading! Have a nice day! (≧▽≦)"}, {"post_id": 56523, "ts": "2026-08-28T10:02:42Z", "hours": 1.0314, "text": "Finally, Shipping Soon! Hello everyone, welcome to Devlog #16 of Asobi! Final Changes Before Shipping So, the few changes I did before shipping are: Site Icon I have added the icon for the site . GIF to WEBM I converted all the GIFs to WEBM files , as there was some glitche with the GIF files because of which the file size was becoming too large. Because of this, the site’s loading screen was sometimes being shown for over a minute . So, I converted them to WEBM to reduce the file size and improve the loading time. Loading Screen I have also added the same loading screen to the Game List page as well . While the images and game list logos are being loaded, it will now show a loading screen instead of leaving the page empty. I guess that’s it! Finally Shipping! You can check out the game here: https://shrestha-project-08.66ghz.com/ Play in full screen for better experience [Press F11] Also I will attach a overview video of the site You can play the game using the link above. Thank you so much for reading, and I hope you all enjoy! Have a nice day! =)"}, {"post_id": 55311, "ts": "2026-08-27T01:47:11Z", "hours": 2.25, "text": "Asobi Devlog #15 Hello everyone, welcome to Devlog #15 of Asobi! Okay, so in this update,I have to inform about the bugs fixed and some hosting issue I am facing … Bug Fixes I fixed some bugs related to the scores . Sometimes, scores were not being updated properly , and sometimes I was being redirected from the username page back to the game list again and again . And yes, I did use AI to help me help me spot and debug these bugs. Leaderboard Icon Removed I also removed the Leaderboard sign from the game list . Obviously, there isn’t really a reason to show the leaderboard there because no game has been selected yet , so there is no specific leaderboard to display. Trying to Ship Asobi Right now, I am trying to ship Asobi as soon as possible , but I haven’t been able to find a reliable hosting site yet. Previously, I used InfinityFree , but due to some problems, I am currently unable to properly ship the site using it. To be more precise, I uploaded a GIF that is around 700 KB , but as soon as I reload the file manager in Infinityfree, for some reason its size increases to around 6 MB . Because the file becomes much larger, the loading time also increases, which makes the site feel slow adn laggy . I found another hosting service as well, but I forgot its name. I will mention it below once I remember. (AwardSpace) The problem with that one is that it **doesn’t provide SSL certification for free **, so the browser keeps showing warnings such as “Not Secure site” . So yeah, if I find a reliable hosting service, or if the problem with InfinityFree gets fixed, I should be able to ship Asobi really soon . Loading Screen One more thing I added is a loading screen . For now,I have only added it to guess.html . README Update I have also added the credits to the README regarding the loading screen design =) That’s It! Yeah, that’s pretty much it for this devlog! If you didn’t understand something or if you think I didnt explain anything properly then please do tell me in the comments, and I will try to explain it again. Also, if anyone knows a reliable hosting site that supports PHP and SQL , please do tell me in the comments. That would be a great help ! Thank you so much for reading, and have a nice day! =)"}, {"post_id": 53788, "ts": "2026-08-24T14:21:36Z", "hours": 6.1097, "text": "Asobi Devlog #14 Hello everyone, welcome to Devlog #14 of Asobi! So this time, I have tried to move almost everything to the backend . Moving Everything to the Backend Previously, things like the number generation, checking, score calculation, and results were handled on the frontend. But that had a pretty obvious problem. When I created this type of game previously, some people would simply console.log the random number and get the correct answer almost like i mean everytime. And Some people even executed the saveScore function themselves (╥﹏╥) So, to avoid that this time, I have moved almost everything to the backend . The number generation, checking, score calculation, and other important game logic are now handled by the server in the backend. Lets hope everything will be fair now (ᵕ—ᴗ—) Best Score on Difficulty Levels Along with that, I have also made some visual changes . Previously, the best score or rather, the number of tries was displayed as plain text at a constant place . Now, whenever you click on a difficulty level, your best result will be displayed at the bottom-right of that particular level label . I will attach a image below , I guess thats the only image i can show for this update (ó﹏ò。) It shows the lowest number of tries in which you have ever completed that difficulty level. And obviously, the lower the number of tries, the better . Points System And I also wanted to make one thing clear. Yes, this time I have used a points system instead of directly using the number of tries for the leaderboard. Let me explain why. Previously, when I made this type of game, I used the number of tries to determine the ranking. For example, if the Beginner difficulty is from 1–10 and you completed it in: 1 try → Rank 1 2 tries → Rank 2 3 tries → Rank 3 And so on… But there was a problem with this system. A lot of people were able to complete the lower-level difficulties in just 1 try . This meant that there could be around 8 or 9 people with Rank 1 on some of the easier levels , it kinda made the rank 1 less special or look cheap tbh. Technically, that was fair, but it didn’t felt quite right. It was something like , Once you got Rank 1, there was also basically nothing more to achieve . So this time, I implemented a points system . The basic idea is: Lower number of tries = More points This gives players more room to compete instead of simply having multiple people stuck at the same rank and maybe also encouraging them to collect more points. ##Responsiveness I will be honest about this , I am not really good at making sites responsive so i took the help of Gemini for making the site responsive. That’s It! I guess thats it, So yeah, that’s basically what I have added this time. Also,I thought of shipping it by today but there is another bug (sometimes the score is not being saved and it is requiring me to logout and login, i honestly havent still figured it out why its happening yet, But I am hoping to fix it soon and Also ship it soon. I hope I was able to explain everything clearly. If something was unclear, please tell me in the comments, and I will try to explain it again. Thank you so much for reading, and have a nice day! =)"}, {"post_id": 52831, "ts": "2026-08-23T05:57:32Z", "hours": 7.3242, "text": "Asobi Devlog #13 Hello everyone, welcome to Devlog #13 of Asobi! Okay, in this devlog, I would say there are quite a few additions , but I assume these two can be considered the main ones. Sign Up & Login The first major addition is the Sign Up and Login feature . When you try to log in for the first time, you will need to create an account first. You don’t really need to verify your email or anything like that. I did think about using OTP verification , but I felt like that would be a bit too much pain tbh So, I tried keeping it simple .૮₍ ´ ꒳ `₎ა You just need to: Enter a unique username Enter a password Confirm your password And you’re ready to start playing! That’s basically it. Leaderboard Time Filters Apart from user authentication, another major and somewhat time-consuming addition was the leaderboard time filter . Now, you can change the leaderboard based on different time periods: Last 24 Hours This Week All Time I thought this would be better because someone who is new to the game shouldn’t have to immediately compete with someone who has been playing for a long time. With the Last 24 Hours leaderboard, new players at least have a chance to compete and get themselves onto the leaderboard. Other Small Changes There are also a few other smaller additions and changes. I have changed the color of some text , including the numbers, and made some other minor visual adjustments. I have also changed some of the text throughout the game . These changes aren’t anything too significant, but they should be noticeable. New Game Banner And finally, I have added a banner for the next game that I will be working on later. The game is going to be a The Clicker . I will be updating it soon, but for now, I’ll be skipping this project and working on other parts of Asobi first. That’s It! And yeah, I guess that’s it for this devlog! I will be working on making the site calculation , like the generating and checking number saving server side so that no one cheats like before (╥﹏╥) .(old story short , I have made similar game before too where many people cheated as everything was done in frontend but it was deleted and I am making better version of it from the scratch) If anything was unclear please tell me in the comments and I will try again to explain . Thank You so much Thank you so much for reading, and have a nice day! =)"}, {"post_id": 51430, "ts": "2026-08-21T04:09:53Z", "hours": 6.5903, "text": "Asobi Devlog #12 Hello everyone, welcome to Devlog #12 of Asobi! So, umm… the main change—or addition, I would say—is the Hint Reaction . Hint Reaction GIFs GIFs are always fun, so to make the game more interesting, I have added GIFs to the game. But their role is actually more than that . For Hardcore Mode players (as well as normal players), the GIFs can sometimes act as a Secret Hint . Let me explain. There are a total of 18 GIFs that will be displayed randomly in the game: (The concept is same as my old game which was taken down, but i m trying to make it even better this time) 3 GIFs hint you to guess lower 3 GIFs hint you to guess higher The other 12 GIFs are just for fun This means there is a 33.33% chance that the GIF you get is actually a hint! =) And dont worry you wont be displayed the gifs to guess higher when the random number choosen is lower =). This feature is applied to all levels and modes . Top 3 Leaderboard Texture Okay, the next change is that I have added a sort of texture to the backgrounds of the Top 3 players . This has been added to both: The leaderboard on the main game page The full leaderboard page Difficulty Backgrounds I have also added a little background color to the difficulty levels , such as: Beginner Normal Hard etc. Before it was plain text and honestly i agree it didnt even seems clickable SVGs on the Navigation Bar Another change is that I have added SVG icons to the navigation bar at the top . あそび — Asobi And finally, I added the Japanese text あそび , meaning Asobi , below the logo. That’s All! I guess that’s all for this devlog! If anything was unclear, please do tell me in the comments, and I will try again to explain it. Thank you for reading, and have a nice day! =)"}, {"post_id": 50123, "ts": "2026-08-19T06:27:55Z", "hours": 6.6922, "text": "Devlog #11 - Asobi (あそび) Hello everyone, welcome to Devlog #11 of Asobi. Update So, I have finally finished working on the leaderboard page , and i have alos added a score card , which will be helping you understand about the pointing system of the game . I will attach a video below instead of explaining what i just made , i guess that would be much better than words =) And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 46310, "ts": "2026-08-13T13:22:27Z", "hours": 4.5028, "text": "Devlog #10 - Asobi (あそび) Hello everyone, welcome to Devlog #10 of Asobi. Update I just added a point system and am currently working on a seperate page to show leaderbaord and few other info like total games and stuff. so Let me explain the point system. Each difficulty has base point , if you guess the number in just one try , you get the base point ,and if you do it in more no. of tries/attempts you will lose points. Also there is a limit in how much you will get despite the no. of time you attempt , For an example if you even go like 100 attempts to guess the number between 1 to 10 then you will get at least 2 points in the beginner level . Its different for different level. I will try to make a table below. Difficulty | Base Points | Points Lost | Minimum Beginner | 10 | -1 | 2 Normal | 25 | -2 | 5 Hard | 50 | -3 | 10 Expert | 100 | -4 | 20 Master | 200 | -5 | 40 Impossible | 500 | -6 | 100 #Also The custom games are not eligible for Gaining points This devlog might have gotten abit big. Sorry about that, but i need to explain things. Also the main formula to calcualte points Points = Base Points - (Attempts - 1) × Attempt Penalty And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 45610, "ts": "2026-08-12T06:50:57Z", "hours": 2.6717, "text": "Devlog #09 - Asobi (あそび) Hello everyone, welcome to Devlog #09 of Asobi. Update Finally Database is connected and actually working . I spent half an hour doing everything to fix , but not turning on mariaDB (╥﹏╥) . But anyway Finally the leaderboard is working , but It currently show all the tries , so still need to work on alots of thing, and still have to move the number generation to backend as i dont want to end up like my old Binary Bound . I am still working on backend to conclude , except for a design on the leaderboard players list design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 45128, "ts": "2026-08-11T12:48:02Z", "hours": 2.5367, "text": "Devlog #08 - Asobi (あそび) Hello everyone, welcome to Devlog #08 of Asobi. Update I have completed working on the layout of the gamelist section where all the mini games will be displayed ,currently I have only made Guess the Numeber so i have kept only that for now. Also I have finally started working on the backend (php ,sql). I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 44602, "ts": "2026-08-10T14:07:37Z", "hours": 2.2981, "text": "Devlog #07 - Asobi (あそび) Hello everyone, welcome to Devlog #07 of Asobi. Update I have just completed working on the html and css part of the Asobi username , where username will be asked to the new users[entire js part is untouched right now]. I will upload a short video , i think that might be better than explain the design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 44523, "ts": "2026-08-10T10:43:41Z", "hours": 6.8644, "text": "Devlog #06 - Asobi (あそび) Hello everyone, welcome to Devlog #06 of Asobi. Update I have completed working on the landing page . Also I wanted to share how I take steps . Umm so basically I first go to chatgpt and tell to generate image of what i am going to make and then i ask it what the site should look like , and later i write code and make my site look same as the reference image (I also keep the reference image in the github, you can check it out). [The screenshot below is image of site itself] I also added some animated button design on the “Play Custom” button . I will put 2 screenshots if I am allowed to . And currently I am working on the page to accept the username . Also I have added sound effect on hover of the each letter of A S O B I I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 40723, "ts": "2026-08-04T13:15:48Z", "hours": 3.5592, "text": "Devlog #05 - Asobi (あそび) Hello everyone, welcome to Devlog #05 of Asobi. Update I have almost finished the layout .Additionally , I have changed the New Game btn design , and Guess design . I will provide the link of them in the Credits session of readme later on . I will attach a short video rather then explain with words , ig that would be much better =) I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 39925, "ts": "2026-08-03T07:37:30Z", "hours": 1.8361, "text": "Devlog #04 - Asobi (あそび) Hello everyone, welcome to Devlog #04 of Asobi. Update I actually dont have much to give update about , i have been struggling with the layout , I know tools like figma exists but i dont really know how to use it (and neither tried ) but i am still working the layout, i made a layout design on paint which i will attach here . Sorry , Hopefully i will be able to share something intresting next time (╥﹏╥) Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. (Reference img (AI generated) available in GitHub) Thank you so much for reading, and have a nice day. =)"}, {"post_id": 38992, "ts": "2026-08-01T16:51:43Z", "hours": 2.7197, "text": "Devlog #03 - Asobi (あそび) Hello everyone, welcome to Devlog #03 of Asobi. Update I will be trying to keep it short. Custom Game Here you can select the lower and higher limit yourself and choose options like minimum number , maximum number, no of guesses. Colors to the Arrow in history. Input limit Now i have added input limit which means if there its a beginner level with range from 1 to 10 then , and if you try to enter 99 or any number greater than 10 , then it will autocorrect it self to the highest and will also display a range msg =) Still working on the layout… Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦)"}, {"post_id": 38162, "ts": "2026-07-31T12:37:26Z", "hours": 3.6875, "text": "Devlog #02 - Asobi (あそび) Hello everyone, welcome to Devlog #02 of Asobi. Update I have added a few more features, and I will try to summarize them in short. Added different levels: Beginner (1-10) Easy (1-50) Normal (1-100) Medium (1-500) Hard (1-1K) Expert (1-10K) Master (1-100K) Impossible (1-1M) Extra hint When your guess is 5% close or lower to the required randomNum , it will show a message like “You are very close.” When your guess is 20% close or lower , it will show a message like “You are close.” And if it’s away by more than 20% , it will show a message like “Nah, too far.” I have also added a history, which shows your recent choices, with an arrow indicating whether your choice was higher or lower than the required number. I know that all these hints will make the game easier, but don’t worry. I will make sure to add things that make the game interesting as well as a bit difficult. ( •̀ ω •́ )✧ I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦) ♡"}, {"post_id": 37488, "ts": "2026-07-30T08:22:18Z", "hours": 1.1131, "text": "Devlog #01 - Asobi (あそび) Hello everyone, welcome to Devlog #01 of Asobi. A lot of things happened, but let’s keep working. I’m currently working on Asobi, あそび (which means “play” in Japanese). It will be a website that will contain a collection of games. Currently working on Guess the number game, will add tones of game soooon I’m planning to add features like leaderboards, achievements, levels, effects, and many more things. I’ll be adding those features one by one over time (if I get enough ideas -_-). Right now, I’ve only finished the simple basic design and js code for the 1 to 100 guessing game. Also, I’m using a neumorphism design (like before, to be honest), but the code is completely different. I’ll keep the link to the website from which I’m taking the design below. (It’s allowed, I asked about it on Slack, so don’t go banning me for that. ( ̄▽ ̄”) ) Neumorphism: https://neumorphism.io/#e0e0e0 I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain you there. ( ̄︶ ̄)↗ Thank you so much for reading and have a nice day. (≧◡≦) Also Thanks @Sam for support =)"}]...
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Title: Asobi by @PAPER_01 | Stardance
Devlogs:
De Title: Asobi by @PAPER_01 | Stardance
Devlogs:
Devlog #01 - Asobi (あそび) Hello everyone, welcome to Devlog #01 of Asobi. A lot of things happened, but let’s keep working. I’m currently working on Asobi, あそび (which means “play” in Japanese). It will be a website that will contain a collection of games. Currently working on Guess the number game, will add tones of game soooon I’m planning to add features like leaderboards, achievements, levels, effects, and many more things. I’ll be adding those features one by one over time (if I get enough ideas -_-). Right now, I’ve only finished the simple basic design and js code for the 1 to 100 guessing game. Also, I’m using a neumorphism design (like before, to be honest), but the code is completely different. I’ll keep the link to the website from which I’m taking the design below. (It’s allowed, I asked about it on Slack, so don’t go banning me for that. ( ̄▽ ̄”) ) Neumorphism: https://neumorphism.io/#e0e0e0 I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain you there. ( ̄︶ ̄)↗ Thank you so much for reading and have a nice day. (≧◡≦) Also Thanks @Sam for support =)
Devlog #02 - Asobi (あそび) Hello everyone, welcome to Devlog #02 of Asobi. Update I have added a few more features, and I will try to summarize them in short. Added different levels: Beginner (1-10) Easy (1-50) Normal (1-100) Medium (1-500) Hard (1-1K) Expert (1-10K) Master (1-100K) Impossible (1-1M) Extra hint When your guess is 5% close or lower to the required randomNum , it will show a message like “You are very close.” When your guess is 20% close or lower , it will show a message like “You are close.” And if it’s away by more than 20% , it will show a message like “Nah, too far.” I have also added a history, which shows your recent choices, with an arrow indicating whether your choice was higher or lower than the required number. I know that all these hints will make the game easier, but don’t worry. I will make sure to add things that make the game interesting as well as a bit difficult. ( •̀ ω •́ )✧ I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦) ♡
Devlog #03 - Asobi (あそび) Hello everyone, welcome to Devlog #03 of Asobi. Update I will be trying to keep it short. Custom Game Here you can select the lower and higher limit yourself and choose options like minimum number , maximum number, no of guesses. Colors to the Arrow in history. Input limit Now i have added input limit which means if there its a beginner level with range from 1 to 10 then , and if you try to enter 99 or any number greater than 10 , then it will autocorrect it self to the highest and will also display a range msg =) Still working on the layout… Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦)
Devlog #04 - Asobi (あそび) Hello everyone, welcome to Devlog #04 of Asobi. Update I actually dont have much to give update about , i have been struggling with the layout , I know tools like figma exists but i dont really know how to use it (and neither tried ) but i am still working the layout, i made a layout design on paint which i will attach here . Sorry , Hopefully i will be able to share something intresting next time (╥﹏╥) Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. (Reference img (AI generated) available in GitHub) Thank you so much for reading, and have a nice day. =)
Devlog #05 - Asobi (あそび) Hello everyone, welcome to Devlog #05 of Asobi. Update I have almost finished the layout .Additionally , I have changed the New Game btn design , and Guess design . I will provide the link of them in the Credits session of readme later on . I will attach a short video rather then explain with words , ig that would be much better =) I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #06 - Asobi (あそび) Hello everyone, welcome to Devlog #06 of Asobi. Update I have completed working on the landing page . Also I wanted to share how I take steps . Umm so basically I first go to chatgpt and tell to generate image of what i am going to make and then i ask it what the site should look like , and later i write code and make my site look same as the reference image (I also keep the reference image in the github, you can check it out). [The screenshot below is image of site itself] I also added some animated button design on the “Play Custom” button . I will put 2 screenshots if I am allowed to . And currently I am working on the page to accept the username . Also I have added sound effect on hover of the each letter of A S O B I I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #07 - Asobi (あそび) Hello everyone, welcome to Devlog #07 of Asobi. Update I have just completed working on the html and css part of the Asobi username , where username will be asked to the new users[entire js part is untouched right now]. I will upload a short video , i think that might be better than explain the design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #08 - Asobi (あそび) Hello everyone, welcome to Devlog #08 of Asobi. Update I have completed working on the layout of the gamelist section where all the mini games will be displayed ,currently I have only made Guess the Numeber so i have kept only that for now. Also I have finally started working on the backend (php ,sql). I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #09 - Asobi (あそび) Hello everyone, welcome to Devlog #09 of Asobi. Update Finally Database is connected and actually working . I spent half an hour doing everything to fix , but not turning on mariaDB (╥﹏╥) . But anyway Finally the leaderboard is working , but It currently show all the tries , so still need to work on alots of thing, and still have to move the number generation to backend as i dont want to end up like my old Binary Bound . I am still working on backend to conclude , except for a design on the leaderboard players list design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #10 - Asobi (あそび) Hello everyone, welcome to Devlog #10 of Asobi. Update I just added a point system and am currently working on a seperate page to show leaderbaord and few other info like total games and stuff. so Let me explain the point system. Each difficulty has base point , if you guess the number in just one try , you get the base point ,and if you do it in more no. of tries/attempts you will lose points. Also there is a limit in how much you will get despite the no. of time you attempt , For an example if you even go like 100 attempts to guess the number between 1 to 10 then you will get at least 2 points in the beginner level . Its different for different level. I will try to make a table below. Difficulty | Base Points | Points Lost | Minimum Beginner | 10 | -1 | 2 Normal | 25 | -2 | 5 Hard | 50 | -3 | 10 Expert | 100 | -4 | 20 Master | 200 | -5 | 40 Impossible | 500 | -6 | 100 #Also The custom games are not eligible for Gaining points This devlog might have gotten abit big. Sorry about that, but i need to explain things. Also the main formula to calcualte points Points = Base Points - (Attempts - 1) × Attempt Penalty And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #11 - Asobi (あそび) Hello everyone, welcome to Devlog #11 of Asobi. Update So, I have finally finished working on the leaderboard page , and i have alos added a score card , which will be helping you understand about the pointing system of the game . I will attach a video below instead of explaining what i just made , i guess that would be much better than words =) And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Asobi Devlog #12 Hello everyone, welcome to Devlog #12 of Asobi! So, umm… the main change—or addition, I would say—is the Hint Reaction . Hint Reaction GIFs GIFs are always fun, so to make the game more interesting, I have added GIFs to the game. But their role is actually more than that . For Hardcore Mode players (as well as normal players), the GIFs can sometimes act as a Secret Hint . Let me explain. There are a total of 18 GIFs that will be displayed randomly in the game: (The concept is same as my old game which was taken down, but i m trying to make it even better this time) 3 GIFs hint you to guess lower 3 GIFs hint you to guess higher The other 12 GIFs are just for fun This means there is a 33.33% chance that the GIF you get is actually a hint! =) And dont worry you wont be displayed the gifs to guess higher when the random number choosen is lower =). This feature is applied to all levels and modes . Top 3 Leaderboard Texture Okay, the next change is that I have added a sort of texture to the backgrounds of the Top 3 players . This has been added to both: The leaderboard on the main game page The full leaderboard page Difficulty Backgrounds I have also added a little background color to the difficulty levels , such as: Beginner Normal Hard etc. Before it was plain text and honestly i agree it didnt even seems clickable SVGs on the Navigation Bar Another change is that I have added SVG icons to the navigation bar at the top . あそび — Asobi And finally, I added the Japanese text あそび , meaning Asobi , below the logo. That’s All! I guess that’s all for this devlog! If anything was unclear, please do tell me in the comments, and I will try again to explain it. Thank you for reading, and have a nice day! =)
Asobi Devlog #13 Hello everyone, welcome to Devlog #13 of Asobi! Okay, in this devlog, I would say there are quite a few additions , but I assume these two can be considered the main ones. Sign Up & Login The first major addition is the Sign Up and Login feature . When you try to log in for the first time, you will need to create an account first. You don’t really need to verify your email or anything like that. I did think about using OTP verification , but I felt like that would be a bit too much pain tbh So, I tried keeping it simple .૮₍ ´ ꒳ `₎ა You just need to: Enter a unique username Enter a password Confirm your password And you’re ready to start playing! That’s basically it. Leaderboard Time Filters Apart from user authentication, another major and somewhat time-consuming addition was the leaderboard time filter . Now, you can change the leaderboard based on different time periods: Last 24 Hours This Week All Time I thought this would be better because someone who is new to the game shouldn’t have to immediately compete with someone who has been playing for a long time. With the Last 24 Hours leaderboard, new players at least have a chance to compete and get themselves onto the leaderboard. Other Small Changes There are also a few other smaller additions and changes. I have changed the color of some text , including the numbers, and made some other minor visual adjustments. I have also changed some of the text throughout the game . These changes aren’t anything too significant, but they should be noticeable. New Game Banner And finally, I have added a banner for the next game that I will be working on later. The game is going to be a The Clicker . I will be updating it soon, but for now, I’ll be skipping this project and working on other parts of Asobi first. That’s It! And yeah, I guess that’s it for this devlog! I will be working on making the site calculation , like the generating and checking number saving server side so that no one cheats like before (╥﹏╥) .(old story short , I have made similar game before too where many people cheated as everything was done in frontend but it was deleted and I am making better version of it from the scratch) If anything was unclear please tell me in the comments and I will try again to explain . Thank You so much Thank you so much for reading, and have a nice day! =)
Asobi Devlog #14 Hello everyone, welcome to Devlog #14 of Asobi! So this time, I have tried to move almost everything to the backend . Moving Everything to the Backend Previously, things like the number generation, checking, score calculation, and results were handled on the frontend. But that had a pretty obvious problem. When I created this type of game previously, some people would simply console.log the random number and get the correct answer almost like i mean everytime. And Some people even executed the saveScore function themselves (╥﹏╥) So, to avoid that this time, I have moved almost everything to the backend . The number generation, checking, score calculation, and other important game logic are now handled by the server in the backend. Lets hope everything will be fair now (ᵕ—ᴗ—) Best Score on Difficulty Levels Along with that, I have also made some visual changes . Previously, the best score or rather, the number of tries was displayed as plain text at a constant place . Now, whenever you click on a difficulty level, your best result will be displayed at the bottom-right of that particular level label . I will attach a image below , I guess thats the only image i can show for this update (ó﹏ò。) It shows the lowest number of tries in which you have ever completed that difficulty level. And obviously, the lower the number of tries, the better . Points System And I also wanted to make one thing clear. Yes, this time I have used a points system instead of directly using the number of tries for the leaderboard. Let me explain why. Previously, when I made this type of game, I used the number of tries to determine the ranking. For example, if the Beginner difficulty is from 1–10 and you completed it in: 1 try → Rank 1 2 tries → Rank 2 3 tries → Rank 3 And so on… But there was a problem with this system. A lot of people were able to complete the lower-level difficulties in just 1 try . This meant that there could be around 8 or 9 people with Rank 1 on some of the easier levels , it kinda made the rank 1 less special or look cheap tbh. Technically, that was fair, but it didn’t felt quite right. It was something like , Once you got Rank 1, there was also basically nothing more to achieve . So this time, I implemented a points system . The basic idea is: Lower number of tries = More points This gives players more room to compete instead of simply having multiple people stuck at the same rank and maybe also encouraging them to collect more points. ##Responsiveness I will be honest about this , I am not really good at making sites responsive so i took the help of Gemini for making the site responsive. That’s It! I guess thats it, So yeah, that’s basically what I have added this time. Also,I thought of shipping it by today but there is another bug (sometimes the score is not being saved and it is requiring me to logout and login, i honestly havent still figured it out why its happening yet, But I am hoping to fix it soon and Also ship it soon. I hope I was able to explain everything clearly. If something was unclear, please tell me in the comments, and I will try to explain it again. Thank you so much for reading, and have a nice day! =)
Asobi Devlog #15 Hello everyone, welcome to Devlog #15 of Asobi! Okay, so in this update,I have to inform about the bugs fixed and some hosting issue I am facing … Bug Fixes I fixed some bugs related to the scores . Sometimes, scores were not being updated properly , and sometimes I was being redirected from the username page back to the game list again and again . And yes, I did use AI to help me help me spot and debug these bugs. Leaderboard Icon Removed I also removed the Leaderboard sign from the game list . Obviously, there isn’t really a reason to show the leaderboard there because no game has been selected yet , so there is no specific leaderboard to display. Trying to Ship Asobi Right now, I am trying to ship Asobi as soon as possible , but I haven’t been able to find a reliable hosting site yet. Previously, I used InfinityFree , but due to some problems, I am currently unable to properly ship the site using it. To be more precise, I uploaded a GIF that is around 700 KB , but as soon as I reload the file manager in Infinityfree, for some reason its size increases to around 6 MB . Because the file becomes much larger, the loading time also increases, which makes the site feel slow adn laggy . I found another hosting service as well, but I forgot its name. I will mention it below once I remember. (AwardSpace) The problem with that one is that it **doesn’t provide SSL certification for free **, so the browser keeps showing warnings such as “Not Secure site” . So yeah, if I find a reliable hosting service, or if the problem with InfinityFree gets fixed, I should be able to ship Asobi really soon . Loading Screen One more thing I added is a loading screen . For now,I have only added it to guess.html . README Update I have also added the credits to the README regarding the loading screen design =) That’s It! Yeah, that’s pretty much it for this devlog! If you didn’t understand something or if you think I didnt explain anything properly then please do tell me in the comments, and I will try to explain it again. Also, if anyone knows a reliable hosting site that supports PHP and SQL , please do tell me in the comments. That would be a great help ! Thank you so much for reading, and have a nice day! =)
Finally, Shipping Soon! Hello everyone, welcome to Devlog #16 of Asobi! Final Changes Before Shipping So, the few changes I did before shipping are: Site Icon I have added the icon for the site . GIF to WEBM I converted all the GIFs to WEBM files , as there was some glitche with the GIF files because of which the file size was becoming too large. Because of this, the site’s loading screen was sometimes being shown for over a minute . So, I converted them to WEBM to reduce the file size and improve the loading time. Loading Screen I have also added the same loading screen to the Game List page as well . While the images and game list logos are being loaded, it will now show a loading screen instead of leaving the page empty. I guess that’s it! Finally Shipping! You can check out the game here: https://shrestha-project-08.66ghz.com/ Play in full screen for better experience [Press F11] Also I will attach a overview video of the site You can play the game using the link above. Thank you so much for reading, and I hope you all enjoy! Have a nice day! =)
Asobi Devlog #16 Hello everyone, welcome to Devlog #16 of Asobi! So, I just started working on the new game, the Clicker . Code Refinement Okay, so talking about the updates, I did some code refinement . I mean, I just cleaned up some code in the old game. Nothing major, but I thought it would be better to clean things up before moving forward. Clicker Game And yeah, I have started working on the Clicker game . Though it looks too empty right now, I have only worked on the HTML and JavaScript part for now. I guess the main thing I worked on this time was working on the precision. Precision Problem I was trying different ways to count the clicks, and I was facing an issue with maintaining the precision . I was not able to get anything more precise than two digits. For example, something like: 3.7 After the 7 , I could not really attain any significant number. But I did search online and looked at other similar games and found out about the performance.now() in JavaScript, which I didn’t know about before. So yeah, that was a lesson for me as well . ( ̄▽ ̄)ゞ Now I can use it to get much more precise timing for calculating the clicks per second. 10 Seconds Challenge For now, I have selected only 10 seconds of time in this game During those 10 seconds, the user can click the button as many times as they can, and the game will count their CPS (Clicks Per Second) . Though this is just the beginning, I’m planning to add lots of things in the future . Current Progress I’ll still add a screenshot of the current progress. Though, honestly, it will be quite empty and blank right now. =D But yeah, this is just the beginning of the Clicker game. That’s It! Yeah, that’s all for this devlog! If you think I did not explain something properly, or you want to know anything about the game, then please do tell me in the comments. I’ll try my best to explain it there. Thank you so much for reading! Have a nice day! (≧▽≦)
Asobi Devlog #17 Hello everyone, welcome to Devlog #17 of Asobi! (ノ◕ヮ◕)ノ*:・゚ Clicker Game Update Okay, umm.. I’m writing this devlog to update you about the The Clicker game of Asobi . So, I have added a basic CSS design to the game. I also tried a couple of other designs as well. . But decided to go with this design . I will add a screenshot below. Currently, I have this one, but I’m still not sure what I’m going to use . I’m still experimenting with the design, so if I change anything, I’ll let you all know in the next devlog. ( ̄▽ ̄)ゞ That’s It! And yeah, That’s all for this devlog. If you want me to explain something, then please do tell me in the comments. I’ll try my best to explain it as well. (≧▽≦) Thank you so much for reading, and have a very nice day! (ノ´ヮ`)ノ*:・゚✧
Ships:
Asobi is a site I am planning to make a mini-game collection. It will be containing tones of games in the future and I am integrating full frontend and backend on it especially for the Leaderbaord and login . Along with to prevent cheating on some game like Guess The Number [sorry , i suck at naming (ᵕ—ᴗ—)]. Currently I have added only one game , but It took me more time as I had to make the inital pages like landing , gamelist, leaderboard, signup and more like that. Please consider reading ReadMe on github for detail explaination , I really hope you will enjoy playing the game . Thank you so much for reading , Have a nice day =)...
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NovaMind by @omsatyam987 | Stardance
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omsatyam987
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T09:58:05Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a neural network from scratch using only NumPy — no PyTorch, no TensorFlow, no autograd. Trained on MNIST (60k images), 97.91% test accuracy. The challenging part was getting backpropagation right. Specifically, the Softmax + CrossEntropy backward pass — the combined gradient simplifies to (predictions - y_true) / batch_size, which means CrossEntropy needs no backward method at all. That only becomes obvious when you’re writing the math yourself instead of calling .backward(). Most proud of the fact that every single component — forward pass, backprop, weight updates, L2 regularization, Xavier initialization, the MNIST binary parser — is written by hand. Nothing is hidden behind a framework. To test: draw any digit (0–9) on the canvas and click Predict Digit. Draw it centered and reasonably large for best results. The model runs entirely in the browser using weights exported from the trained NumPy model.", "repo": "https://github.com/omsingh-19/NovaMind", "demo": "https://omsingh-19.github.io/NovaMind"}]...
|
[{"post_id": 56513, "ts": "202 [{"post_id": 56513, "ts": "2026-08-28T09:44:09Z", "hours": 10.0097, "text": "Built NovaMind — a multi-layer perceptron trained on MNIST, written entirely from scratch using only NumPy. No PyTorch, no TensorFlow. What I implemented by hand: Forward and backward pass through every layer ReLU and Softmax activations Cross-entropy loss Mini-batch SGD with L2 regularization (λ=0.0001) Xavier weight initialization Full MNIST data pipeline — download, parse IDX binary format, normalize, one-hot encode Final results: 99.69% train accuracy, 97.91% test accuracy. Also built: Visualization suite — loss curve, confusion matrix, and a prediction grid showing wrong vs correct predictions Live interactive demo — draw a digit on a browser canvas, the model predicts it in real time using trained weights exported as JSON and a forward pass written in JavaScript GitHub: omsingh-19/NovaMind Live demo: NovaMind MNIST Digit Recognizer"}]...
|
Title: NovaMind by @omsatyam987 | Stardance
Devlo Title: NovaMind by @omsatyam987 | Stardance
Devlogs:
Built NovaMind — a multi-layer perceptron trained on MNIST, written entirely from scratch using only NumPy. No PyTorch, no TensorFlow. What I implemented by hand: Forward and backward pass through every layer ReLU and Softmax activations Cross-entropy loss Mini-batch SGD with L2 regularization (λ=0.0001) Xavier weight initialization Full MNIST data pipeline — download, parse IDX binary format, normalize, one-hot encode Final results: 99.69% train accuracy, 97.91% test accuracy. Also built: Visualization suite — loss curve, confusion matrix, and a prediction grid showing wrong vs correct predictions Live interactive demo — draw a digit on a browser canvas, the model predicts it in real time using trained weights exported as JSON and a forward pass written in JavaScript GitHub: omsingh-19/NovaMind Live demo: NovaMind MNIST Digit Recognizer
Ships:
Built a neural network from scratch using only NumPy — no PyTorch, no TensorFlow, no autograd. Trained on MNIST (60k images), 97.91% test accuracy. The challenging part was getting backpropagation right. Specifically, the Softmax + CrossEntropy backward pass — the combined gradient simplifies to (predictions - y_true) / batch_size, which means CrossEntropy needs no backward method at all. That only becomes obvious when you’re writing the math yourself instead of calling .backward(). Most proud of the fact that every single component — forward pass, backprop, weight updates, L2 regularization, Xavier initialization, the MNIST binary parser — is written by hand. Nothing is hidden behind a framework. To test: draw any digit (0–9) on the canvas and click Predict Digit. Draw it centered and reasonably large for best results. The model runs entirely in the browser using weights exported from the trained NumPy model....
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1793256960.687106
|
1793343360.687106
|
|
55019
|
Color Picker Tool by @princekumar | Stardance
|
princekumar
|
1
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T09:50:37Z", "hours": 2.0, "multiplier": 1.05, "payout": 1, "blessing": "neutral", "text": "🎨 Color Picker Tool 🌈 Project Overview Color Picker Tool is a small interactive web project made using HTML, CSS, and JavaScript. The purpose of the project is to make choosing and working with colors easier. Users can select a color and immediately see it in a preview area along with its different color values. The project has a simple interface so that users can understand it without needing any complicated instructions. JavaScript handles the interaction and updates the color information whenever the selected color changes. ✨ Main Features 🎨 Interactive color picker 👀 Live color preview 🔢 HEX color value 🔴🟢🔵 RGB color value 🌈 HSL color value 📋 Copy color values easily ⚡ Instant updates when the color changes 📱 Simple and responsive interface 🖥️ Works directly in a web browser 🎯 Clean and easy-to-use design 🛠️ Technologies Used HTML — Used to create the structure of the tool, including the color picker, preview area, values, and buttons. CSS — Used to design the page, arrange the different sections, add spacing, buttons, and make the interface look better. JavaScript — Used for the main functionality. It detects the selected color, changes the preview, converts the color into different formats, and handles the copy buttons. 💡 How It Works When the user selects a color, JavaScript reads the selected color and updates the preview immediately. The corresponding HEX, RGB, and HSL values are also displayed. If the user wants to use a particular value somewhere else, they can use the copy option. 🧩 What Was Challenging? The most challenging part was connecting the color picker with JavaScript and making all the color values update correctly. I also had to work on the copy buttons and test different colors to make sure the values were changing properly. 🏆 What I Am Proud Of I am proud that I was able to build an interactive tool using HTML, CSS, and JavaScript instead of making only a static webpage. I also liked seeing the color preview and values change immediately when selecting a different color. 🧪 Testing I tested the project by selecting different colors and checking whether: The preview changed correctly. HEX values updated. RGB values updated. HSL values updated. Copy buttons worked. The page remained usable on my device. 📚 What I Learned While making this project, I learned more about JavaScript events, DOM manipulation, color formats, CSS styling, and connecting HTML, CSS, and JavaScript together. I also learned that testing small features one by one makes it easier to find mistakes. 🚀 Future Improvements In the future, I could add: 🎨 Color palette generation 🌓 Light/dark themes 📋 One-click copy for all values 💾 Saved favorite colors 🔄 Random color generator 🎯 Gradient generator 📌 Final Description Color Picker Tool is an interactive web project built with HTML, CSS, and JavaScript. It allows users to select a color, see a live preview, and view its HEX, RGB, and HSL values. I built it to practice JavaScript interactions and create a small tool that can actually be useful for web design and development. ❤️ Final Ship Note This project started as a simple idea, but while building it I learned how different parts of a webpage can work together. I worked on the design, functionality, and testing and fixed the problems I found along the way. I am happy with the final result because it is simple, interactive, and something I can actually use.", "repo": "https://github.com/princekumar189344-netizen/Color-Picker-Tool", "demo": "https://princekumar189344-netizen.github.io/Color-Picker-Tool/"}]...
|
[{"post_id": 55528, "ts": "202 [{"post_id": 55528, "ts": "2026-08-27T13:08:49Z", "hours": 2.0497, "text": "I am working on a Color Picker Tool using HTML, CSS, and JavaScript. The main idea is to let users select any color and see a preview of that color instantly. I am working on the layout and making the color picker easy to understand and use. I am also adding HEX, RGB, and HSL color values that update when the selected color changes. I am working on copy buttons so users can easily copy the color codes. I am testing different colors and fixing small problems to make sure everything works properly."}]...
|
Title: Color Picker Tool by @princekumar | Stardan Title: Color Picker Tool by @princekumar | Stardance
Devlogs:
I am working on a Color Picker Tool using HTML, CSS, and JavaScript. The main idea is to let users select any color and see a preview of that color instantly. I am working on the layout and making the color picker easy to understand and use. I am also adding HEX, RGB, and HSL color values that update when the selected color changes. I am working on copy buttons so users can easily copy the color codes. I am testing different colors and fixing small problems to make sure everything works properly.
Ships:
🎨 Color Picker Tool 🌈 Project Overview Color Picker Tool is a small interactive web project made using HTML, CSS, and JavaScript. The purpose of the project is to make choosing and working with colors easier. Users can select a color and immediately see it in a preview area along with its different color values. The project has a simple interface so that users can understand it without needing any complicated instructions. JavaScript handles the interaction and updates the color information whenever the selected color changes. ✨ Main Features 🎨 Interactive color picker 👀 Live color preview 🔢 HEX color value 🔴🟢🔵 RGB color value 🌈 HSL color value 📋 Copy color values easily ⚡ Instant updates when the color changes 📱 Simple and responsive interface 🖥️ Works directly in a web browser 🎯 Clean and easy-to-use design 🛠️ Technologies Used HTML — Used to create the structure of the tool, including the color picker, preview area, values, and buttons. CSS — Used to design the page, arrange the different sections, add spacing, buttons, and make the interface look better. JavaScript — Used for the main functionality. It detects the selected color, changes the preview, converts the color into different formats, and handles the copy buttons. 💡 How It Works When the user selects a color, JavaScript reads the selected color and updates the preview immediately. The corresponding HEX, RGB, and HSL values are also displayed. If the user wants to use a particular value somewhere else, they can use the copy option. 🧩 What Was Challenging? The most challenging part was connecting the color picker with JavaScript and making all the color values update correctly. I also had to work on the copy buttons and test different colors to make sure the values were changing properly. 🏆 What I Am Proud Of I am proud that I was able to build an interactive tool using HTML, CSS, and JavaScript instead of making only a static webpage. I also liked seeing the color preview and values change immediately when selecting a different color. 🧪 Testing I tested the project by selecting different colors and checking whether: The preview changed correctly. HEX values updated. RGB values updated. HSL values updated. Copy buttons worked. The page remained usable on my device. 📚 What I Learned While making this project, I learned more about JavaScript events, DOM manipulation, color formats, CSS styling, and connecting HTML, CSS, and JavaScript together. I also learned that testing small features one by one makes it easier to find mistakes. 🚀 Future Improvements In the future, I could add: 🎨 Color palette generation 🌓 Light/dark themes 📋 One-click copy for all values 💾 Saved favorite colors 🔄 Random color generator 🎯 Gradient generator 📌 Final Description Color Picker Tool is an interactive web project built with HTML, CSS, and JavaScript. It allows users to select a color, see a live preview, and view its HEX, RGB, and HSL values. I built it to practice JavaScript interactions and create a small tool that can actually be useful for web design and development. ❤️ Final Ship Note This project started as a simple idea, but while building it I learned how different parts of a webpage can work together. I worked on the design, functionality, and testing and fixed the problems I found along the way. I am happy with the final result because it is simple, interactive, and something I can actually use....
|
1792878524.38376
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1793742524.38376
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|
47711
|
Improving Hoverboard hack repos and making my own Improving Hoverboard hack repos and making my own HoverGocart one by @Toma_Kuchta | Stardance...
|
Toma_Kuchta
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T09:43:06Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a kind of a pointer repo for all the hoverboard hacks floating around bc they are super scaterred all over and not well maintained! So I’ve made this repo and forked a few others, but I wasn’t able to make the AT32 repo works", "repo": "https://github.com/Tomas-Kuchta-FPV/HoverGocart", "demo": "https://github.com/user-attachments/assets/313c5bfc-0f20-4fe1-a7ff-69e95f93907b"}]...
|
[{"post_id": 56508, "ts": "202 [{"post_id": 56508, "ts": "2026-08-28T09:38:58Z", "hours": 1.6036, "text": "Tried to flash the AT32 ESC one more time this time with a cmsis dap debugger made out of an RPI pico but sadly without luck. And while I was at I I had flashed by brothers gocart. Oh and I was also able to disassemble my friends hoverboard and it was the OG ESC!"}, {"post_id": 48105, "ts": "2026-08-16T12:07:39Z", "hours": 3.6308, "text": "A lot of has happened. I’ve finally had a bit of time to tinker with another board that I own. Managed to flash it but I wan’t able to get the wheels turning properly and when compiling it myself the binary looked way too different. So I’ve spent the whole day just by flashing it AaaaAaaAaAAAAAaaaahhhh. But thankfully I’ve remembered to dump the original FW so I atleast know if I’ve made it worse or burned the ESC up. lol Also setting up a camera for lapse was super awkward as it only either showed me or the code. And today I had made some changes to the main navigation repo. So it looks cleaner and has a better base, but there are still major thing to be done."}, {"post_id": 46871, "ts": "2026-08-14T12:41:25Z", "hours": 6.5928, "text": "This devlog is pretty packed with stuff. This repo was meant to be a kind of a hackathon at outpost. But it didn’t make sense so I’ve pivoted to compiling and destiling hoverboard hack repos as they are scattered all over the place. AND ALSO THE HOVERCART HACKATHON STILL LAYS IN MY HEAD SO I’VE EMAILED OUR LOCAL MAKER FAIRE AND THEY REALLY LIKE IT!!!! So I’ve began by making a repo and compiling the steps needed to flash EEferus FOC firmware. And next up was configuring the FW for the hovercart for the hackathon. So I firstly created my fork along with a branch for my config. https://github.com/Tomas-Kuchta-FPV/hoverboard-firmware-hack-FOC/tree/TK-hovercart And then after compiling flashing testing tweaking. I’ve managed to get the optimum setup. Because of these learning I was able to come up with an optimum setup for the hacathon. And yeah looking back my little sub hackathon wont fit so I’m not that bummed with it. And after all of this i went to outpost had a lot of fun there. And during outpost my brother was building a gocart of his own. And that takes us to now. His gocart now has HOVERBOARDS as WHEELS! Which is a full circle moment. And yeah I had the urge to buy one more hoverboard to make a onewheel powered by the motor. So after all of that I have started researching firmware projects for these and it looks like that the hoverboard-hack project are under maintained and PRs are not getting merged anymore. So My goal with this repo is to consolidate all the wonderfull fixes, board variant, buyng advise and such into one giant repo to make it more accesible to beginers and for the hackathon hosted by our local maker faire."}]...
|
Title: Improving Hoverboard hack repos and making Title: Improving Hoverboard hack repos and making my own HoverGocart one by @Toma_Kuchta | Stardance
Devlogs:
This devlog is pretty packed with stuff. This repo was meant to be a kind of a hackathon at outpost. But it didn’t make sense so I’ve pivoted to compiling and destiling hoverboard hack repos as they are scattered all over the place. AND ALSO THE HOVERCART HACKATHON STILL LAYS IN MY HEAD SO I’VE EMAILED OUR LOCAL MAKER FAIRE AND THEY REALLY LIKE IT!!!! So I’ve began by making a repo and compiling the steps needed to flash EEferus FOC firmware. And next up was configuring the FW for the hovercart for the hackathon. So I firstly created my fork along with a branch for my config. https://github.com/Tomas-Kuchta-FPV/hoverboard-firmware-hack-FOC/tree/TK-hovercart And then after compiling flashing testing tweaking. I’ve managed to get the optimum setup. Because of these learning I was able to come up with an optimum setup for the hacathon. And yeah looking back my little sub hackathon wont fit so I’m not that bummed with it. And after all of this i went to outpost had a lot of fun there. And during outpost my brother was building a gocart of his own. And that takes us to now. His gocart now has HOVERBOARDS as WHEELS! Which is a full circle moment. And yeah I had the urge to buy one more hoverboard to make a onewheel powered by the motor. So after all of that I have started researching firmware projects for these and it looks like that the hoverboard-hack project are under maintained and PRs are not getting merged anymore. So My goal with this repo is to consolidate all the wonderfull fixes, board variant, buyng advise and such into one giant repo to make it more accesible to beginers and for the hackathon hosted by our local maker faire.
A lot of has happened. I’ve finally had a bit of time to tinker with another board that I own. Managed to flash it but I wan’t able to get the wheels turning properly and when compiling it myself the binary looked way too different. So I’ve spent the whole day just by flashing it AaaaAaaAaAAAAAaaaahhhh. But thankfully I’ve remembered to dump the original FW so I atleast know if I’ve made it worse or burned the ESC up. lol Also setting up a camera for lapse was super awkward as it only either showed me or the code. And today I had made some changes to the main navigation repo. So it looks cleaner and has a better base, but there are still major thing to be done.
Tried to flash the AT32 ESC one more time this time with a cmsis dap debugger made out of an RPI pico but sadly without luck. And while I was at I I had flashed by brothers gocart. Oh and I was also able to disassemble my friends hoverboard and it was the OG ESC!
Ships:
I’ve made a kind of a pointer repo for all the hoverboard hacks floating around bc they are super scaterred all over and not well maintained! So I’ve made this repo and forked a few others, but I wasn’t able to make the AT32 repo works...
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1793246002.7873232
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1793332402.7873232
|
|
29866
|
The Material Farm by @ViceVersa | Stardance
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ViceVersa
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1
|
43.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T09:36:25Z", "hours": 43.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "We made a game for the brainless game jam called “The Material Farm” and we’re quite proud of it. It did get a little stressful when all of us decided to take a 3 day break at the same time without telling eachother but it still came together quite nicely! You should try it!", "repo": "https://github.com/ViceVersa-09/Brainless-Jam", "demo": "https://viceversa09.itch.io/the-material-farm"}]...
|
[{"post_id": 56503, "ts": "202 [{"post_id": 56503, "ts": "2026-08-28T09:28:22Z", "hours": 0.5364, "text": "I don’t even know when or what I did these 30 min"}, {"post_id": 29513, "ts": "2026-07-16T14:25:25Z", "hours": 2.2161, "text": "I did some more bugfixing, here is a screenshot someone sent in the jam comments on itch"}, {"post_id": 29408, "ts": "2026-07-16T10:39:37Z", "hours": 10.0111, "text": "We have finally submitted to the braniless game jam, make sure to check it out!"}, {"post_id": 28291, "ts": "2026-07-14T13:37:47Z", "hours": 7.4239, "text": "We are running out of time on the game jam, i dont really know what to type here as im doing a bit of everything"}, {"post_id": 25515, "ts": "2026-07-09T20:38:16Z", "hours": 22.5386, "text": "I didnt know it only counts every 10 hours :("}]...
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Title: The Material Farm by @ViceVersa | Stardance Title: The Material Farm by @ViceVersa | Stardance
Devlogs:
I didnt know it only counts every 10 hours :(
We are running out of time on the game jam, i dont really know what to type here as im doing a bit of everything
We have finally submitted to the braniless game jam, make sure to check it out!
I did some more bugfixing, here is a screenshot someone sent in the jam comments on itch
I don’t even know when or what I did these 30 min
Ships:
We made a game for the brainless game jam called “The Material Farm” and we’re quite proud of it. It did get a little stressful when all of us decided to take a 3 day break at the same time without telling eachother but it still came together quite nicely! You should try it!...
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1793260246.1482408
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1793346646.1482408
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46625
|
Music recommender by @Fury | Stardance
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Fury
|
1
|
19.61
|
107
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T06:53:22Z", "hours": 17.0, "multiplier": 5.29, "payout": 107, "blessing": "neutral", "text": "I made a python script that takes a youtube playlist link and outputs a recommendation for it. Getting it to interact with youtube was annoying but managed to get it to work", "repo": "https://github.com/Furyx407/music-recommender", "demo": "https://github.com/Furyx407/music-recommender/releases/tag/Release"}]...
|
[{"post_id": 62771, "ts": "202 [{"post_id": 62771, "ts": "2026-09-06T09:07:14Z", "hours": 2.6144, "text": "Re-did that search function because of a youtube update :(, should work now… hopefully…"}, {"post_id": 54280, "ts": "2026-08-25T06:11:55Z", "hours": 7.9328, "text": "Finished the music recommender, it can now search youtube. I struggled with passing in the search query into the function as I have to convert it into a str from a list."}, {"post_id": 49327, "ts": "2026-08-18T02:37:03Z", "hours": 8.9017, "text": "Managed to get information of videos in playlist but am having trouble with getting videos to recommend"}]...
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Title: Music recommender by @Fury | Stardance
Dev Title: Music recommender by @Fury | Stardance
Devlogs:
Managed to get information of videos in playlist but am having trouble with getting videos to recommend
Finished the music recommender, it can now search youtube. I struggled with passing in the search query into the function as I have to convert it into a str from a list.
Re-did that search function because of a youtube update :(, should work now… hopefully…
Ships:
I made a python script that takes a youtube playlist link and outputs a recommendation for it. Getting it to interact with youtube was annoying but managed to get it to work...
|
1793260341.4047246
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1793346741.4047246
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|
54955
|
Anims-OS by @Freaked | Stardance
|
Freaked
|
2
|
4.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T06:24:17Z", "hours": 3.0, "multiplier": 3.6, "payout": 6, "blessing": "neutral", "text": "making of calender and to get live location weather was hard i spend most of time figuring out how to do it but it went okay and now its completed", "repo": "https://github.com/15freaker/Anims-OS", "demo": "https://15freaker.github.io/Anims-OS/"}, {"ship_num": 2, "ts": "2026-08-27T19:36:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this web based OS where we can play tetris and it has a notes app and we can also change its background and its dark themed and in process of making i got bugs and half of time was consumed by bugs only", "repo": "https://github.com/15freaker/Anims-OS", "demo": "https://15freaker.github.io/Anims-OS/"}]...
|
[{"post_id": 56433, "ts": "202 [{"post_id": 56433, "ts": "2026-08-28T06:18:42Z", "hours": 1.1033, "text": "i added weather, calender and mini music player"}, {"post_id": 56378, "ts": "2026-08-28T03:54:47Z", "hours": 0.4903, "text": "made new version of os"}, {"post_id": 56340, "ts": "2026-08-28T02:21:44Z", "hours": 0.8928, "text": "made a normal minimal desktop"}, {"post_id": 56197, "ts": "2026-08-27T20:57:56Z", "hours": 0.6125, "text": "fixed the bugs here’s the preview"}, {"post_id": 55768, "ts": "2026-08-27T19:19:35Z", "hours": 0.3892, "text": "i almost completed the my os just little bit more work and its done"}, {"post_id": 55754, "ts": "2026-08-27T18:53:41Z", "hours": 0.3039, "text": "looking not good 😅 still working gonna make it work properly"}, {"post_id": 55744, "ts": "2026-08-27T18:35:08Z", "hours": 0.2639, "text": "started making my own web-os excited to complete it"}]...
|
Title: Anims-OS by @Freaked | Stardance
Devlogs:
Title: Anims-OS by @Freaked | Stardance
Devlogs:
started making my own web-os excited to complete it
looking not good 😅 still working gonna make it work properly
i almost completed the my os just little bit more work and its done
fixed the bugs here’s the preview
made a normal minimal desktop
made new version of os
i added weather, calender and mini music player
Ships:
i made this web based OS where we can play tetris and it has a notes app and we can also change its background and its dark themed and in process of making i got bugs and half of time was consumed by bugs only
making of calender and to get live location weather was hard i spend most of time figuring out how to do it but it went okay and now its completed...
|
1792875259.6263309
|
1793739259.6263309
|
|
55317
|
sensor encoder project by @smrethi_shun | Stardanc sensor encoder project by @smrethi_shun | Stardance...
|
smrethi_shun
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T06:02:46Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my shot at Human Computer Lab’s ML challenge! It’s a compare and contrast between two data classification methods, a direct classifier and a small language model. Basically, both models read sensor data from UCI’s Human Activity Recognition Using Smartphones dataset, and learn to classify actions from the data (walking, standing, sitting, etc). The language model has to create embeddings directly from data, not turn it to language first. Then, we compare the macro-F1 scores of the direct classifier, the language model, and a trick test for the language model, purposefully switching embeddings so that way you know that the model is reliant on the embeddings only. VERY IMPORTANT!!!! The link to try this project is fake. You have to clone the project and run it in your terminal! Instructions are on the readme!!", "repo": "https://github.com/smoothieee33/sensor-encoder-challenge", "demo": "https://github.com/smoothieee33/sensor-encoder-challenge/releases/tag/v1.0.0"}]...
|
[{"post_id": 56417, "ts": "202 [{"post_id": 56417, "ts": "2026-08-28T05:46:04Z", "hours": 8.8908, "text": "Whoaaa Ive been MIA for a hawt minute lol. Anyway surprise! Brand new project popped out of nowhere! For context, I applied to an internship which had an optional project/challenge to do. Basically, I had to test a new form of data processing. I had to classify sensor data data into categories using a small language model rather than a traditional direct classifier. So thats what I did. I compared and contrasted the two methods in terms of macro F1 score, runtime, etc. Everything is kinda one fall swoop, heres the completed project lol."}]...
|
Title: sensor encoder project by @smrethi_shun | S Title: sensor encoder project by @smrethi_shun | Stardance
Devlogs:
Whoaaa Ive been MIA for a hawt minute lol. Anyway surprise! Brand new project popped out of nowhere! For context, I applied to an internship which had an optional project/challenge to do. Basically, I had to test a new form of data processing. I had to classify sensor data data into categories using a small language model rather than a traditional direct classifier. So thats what I did. I compared and contrasted the two methods in terms of macro F1 score, runtime, etc. Everything is kinda one fall swoop, heres the completed project lol.
Ships:
This is my shot at Human Computer Lab’s ML challenge! It’s a compare and contrast between two data classification methods, a direct classifier and a small language model. Basically, both models read sensor data from UCI’s Human Activity Recognition Using Smartphones dataset, and learn to classify actions from the data (walking, standing, sitting, etc). The language model has to create embeddings directly from data, not turn it to language first. Then, we compare the macro-F1 scores of the direct classifier, the language model, and a trick test for the language model, purposefully switching embeddings so that way you know that the model is reliant on the embeddings only. VERY IMPORTANT!!!! The link to try this project is fake. You have to clone the project and run it in your terminal! Instructions are on the readme!!...
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1793282008.105893
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1793368408.105893
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54062
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New Page by @tiyas | Stardance
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tiyas
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1
|
12.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T05:38:17Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have used many ‘new page’ extensions, but i have always faced a problem, all of them provide the option to choose which search engine you want to use , but its not handy to change the search engine again and again. and for dev people its so irritating, so i made it, you have all search engines in left side, you can search in any of them as per your need. and it also have a monthly calendar and a clock and mit rss news fetcher, it will update daily, and keep you updated too…", "repo": "https://github.com/Tiyasbanerjee/New-Page", "demo": "https://tiyasbanerjee.github.io/New-Page/"}]...
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[{"post_id": 56413, "ts": "202 [{"post_id": 56413, "ts": "2026-08-28T05:32:42Z", "hours": 0.5728, "text": "i have fixed some bugs ,and some styling issues, now it looks great, and ready to use, and i am shipping it now."}, {"post_id": 56394, "ts": "2026-08-28T04:43:28Z", "hours": 0.3911, "text": "i fixed it, now news is showing properly."}, {"post_id": 55743, "ts": "2026-08-27T18:34:45Z", "hours": 2.0158, "text": "Now the search bars are working, but the news api’s are not working properly…."}, {"post_id": 55134, "ts": "2026-08-26T16:28:29Z", "hours": 2.2278, "text": "i have added the clock and the search bars. next i will add the news feed, weather report , and the search logic , and a section to add your favorite apps."}, {"post_id": 55028, "ts": "2026-08-26T13:41:53Z", "hours": 0.7411, "text": "added a new section where news will be shown, and also made it show image of the day from nasa as the background image…"}, {"post_id": 54707, "ts": "2026-08-25T19:38:38Z", "hours": 2.0497, "text": "i have finished making the calendar… it was a tough time… because i had spend extra half hour because i saw a wrong calendar and thinking that aug has 29 days… after using 200% of my brain i at last find out my code was correct, i was mistaking…"}, {"post_id": 54547, "ts": "2026-08-25T15:59:36Z", "hours": 1.6264, "text": "Now I am building a calendar from scratch.. seems like my brain will be roasted while doing this…"}, {"post_id": 54301, "ts": "2026-08-25T07:46:00Z", "hours": 1.9564, "text": "i have set up vite. and now configing the github deploy stuffs.. i have also make the html and css a bit, like the main wallpaper and 2 sections. at first i was building it from my mind, but when i saw the guide i understood it uses vit, and github deploy , so i had to spend time understanding those things…"}]...
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Title: New Page by @tiyas | Stardance
Devlogs:
i Title: New Page by @tiyas | Stardance
Devlogs:
i have set up vite. and now configing the github deploy stuffs.. i have also make the html and css a bit, like the main wallpaper and 2 sections. at first i was building it from my mind, but when i saw the guide i understood it uses vit, and github deploy , so i had to spend time understanding those things…
Now I am building a calendar from scratch.. seems like my brain will be roasted while doing this…
i have finished making the calendar… it was a tough time… because i had spend extra half hour because i saw a wrong calendar and thinking that aug has 29 days… after using 200% of my brain i at last find out my code was correct, i was mistaking…
added a new section where news will be shown, and also made it show image of the day from nasa as the background image…
i have added the clock and the search bars. next i will add the news feed, weather report , and the search logic , and a section to add your favorite apps.
Now the search bars are working, but the news api’s are not working properly….
i fixed it, now news is showing properly.
i have fixed some bugs ,and some styling issues, now it looks great, and ready to use, and i am shipping it now.
Ships:
i have used many ‘new page’ extensions, but i have always faced a problem, all of them provide the option to choose which search engine you want to use , but its not handy to change the search engine again and again. and for dev people its so irritating, so i made it, you have all search engines in left side, you can search in any of them as per your need. and it also have a monthly calendar and a clock and mit rss news fetcher, it will update daily, and keep you updated too…...
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1793324891.617395
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1793411291.617395
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22848
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One-Armed Zombie hunter by @Adammm | Stardance
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Adammm
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5
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33.31
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328
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T05:18:45Z", "hours": 5.0, "multiplier": 11.64, "payout": 62, "blessing": "neutral", "text": "SHIP 5: Ok so firstly, I readded the readme file to github as i forgot to add it back after I got a new repo on github since the old one was bad. After all that, I added more enviromental objects like crates, trees, and rocks. I created the trees myself in blender which was made before this project and I never got the chance to use it. I feel like it fits the low-poly feel of the game. Next, I added hitmarkers to the game as well as a sound for them to make the games quality of life much better and smoother. This was requested by many reviews and I myself thought it was difficult to tell when my shot hit or missed so I added the hitmarker. This was inspired by every other fps game btw. Alongside this, I made the crosshair fade out when the player is sprinting because it made the game smoother and it was inspired by like every other fps game too. Next, there are some much needed graphical changes. I created antialiasing, bloom, distance blur, and fog in order to make this game match the vibe of the zombie theme and to create a better-looking scenery. It is much of an improvement but there should be no issues on low end PCs as the quality is still purposely low in order to make the game run bad pcs. Finally, I added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. The best way to defend against the spitter is by standing under trees to prevent their attacks from hitting you. (also we are 55 stardust away from goal!!! Thank you all for the support!)", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 2, "ts": "2026-08-18T05:17:38Z", "hours": 7.0, "multiplier": 8.15, "payout": 57, "blessing": "neutral", "text": "4th Ship Overview: Combat updates: Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function. Enemies related update: Fixed the hitbox of the boss zombie so that it is able to spawn in without getting stuck into the ground. I also gave it the ability to knock players back with its attack to give it some more immersion. Misc updates: Added a command line which can be accesed when the ` button is pressed. Commands are pretty simple to figure out and its not intended for players but if you can find the right prompts itll work fine. I also made a more smooth and immersive death screen in which the “You Died” screen fades in and is semi transparent. This was done so that the screen seems more advanced and less like a stale 2D screen. Alongside this, the transparent background lets you see the zombies still mauling the defeated player (this was unintended but I liked it so I kept it). So yeah try it out pls :)", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 3, "ts": "2026-08-07T05:17:21Z", "hours": 4.0, "multiplier": 15.53, "payout": 64, "blessing": "neutral", "text": "Created a new zombie varient that took approximately 2 hours to complete, this varient is a boss that has much more health and damage than the regular varients. In the script global.gd, it is set so that every 5 rounds it will spawn a boss, for example round 5 = 1 boss zombie round 10 = 2 boss zombie, the current boss code is just the basic framework for movement and attack, I plan to add more to the framework in order to make it more smoothed out.", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 4, "ts": "2026-07-18T18:48:17Z", "hours": 8.0, "multiplier": 10.08, "payout": 84, "blessing": "neutral", "text": "(this is mostly copied from the previous devlog as I ment to make that a ship) I added weapon spread by using godots export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now. Animations are currently not very smooth because of the fact that I am using free animations from mixamo so the switch between animations on the zombies may not be very smooth.", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 5, "ts": "2026-06-29T02:10:28Z", "hours": 9.0, "multiplier": 7.09, "payout": 61, "blessing": "neutral", "text": "Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}]...
|
[{"post_id": 58271, "ts": "202 [{"post_id": 58271, "ts": "2026-08-30T17:19:41Z", "hours": 0.3144, "text": "Fixed zombies getting stuck on objects or trees"}, {"post_id": 56403, "ts": "2026-08-28T05:01:29Z", "hours": 0.5353, "text": "Just a edit of the animations for the spitter zombie and debugging of the code"}, {"post_id": 55378, "ts": "2026-08-27T05:30:07Z", "hours": 2.7411, "text": "Added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. I also changed up the graphics of the game by adding distance blur, fog, and antialaising and some bloom to give the game more of a zombie/horror feel but at the same time be playable on low end devices. For the enviroment, I added more objects like trees and crates to make the enviroment less plain. The reason for more trees is so that the new Spitter zombie variant cannot hit through them, so you can stand under them to avoid being hit, but at the same time, the player has to keep moving in order to not get attacked by the regular zombies or the sprinters."}, {"post_id": 54229, "ts": "2026-08-25T03:52:19Z", "hours": 2.0786, "text": "I made the current environment better by adding low-poly trees that I made in Blender. I decided to make these trees myself because I did not want to keep using free open-source assets, as it makes the game seem low-effort. I also added a way to tell if you hit the zombies, as requested, by creating a hitmarker on the crosshair and a hit sound effect so the player can for sure tell whether their previous shot hit the target or if their previous shot did not hit the target. Alongside this, I also made it so that the crosshair disappears when sprinting, much like many FPS games. I did not have a full reason to do this except to make this game smoother and seem more polished. (unrelated but we are 55 stardust away from the goal of 360 stardust!!! THANKS FOR ALL THE SUPPORT!!)"}, {"post_id": 48958, "ts": "2026-08-17T15:15:58Z", "hours": 2.0906, "text": "Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function."}, {"post_id": 44417, "ts": "2026-08-10T04:50:43Z", "hours": 1.6142, "text": "Reworked the animation and poses of the boss as they were looking a bit static. I also reworked the attack script so that it was more smooth and realistic (granted this game is not gonna be realistic at all)"}, {"post_id": 43723, "ts": "2026-08-09T04:12:53Z", "hours": 1.2042, "text": "I created a better death screen that fades in on death also the screen now displays a best waves reached text that saves after each game and even saves after the game is closed. I also fixed the boss zombies hitbox as it would collide with the players body in a way that made the player, this is also when I noticed that the bosses movement had nothing special attached to it, so I made its attack speed faster as well as making its attacks knock back the player."}, {"post_id": 42988, "ts": "2026-08-08T00:21:15Z", "hours": 2.1342, "text": "Created a command line for commands to debug the game or to play around with. Current commands include the following: noclip, fly, crash, godmode, and heal. If there are any commands you would like me to add, feel free to comment them. This command line was made simply by using a textedit object on a canvaslayer and creating a simple list script with func codes to program the commands."}, {"post_id": 42445, "ts": "2026-08-07T05:15:09Z", "hours": 0.7306, "text": "Added simple code for the boss, also gave it better animations and attack. This is currently just the first version for the boss zombie, it will be changed as I am planning to implement a different type of attack and movement system for the said zombie."}, {"post_id": 42144, "ts": "2026-08-06T19:07:52Z", "hours": 1.55, "text": "added animations sounds and model for a new zombie I am making"}, {"post_id": 34711, "ts": "2026-07-25T17:18:56Z", "hours": 0.7028, "text": "Added a simple main menu using a Camera3D as well as a canvaslayer that has a transparent background so that the map can be seen. There was also a bug in the menu where if you pressed escape the level starts and zombies spawn even though play was not pressed. I fixed it by adding a script in the main menu so that pressing escape will not unpause the game and it will not register anything UNTIL the game has started then it will open up a pause menu if pressed and close the pause menu if pressed again."}, {"post_id": 34459, "ts": "2026-07-25T05:51:55Z", "hours": 1.1361, "text": "Created a new sensitivity slider as requested by creating a new settings button under the pause menu, if there are any other changeable settings you would like me to add feel free to comment them."}, {"post_id": 30810, "ts": "2026-07-18T18:46:00Z", "hours": 1.7961, "text": "I added weapon spread by using godots @export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now."}, {"post_id": 27450, "ts": "2026-07-13T00:56:28Z", "hours": 2.8683, "text": "Added more visible grass by using textures and 3d modling in blender. Fixed players movement to be more realistic by making sprinting unavailable when moving backwards as well as making speed slower overall as well as making speed slower when moving backwards, also made sprinting less overpowered by making it recharge slower. Added a buyable M4 to make the game more fun and easier when the game progresses into a further round."}, {"post_id": 23267, "ts": "2026-07-06T03:40:18Z", "hours": 3.3872, "text": "Focused on making the game higher quality by getting models and animations off of Mixamo (thanks to the person who recommended it). Also added a stamina and sprinting system so that the game feels smoother and less static. Alongside this, I also noticed a bug with the hitboxes in which the player was able to jump out of the way of the zombies attack basically avoiding the attack entirley, to fix this, I fixed some code for the zombie and made the zombies attack radius a little larger as well as reducing the players jump force to match the current movement speed rather than getting an intense boost in speed. Also, while creating the animations, I noticed the zombies were just gliding instead of playing animations and facing the wrong way as well. This was repaired with some exports, as I exported it into the script with the wrong path (stupid lol). Also made a better gun model by getting a low-poly model off of open source sites (I forgot the name, sorry). Also added more sound effects for the zombie. Now, the game [in my opinion] feels much more realistic and arcade-like with the new models, animations, and sounds. I’ll keep posting updates on the devlogs until I feel the game is ready for the next ship. Thanks for all the support and the ideas. I feel really grateful for the advice."}, {"post_id": 19973, "ts": "2026-07-01T13:18:30Z", "hours": 0.3303, "text": "Added more basic mechanics like gun sway and a hurt flash."}, {"post_id": 18075, "ts": "2026-06-29T02:10:03Z", "hours": 3.7886, "text": "Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version."}, {"post_id": 15493, "ts": "2026-06-25T05:51:48Z", "hours": 1.3228, "text": "added basic weapon functions"}, {"post_id": 14838, "ts": "2026-06-24T03:07:49Z", "hours": 3.7139, "text": "Created basic 3d mechanics for the game"}]...
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Title: One-Armed Zombie hunter by @Adammm | Starda Title: One-Armed Zombie hunter by @Adammm | Stardance
Devlogs:
Created basic 3d mechanics for the game
added basic weapon functions
Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.
Added more basic mechanics like gun sway and a hurt flash.
Focused on making the game higher quality by getting models and animations off of Mixamo (thanks to the person who recommended it). Also added a stamina and sprinting system so that the game feels smoother and less static. Alongside this, I also noticed a bug with the hitboxes in which the player was able to jump out of the way of the zombies attack basically avoiding the attack entirley, to fix this, I fixed some code for the zombie and made the zombies attack radius a little larger as well as reducing the players jump force to match the current movement speed rather than getting an intense boost in speed. Also, while creating the animations, I noticed the zombies were just gliding instead of playing animations and facing the wrong way as well. This was repaired with some exports, as I exported it into the script with the wrong path (stupid lol). Also made a better gun model by getting a low-poly model off of open source sites (I forgot the name, sorry). Also added more sound effects for the zombie. Now, the game [in my opinion] feels much more realistic and arcade-like with the new models, animations, and sounds. I’ll keep posting updates on the devlogs until I feel the game is ready for the next ship. Thanks for all the support and the ideas. I feel really grateful for the advice.
Added more visible grass by using textures and 3d modling in blender. Fixed players movement to be more realistic by making sprinting unavailable when moving backwards as well as making speed slower overall as well as making speed slower when moving backwards, also made sprinting less overpowered by making it recharge slower. Added a buyable M4 to make the game more fun and easier when the game progresses into a further round.
I added weapon spread by using godots @export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now.
Created a new sensitivity slider as requested by creating a new settings button under the pause menu, if there are any other changeable settings you would like me to add feel free to comment them.
Added a simple main menu using a Camera3D as well as a canvaslayer that has a transparent background so that the map can be seen. There was also a bug in the menu where if you pressed escape the level starts and zombies spawn even though play was not pressed. I fixed it by adding a script in the main menu so that pressing escape will not unpause the game and it will not register anything UNTIL the game has started then it will open up a pause menu if pressed and close the pause menu if pressed again.
added animations sounds and model for a new zombie I am making
Added simple code for the boss, also gave it better animations and attack. This is currently just the first version for the boss zombie, it will be changed as I am planning to implement a different type of attack and movement system for the said zombie.
Created a command line for commands to debug the game or to play around with. Current commands include the following: noclip, fly, crash, godmode, and heal. If there are any commands you would like me to add, feel free to comment them. This command line was made simply by using a textedit object on a canvaslayer and creating a simple list script with func codes to program the commands.
I created a better death screen that fades in on death also the screen now displays a best waves reached text that saves after each game and even saves after the game is closed. I also fixed the boss zombies hitbox as it would collide with the players body in a way that made the player, this is also when I noticed that the bosses movement had nothing special attached to it, so I made its attack speed faster as well as making its attacks knock back the player.
Reworked the animation and poses of the boss as they were looking a bit static. I also reworked the attack script so that it was more smooth and realistic (granted this game is not gonna be realistic at all)
Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function.
I made the current environment better by adding low-poly trees that I made in Blender. I decided to make these trees myself because I did not want to keep using free open-source assets, as it makes the game seem low-effort. I also added a way to tell if you hit the zombies, as requested, by creating a hitmarker on the crosshair and a hit sound effect so the player can for sure tell whether their previous shot hit the target or if their previous shot did not hit the target. Alongside this, I also made it so that the crosshair disappears when sprinting, much like many FPS games. I did not have a full reason to do this except to make this game smoother and seem more polished. (unrelated but we are 55 stardust away from the goal of 360 stardust!!! THANKS FOR ALL THE SUPPORT!!)
Added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. I also changed up the graphics of the game by adding distance blur, fog, and antialaising and some bloom to give the game more of a zombie/horror feel but at the same time be playable on low end devices. For the enviroment, I added more objects like trees and crates to make the enviroment less plain. The reason for more trees is so that the new Spitter zombie variant cannot hit through them, so you can stand under them to avoid being hit, but at the same time, the player has to keep moving in order to not get attacked by the regular zombies or the sprinters.
Just a edit of the animations for the spitter zombie and debugging of the code
Fixed zombies getting stuck on objects or trees
Ships:
Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.
(this is mostly copied from the previous devlog as I ment to make that a ship) I added weapon spread by using godots export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now. Animations are currently not very smooth because of the fact that I am using free animations from mixamo so the switch between animations on the zombies may not be very smooth.
Created a new zombie varient that took approximately 2 hours to complete, this varient is a boss that has much more health and damage than the regular varients. In the script global.gd, it is set so that every 5 rounds it will spawn a boss, for example round 5 = 1 boss zombie round 10 = 2 boss zombie, the current boss code is just the basic framework for movement and attack, I plan to add more to the framework in order to make it more smoothed out.
4th Ship Overview: Combat updates: Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function. Enemies related update: Fixed the hitbox of the boss zombie so that it is able to spawn in without getting stuck into the ground. I also gave it the ability to knock players back with its attack to give it some more immersion. Misc updates: Added a command line which can be accesed when the ` button is pressed. Commands are pretty simple to figure out and its not intended for players but if you can find the right prompts itll work fine. I also made a more smooth and immersive death screen in which the “You Died” screen fades in and is semi transparent. This was done so that the screen seems more advanced and less like a stale 2D screen. Alongside this, the transparent background lets you see the zombies still mauling the defeated player (this was unintended but I liked it so I kept it). So yeah try it out pls :)
SHIP 5: Ok so firstly, I readded the readme file to github as i forgot to add it back after I got a new repo on github since the old one was bad. After all that, I added more enviromental objects like crates, trees, and rocks. I created the trees myself in blender which was made before this project and I never got the chance to use it. I feel like it fits the low-poly feel of the game. Next, I added hitmarkers to the game as well as a sound for them to make the games quality of life much better and smoother. This was requested by many reviews and I myself thought it was difficult to tell when my shot hit or missed so I added the hitmarker. This was inspired by every other fps game btw. Alongside this, I made the crosshair fade out when the player is sprinting because it made the game smoother and it was inspired by like every other fps game too. Next, there are some much needed graphical changes. I created antialiasing, bloom, distance blur, and fog in order to make this game match the vibe of the zombie theme and to create a better-looking scenery. It is much of an improvement but there should be no issues on low end PCs as the quality is still purposely low in order to make the game run bad pcs. Finally, I added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. The best way to defend against the spitter is by standing under trees to prevent their attacks from hitting you. (also we are 55 stardust away from goal!!! Thank you all for the support!)...
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1793281715.8341644
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1793368115.8341644
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53082
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Bidding Game by @aashvik | Stardance
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aashvik
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1
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9.0
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15
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T04:11:24Z", "hours": 9.0, "multiplier": 1.73, "payout": 15, "blessing": "neutral", "text": "I made Bid Battle because I saw a similar game as a YouTube Shorts trend and thought, “what if this was a real game?” The hardest part was getting the AI to consistently generate valid and interesting themes and items without breaking the game :)", "repo": "https://github.com/koditra/bid-battle", "demo": "https://koditra.github.io/bid-battle/"}]...
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[{"post_id": 56383, "ts": "202 [{"post_id": 56383, "ts": "2026-08-28T04:04:44Z", "hours": 2.3672, "text": "final bid battle devlog today i finished up the css for bid battle :) added gradient backgrounds for the player 1 red theme and player 2 blue theme improved the overall look of the game made the buttons, cards, and item slots look better improved the game mode selection screen polished the ai loading screen cleaned up the layout and made everything feel more finished and that’s it for bid battle! :)"}, {"post_id": 54175, "ts": "2026-08-25T01:30:13Z", "hours": 4.3128, "text": "bid battle devlog today i added ai to bid battle :) added ai-generated themes and items added an ai loading screen + progress bar added ai and premade game modes added a bunch of ai fallbacks improved the bidding system added the 5 item limit + automatic $1 distribution improved error handling next devlog i’ll work on improving the css and making everything look better :)"}, {"post_id": 52714, "ts": "2026-08-23T01:00:36Z", "hours": 2.1772, "text": "Bid Battle Devlog #1 ok so i started working on my new game called Bid Battle the idea is pretty simple: there are 2 players $20 each 10 items 5 item slots each the game gives you a theme like “build your own supercar” and then you bid on different items that fit the theme. every item starts at $1 and you type in how much you want to bid. i wanted the AI to NOT judge the builds. it’s only going to run locally in the browser and generate the theme + items. right now i finished the html + css and ill make the js next"}]...
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Title: Bidding Game by @aashvik | Stardance
Devlo Title: Bidding Game by @aashvik | Stardance
Devlogs:
Bid Battle Devlog #1 ok so i started working on my new game called Bid Battle the idea is pretty simple: there are 2 players $20 each 10 items 5 item slots each the game gives you a theme like “build your own supercar” and then you bid on different items that fit the theme. every item starts at $1 and you type in how much you want to bid. i wanted the AI to NOT judge the builds. it’s only going to run locally in the browser and generate the theme + items. right now i finished the html + css and ill make the js next
bid battle devlog today i added ai to bid battle :) added ai-generated themes and items added an ai loading screen + progress bar added ai and premade game modes added a bunch of ai fallbacks improved the bidding system added the 5 item limit + automatic $1 distribution improved error handling next devlog i’ll work on improving the css and making everything look better :)
final bid battle devlog today i finished up the css for bid battle :) added gradient backgrounds for the player 1 red theme and player 2 blue theme improved the overall look of the game made the buttons, cards, and item slots look better improved the game mode selection screen polished the ai loading screen cleaned up the layout and made everything feel more finished and that’s it for bid battle! :)
Ships:
I made Bid Battle because I saw a similar game as a YouTube Shorts trend and thought, “what if this was a real game?” The hardest part was getting the AI to consistently generate valid and interesting themes and items without breaking the game :)...
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1793267529.8910332
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1793353929.8910332
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43134
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Pi - the game! by @laptopDragoness_27 | Stardance
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laptopDragoness_27
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1
|
16.0
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235
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T04:02:06Z", "hours": 16.0, "multiplier": 14.9, "payout": 235, "blessing": "neutral", "text": "I made a game about guessing digits of pi in pico-8! It uses the Stanley-Rabinowitz spigot algorithm in real time to generate new digits of pi! I’m really proud of it, and it’s also got a decent amount of polish (the first real game I’ve made in pico-8 honestly).", "repo": "https://github.com/laptopDragoness27/Pi-the-gmae-main", "demo": "https://king-of-waffles.itch.io/pi-the-game"}]...
|
[{"post_id": 56371, "ts": "202 [{"post_id": 56371, "ts": "2026-08-28T03:39:16Z", "hours": 1.0833, "text": "It’s done! fixed the last couple issues and added some more sound effects. Finally done!!!"}, {"post_id": 55747, "ts": "2026-08-27T18:41:01Z", "hours": 1.8, "text": "Almost done! Got the delay nearly fully gone with the help of itch user kevinthompson who showed me how coroutines work. I used the coroutines to split up the code that generates a digit of pi after each correct guess over many frames, so it will run at about 50% speed for like a second and then continue on lag free. There was also an edge case there, if the digit hadn’t finished generating and you picked the correct digit, it would say it was wrong! To solve this I made the game just wait for it to finish, and added some static noise to it so you would know it was intentional. Definitely not a perfect solution, but as good as I’ve come up with. I’m also considering adding music to the background, but I haven’t figured it out yet. Kind of annoying for sure…"}, {"post_id": 54139, "ts": "2026-08-24T23:33:34Z", "hours": 3.2833, "text": "Changed the game a lot! It feels much more polished now (better menus, etc) and most notably, the initial loading screen is gone! I made it so now the next digit is generated on the fly instead of in advance so you don’t have to wait for minutes on end before being able to play. There is a major issue though, it makes a pause happen when you get the digit correct which is very jarring. Might look into something like co-routines. You can also play it now! Let me know what you think please!"}, {"post_id": 53495, "ts": "2026-08-24T02:13:52Z", "hours": 3.3833, "text": "Work is being done on the game! I’ve got the main mechanics working (gameplay loop, digit selection and checking, scoring, a timer per digit, high score) but it’s all rudimentary right now. Next I’m going to make a display to see the digit you need to guess with previous digits and other visual things to make the game look better. Hope it goes well!"}, {"post_id": 51810, "ts": "2026-08-21T17:30:05Z", "hours": 0.4167, "text": "Got all the digits working! The issue that was causing it to stop working seemed to be an issue with the 16-bit integer limit, since at a certain point the numbers get too large to have proper precision, so they are off by a bit which causes the numbers to be inaccurate. Now time to actually make the game! Hopefully the easy part."}, {"post_id": 44321, "ts": "2026-08-10T00:16:26Z", "hours": 1.4503, "text": "I figured out how many digits my stupid program can generate… 263 I have no idea why more won’t work…"}, {"post_id": 41686, "ts": "2026-08-06T01:57:08Z", "hours": 4.3497, "text": "I’ve gotten the first 200 digits of pi generated in Pico-8! But the 300th is wrong… okay… a bit of background. First, why am I trying to generate pi, why not just precompute it and store it in rom? Gee I wish. A limitation in Pico-8 is that one cart can only have about 8000 tokens total, and each list element counts as a token, so having a sufficiently large amount of tokens, like 10 000 would literally be impossible, so instead I’ll just compute it when the program loads up and store it in RAM. What is interesting though is how I got this done! I used an algorithm by Rabinowitz and Wagon (link to the paper: http://stanleyrabinowitz.com/bibliography/spigot.pdf ) where you start with a bunch of 2s, and do various operations on them from right to left involving division and multiplication to get a number who’s 10s digit is the digit of pi for that iteration. My implementation should be working the same, however for a reason I am yet to figure out it stops working between 200 and 300 digits of pi, most likely due to a small error in my implementation that causes it to drift very slowly, only mattering after a couple hundred digits."}]...
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Title: Pi - the game! by @laptopDragoness_27 | Sta Title: Pi - the game! by @laptopDragoness_27 | Stardance
Devlogs:
I’ve gotten the first 200 digits of pi generated in Pico-8! But the 300th is wrong… okay… a bit of background. First, why am I trying to generate pi, why not just precompute it and store it in rom? Gee I wish. A limitation in Pico-8 is that one cart can only have about 8000 tokens total, and each list element counts as a token, so having a sufficiently large amount of tokens, like 10 000 would literally be impossible, so instead I’ll just compute it when the program loads up and store it in RAM. What is interesting though is how I got this done! I used an algorithm by Rabinowitz and Wagon (link to the paper: http://stanleyrabinowitz.com/bibliography/spigot.pdf ) where you start with a bunch of 2s, and do various operations on them from right to left involving division and multiplication to get a number who’s 10s digit is the digit of pi for that iteration. My implementation should be working the same, however for a reason I am yet to figure out it stops working between 200 and 300 digits of pi, most likely due to a small error in my implementation that causes it to drift very slowly, only mattering after a couple hundred digits.
I figured out how many digits my stupid program can generate… 263 I have no idea why more won’t work…
Got all the digits working! The issue that was causing it to stop working seemed to be an issue with the 16-bit integer limit, since at a certain point the numbers get too large to have proper precision, so they are off by a bit which causes the numbers to be inaccurate. Now time to actually make the game! Hopefully the easy part.
Work is being done on the game! I’ve got the main mechanics working (gameplay loop, digit selection and checking, scoring, a timer per digit, high score) but it’s all rudimentary right now. Next I’m going to make a display to see the digit you need to guess with previous digits and other visual things to make the game look better. Hope it goes well!
Changed the game a lot! It feels much more polished now (better menus, etc) and most notably, the initial loading screen is gone! I made it so now the next digit is generated on the fly instead of in advance so you don’t have to wait for minutes on end before being able to play. There is a major issue though, it makes a pause happen when you get the digit correct which is very jarring. Might look into something like co-routines. You can also play it now! Let me know what you think please!
Almost done! Got the delay nearly fully gone with the help of itch user kevinthompson who showed me how coroutines work. I used the coroutines to split up the code that generates a digit of pi after each correct guess over many frames, so it will run at about 50% speed for like a second and then continue on lag free. There was also an edge case there, if the digit hadn’t finished generating and you picked the correct digit, it would say it was wrong! To solve this I made the game just wait for it to finish, and added some static noise to it so you would know it was intentional. Definitely not a perfect solution, but as good as I’ve come up with. I’m also considering adding music to the background, but I haven’t figured it out yet. Kind of annoying for sure…
It’s done! fixed the last couple issues and added some more sound effects. Finally done!!!
Ships:
I made a game about guessing digits of pi in pico-8! It uses the Stanley-Rabinowitz spigot algorithm in real time to generate new digits of pi! I’m really proud of it, and it’s also got a decent amount of polish (the first real game I’ve made in pico-8 honestly)....
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1793264116.8141956
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1793350516.8141956
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54358
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Basic calculater by @vrishi | Stardance
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vrishi
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T03:36:40Z", "hours": 2.0, "multiplier": 1.05, "payout": 2, "blessing": "neutral", "text": "I made a basic calculator app in order to get started and to understand this entire process.", "repo": "https://github.com/Vrishicode/basic-calculater-code", "demo": "https://basic-calculater-code.vercel.app/"}]...
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[{"post_id": 56362, "ts": "202 [{"post_id": 56362, "ts": "2026-08-28T03:31:59Z", "hours": 0.655, "text": "I was just converted my java code to a html and java script with ai to put on a webpage"}, {"post_id": 55745, "ts": "2026-08-27T18:36:00Z", "hours": 0.3358, "text": "Hi i just finished making it able to do 4 operations on two doubles if you have any suggestions on what i can add to this program before i submit it."}, {"post_id": 55077, "ts": "2026-08-26T14:50:01Z", "hours": 0.7394, "text": "Hi i am working on just a basic calculator I am currently just making it add two numbers together so then later i can do the same with the other three operators when the addition code works."}]...
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Title: Basic calculater by @vrishi | Stardance
De Title: Basic calculater by @vrishi | Stardance
Devlogs:
Hi i am working on just a basic calculator I am currently just making it add two numbers together so then later i can do the same with the other three operators when the addition code works.
Hi i just finished making it able to do 4 operations on two doubles if you have any suggestions on what i can add to this program before i submit it.
I was just converted my java code to a html and java script with ai to put on a webpage
Ships:
I made a basic calculator app in order to get started and to understand this entire process....
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1793224266.3386793
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1793310666.3386793
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14228
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Neuroband by @SumukhAgastipurkar | Stardance
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SumukhAgastipurkar
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1
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73.05
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T03:35:13Z", "hours": 64.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: Neuroband—a custom health tracker designed to be worn on the neck. It combines a custom hardware PCB with a companion Flutter mobile application. What was challenging: Routing the compact PCB layout for a neck-worn device and establishing smooth Bluetooth communication with the app. What I’m proud of: Designing the complete hardware schematics and connecting real-time hardware data to the mobile app UI. How to test: Check out the project documentation and demo video to see the hardware routing and app in action.", "repo": "https://github.com/inventthefuture-bot/neurosense-private", "demo": ""}]...
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[{"post_id": 83745, "ts": "202 [{"post_id": 83745, "ts": "2026-10-28T14:48:55Z", "hours": 9.0519, "text": "APP Bug Fixes"}, {"post_id": 56359, "ts": "2026-08-28T03:29:54Z", "hours": 6.2178, "text": "ROUTING"}, {"post_id": 54636, "ts": "2026-08-25T17:41:32Z", "hours": 9.4175, "text": "routing of the capacitors"}, {"post_id": 53101, "ts": "2026-08-23T15:16:26Z", "hours": 9.6672, "text": "routing this messy area"}, {"post_id": 52487, "ts": "2026-08-22T17:00:43Z", "hours": 6.0019, "text": "routing the pcb"}, {"post_id": 51683, "ts": "2026-08-21T14:22:59Z", "hours": 9.2567, "text": "finally assembling the capacitors"}, {"post_id": 48093, "ts": "2026-08-16T11:51:44Z", "hours": 5.2339, "text": "finished doing 1 file"}, {"post_id": 47619, "ts": "2026-08-15T16:57:51Z", "hours": 8.8186, "text": "finally did the last ic"}, {"post_id": 46438, "ts": "2026-08-13T17:26:42Z", "hours": 2.9669, "text": "working on other ic"}, {"post_id": 45895, "ts": "2026-08-12T17:15:47Z", "hours": 2.5122, "text": "Finished Wiring of this IC"}, {"post_id": 44081, "ts": "2026-08-09T16:34:23Z", "hours": 4.7594, "text": "Wiring the ECG chip and the ESP 32"}, {"post_id": 43378, "ts": "2026-08-08T16:05:36Z", "hours": 2.1675, "text": "PCB schematic"}, {"post_id": 43238, "ts": "2026-08-08T11:53:08Z", "hours": 1.6172, "text": "Began with PCB designing for my life supporting project"}]...
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Title: Neuroband by @SumukhAgastipurkar | Stardanc Title: Neuroband by @SumukhAgastipurkar | Stardance
Devlogs:
Began with PCB designing for my life supporting project
PCB schematic
Wiring the ECG chip and the ESP 32
Finished Wiring of this IC
working on other ic
finally did the last ic
finished doing 1 file
finally assembling the capacitors
routing the pcb
routing this messy area
routing of the capacitors
ROUTING
APP Bug Fixes
Ships:
What I made: Neuroband—a custom health tracker designed to be worn on the neck. It combines a custom hardware PCB with a companion Flutter mobile application. What was challenging: Routing the compact PCB layout for a neck-worn device and establishing smooth Bluetooth communication with the app. What I’m proud of: Designing the complete hardware schematics and connecting real-time hardware data to the mobile app UI. How to test: Check out the project documentation and demo video to see the hardware routing and app in action....
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1793256927.102717
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1793343327.102717
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53021
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BombasticBomb's-Website by @ahmadfarzadtaquee BombasticBomb's-Website by @ahmadfarzadtaquee | Stardance...
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ahmadfarzadtaquee
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1
|
4.83
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T03:08:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website for myself that I was procrastinating for a long time, and one struggle I had was to choose between whether to go with standard React, or learn NextJS to do this one. I ended up going with React as I’m a bit busy at the moment, and I wanted to get it out of the way, and did it with React, and now it’ll be my portfolio for all my hardware projects. I wrote the entirety of the html and React myself, then I took help from ChatGPT to do the styling, as AI is better for front-end anyways. Anyways, I also made the navbar at the top point the user to the various sections of the website, and I believe it was a great learning experience for me, leaving with a personal website for me.", "repo": "https://github.com/BombasticBomb/Personal-Website", "demo": "https://personal-website-eta-one-33.vercel.app/"}]...
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[{"post_id": 57433, "ts": "202 [{"post_id": 57433, "ts": "2026-08-29T16:12:01Z", "hours": 1.8608, "text": "Firstly, I rewrote my bio to sound more like me and a little better. Then, according to the reviewer, I rewrote the entire CSS, and it took a long time. I kept more or less the same old spacing, but changed the pfp of the Hero section, and also changed the photo for the IB school, cause the previous one was AI generated. Also made the navbar look nicer with some custom styles, which took the longest. Also added a nice orange shadow on hover, and made most of the text white instead of slate to be more readable. I also modified the ProjectCard component so I can make sure there’s not github link placeholder hanging for projects I did when I was younger and didn’t use Github - just a simple if/else statement that prints “Check Out Github” if I pass in the repo variable to true, and just disappears if false. Should be ready for resubmission now."}, {"post_id": 56983, "ts": "2026-08-29T01:19:56Z", "hours": 0.965, "text": "Today, I finally added all, or most of my projects, to the portfolio website. I really just collected images from my previous projects, and uploaded them to the folders and used my custom ProjectCard React component to use them in the website."}, {"post_id": 56353, "ts": "2026-08-28T03:03:48Z", "hours": 0.5633, "text": "In the last 30 minutes before I go to bed, I made some more small design changes to make the website for astronomical and futuristic and a overall good design. Firstly I added a proper nebula background that adds a nice touch to it, and I also made the links to my contact icons from W3Schools, and I also made the navbar buttons send the user to different sections when they click it. I haven’t added any projects yet, but the point was to make a personal website, and its done."}, {"post_id": 56341, "ts": "2026-08-28T02:24:42Z", "hours": 0.9636, "text": "Today I finished up the main part of the website, which was styling. I put this for last as I figured it’d be easier to add the components first, and then style them. I was having trouble putting one of the div on the center of the screen, but then I realized the css property on the outer div was forcing it, and so I fixed it. It looks kind of good right now. I’ll add more things later, but this is it for now."}, {"post_id": 54878, "ts": "2026-08-26T02:45:54Z", "hours": 0.4331, "text": "I finished adding my personal education section and also the projects section. I have to do more work on the projects section and adding my portfolio and all, and I’m thinking of writing a different functional react component separately that I can pass in a description and image to make my project card, but we’ll see. For now it has my social media links, and my education. I haven’t done much styling yet, I’ll add all the animations in the end."}, {"post_id": 54841, "ts": "2026-08-26T00:32:09Z", "hours": 0.0, "text": "I started working on the website for my project. I decided to use ReactJS for this, and I started by making 2 components for the Navbar and the hero section. Overall, it’s going alright. I’ll post more updates soon. I did this on a different project folder, before I setup hackatime properly, and so my timestamp is gone. I worked on this for ~1hr 40 mins."}]...
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Title: BombasticBomb's-Website by @ahmadfarzad Title: BombasticBomb's-Website by @ahmadfarzadtaquee | Stardance
Devlogs:
I started working on the website for my project. I decided to use ReactJS for this, and I started by making 2 components for the Navbar and the hero section. Overall, it’s going alright. I’ll post more updates soon. I did this on a different project folder, before I setup hackatime properly, and so my timestamp is gone. I worked on this for ~1hr 40 mins.
I finished adding my personal education section and also the projects section. I have to do more work on the projects section and adding my portfolio and all, and I’m thinking of writing a different functional react component separately that I can pass in a description and image to make my project card, but we’ll see. For now it has my social media links, and my education. I haven’t done much styling yet, I’ll add all the animations in the end.
Today I finished up the main part of the website, which was styling. I put this for last as I figured it’d be easier to add the components first, and then style them. I was having trouble putting one of the div on the center of the screen, but then I realized the css property on the outer div was forcing it, and so I fixed it. It looks kind of good right now. I’ll add more things later, but this is it for now.
In the last 30 minutes before I go to bed, I made some more small design changes to make the website for astronomical and futuristic and a overall good design. Firstly I added a proper nebula background that adds a nice touch to it, and I also made the links to my contact icons from W3Schools, and I also made the navbar buttons send the user to different sections when they click it. I haven’t added any projects yet, but the point was to make a personal website, and its done.
Today, I finally added all, or most of my projects, to the portfolio website. I really just collected images from my previous projects, and uploaded them to the folders and used my custom ProjectCard React component to use them in the website.
Firstly, I rewrote my bio to sound more like me and a little better. Then, according to the reviewer, I rewrote the entire CSS, and it took a long time. I kept more or less the same old spacing, but changed the pfp of the Hero section, and also changed the photo for the IB school, cause the previous one was AI generated. Also made the navbar look nicer with some custom styles, which took the longest. Also added a nice orange shadow on hover, and made most of the text white instead of slate to be more readable. I also modified the ProjectCard component so I can make sure there’s not github link placeholder hanging for projects I did when I was younger and didn’t use Github - just a simple if/else statement that prints “Check Out Github” if I pass in the repo variable to true, and just disappears if false. Should be ready for resubmission now.
Ships:
I made a personal website for myself that I was procrastinating for a long time, and one struggle I had was to choose between whether to go with standard React, or learn NextJS to do this one. I ended up going with React as I’m a bit busy at the moment, and I wanted to get it out of the way, and did it with React, and now it’ll be my portfolio for all my hardware projects. I wrote the entirety of the html and React myself, then I took help from ChatGPT to do the styling, as AI is better for front-end anyways. Anyways, I also made the navbar at the top point the user to the various sections of the website, and I believe it was a great learning experience for me, leaving with a personal website for me....
|
1793263951.932836
|
1793350351.932836
|
|
55271
|
My website by @projectroshan917 | Stardance
|
projectroshan917
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T02:54:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal corner on internet. I made my website with the help of html coding. I add my photo, my habits, my address, my academies qualification, and many mote things about me in a simple and multiple pages of web in this webside. Here i made four sections i.e. home, about, now, contact where you can find enough information about me. Like from section home you can find all things about me surfacely, about section where you can find detailed information about me etc.", "repo": "https://github.com/Roshan-coder123/My-website-", "demo": "https://roshan-coder123.github.io/My-website-/"}]...
|
[{"post_id": 56348, "ts": "202 [{"post_id": 56348, "ts": "2026-08-28T02:50:49Z", "hours": 6.5811, "text": "I made a personal portfolio website for me to introduce myself on internet."}]...
|
Title: My website by @projectroshan917 | Stardance Title: My website by @projectroshan917 | Stardance
Devlogs:
I made a personal portfolio website for me to introduce myself on internet.
Ships:
This is my personal corner on internet. I made my website with the help of html coding. I add my photo, my habits, my address, my academies qualification, and many mote things about me in a simple and multiple pages of web in this webside. Here i made four sections i.e. home, about, now, contact where you can find enough information about me. Like from section home you can find all things about me surfacely, about section where you can find detailed information about me etc....
|
1792878509.6703398
|
1793742509.6703398
|
|
53973
|
Stardance Tracker by @jagjot | Stardance
|
jagjot
|
1
|
12.65
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T02:14:09Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a progress tracker for Hack Club’s Stardance challenge — a dashboard that tells you what your hours are actually worth. It works out your real stardust rate from your percentile and multiplier, shows how many of your tracked hours are actually payable versus how many the devlog cap is quietly eating, and tells you how far you are from the reward you’re saving for — in hours of coding, not just a number. Right now it’s built around Stardance, but nothing about the structure is Stardance-specific. The next step is making it work for any hackathon: live listings of what’s running, which ones are still open to join, how to enter, deadlines and prizes — all in one place instead of scattered across Slack and a dozen tabs. The hardest part wasn’t the logic — it was the presentation. A tracker only works if you actually want to open it, so most of my time went into making the dashboard something you’d choose to look at. I’m a new coder, so I leaned on AI and a lot of YouTube to get here, and I’m not going to pretend otherwise. Start to finish it took me about 12 hours. One thing worth being upfront about: there’s no database and no accounts. Everything lives in your browser’s local storage. That means no signup, nothing to log into, and none of your data ever leaves your machine. The trade-off is real — your progress doesn’t sync between devices, and clearing your browser data clears it. So there’s one-click export/import if you want to back it up or move it across.", "repo": "https://github.com/sjagj618/stardancetracker", "demo": "https://stardancetracker.netlify.app/"}]...
|
[{"post_id": 57102, "ts": "202 [{"post_id": 57102, "ts": "2026-08-29T06:19:21Z", "hours": 0.6508, "text": "My project was ready to ship but since I am a very new coder I used AI to complete this project. Therefore my project was flagged with 50% AI whereas the threshold is 30% AI use. Now I am trying to code by myself a few more components so that I can get my AI use to 30% and human code to 70% and I’ll publish my project as soon as possible."}, {"post_id": 56319, "ts": "2026-08-28T01:43:26Z", "hours": 4.3475, "text": "Yo, what’s up everyone? I have completed my Stardance tracker perfectly and I’ll be shipping my project ASAP. Get ready to experience it!"}, {"post_id": 55112, "ts": "2026-08-26T15:56:15Z", "hours": 1.5408, "text": "Hi folks, I have changed the planning of my Stardance Challenge Tracker so I’m trying to gamify it more. I am improving the visuals very much, adding sound effects, good music, good effects, and good animations. I am adding an arcade section with Pacman, a companion AI agent which you can talk to by putting your API key in it. Stay tuned with me. It will be live very soon. I think by tomorrow, 27th of August, it will be live"}, {"post_id": 54903, "ts": "2026-08-26T03:54:29Z", "hours": 2.0742, "text": "Hi folks, I have started working on the HTML part of this Stardance tracker dashboard. I have made a basic not-visually-appealing project right now. Since I am a very basic coder I don’t have that much experience. I am not an old coder or an experienced coder so I have made a basic dashboard. Now I will discover some topics about how I can enhance this project. I think I’ll complete this project by tomorrow or the 28th and I’ll publish it on that day itself."}, {"post_id": 54773, "ts": "2026-08-25T21:36:59Z", "hours": 4.4808, "text": "Hey guys, I have started to brainstorm and concluded these features for my stardance tracker. I am building a stardance tracker where you can track your stardance challenge progress, wish list, and many more things with proper analytics. This will help you to stay consistent by seeing your progress and achieving milestones. It’s a very cool thing. I’m very new at coding so I’ll try my best for this. I’ve dropped the screenshots for the features. You can just go through it. Thank you guys"}]...
|
Title: Stardance Tracker by @jagjot | Stardance
D Title: Stardance Tracker by @jagjot | Stardance
Devlogs:
Hey guys, I have started to brainstorm and concluded these features for my stardance tracker. I am building a stardance tracker where you can track your stardance challenge progress, wish list, and many more things with proper analytics. This will help you to stay consistent by seeing your progress and achieving milestones. It’s a very cool thing. I’m very new at coding so I’ll try my best for this. I’ve dropped the screenshots for the features. You can just go through it. Thank you guys
Hi folks, I have started working on the HTML part of this Stardance tracker dashboard. I have made a basic not-visually-appealing project right now. Since I am a very basic coder I don’t have that much experience. I am not an old coder or an experienced coder so I have made a basic dashboard. Now I will discover some topics about how I can enhance this project. I think I’ll complete this project by tomorrow or the 28th and I’ll publish it on that day itself.
Hi folks, I have changed the planning of my Stardance Challenge Tracker so I’m trying to gamify it more. I am improving the visuals very much, adding sound effects, good music, good effects, and good animations. I am adding an arcade section with Pacman, a companion AI agent which you can talk to by putting your API key in it. Stay tuned with me. It will be live very soon. I think by tomorrow, 27th of August, it will be live
Yo, what’s up everyone? I have completed my Stardance tracker perfectly and I’ll be shipping my project ASAP. Get ready to experience it!
My project was ready to ship but since I am a very new coder I used AI to complete this project. Therefore my project was flagged with 50% AI whereas the threshold is 30% AI use. Now I am trying to code by myself a few more components so that I can get my AI use to 30% and human code to 70% and I’ll publish my project as soon as possible.
Ships:
I built a progress tracker for Hack Club’s Stardance challenge — a dashboard that tells you what your hours are actually worth. It works out your real stardust rate from your percentile and multiplier, shows how many of your tracked hours are actually payable versus how many the devlog cap is quietly eating, and tells you how far you are from the reward you’re saving for — in hours of coding, not just a number. Right now it’s built around Stardance, but nothing about the structure is Stardance-specific. The next step is making it work for any hackathon: live listings of what’s running, which ones are still open to join, how to enter, deadlines and prizes — all in one place instead of scattered across Slack and a dozen tabs. The hardest part wasn’t the logic — it was the presentation. A tracker only works if you actually want to open it, so most of my time went into making the dashboard something you’d choose to look at. I’m a new coder, so I leaned on AI and a lot of YouTube to get here, and I’m not going to pretend otherwise. Start to finish it took me about 12 hours. One thing worth being upfront about: there’s no database and no accounts. Everything lives in your browser’s local storage. That means no signup, nothing to log into, and none of your data ever leaves your machine. The trade-off is real — your progress doesn’t sync between devices, and clearing your browser data clears it. So there’s one-click export/import if you want to back it up or move it across....
|
1793317751.2126005
|
1793404151.2126005
|
|
54036
|
DG-SlackBot by @decagon | Stardance
|
decagon
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T01:58:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own Slack Bot! It has some fun commands from both the tutorial I followed and some of my own. I was very new to this, so I spent a lot of time compared to the output of what I made, but I had a blast anyway. I think my favorite command is the l33t 5p34k command, which took me way too long to make. You can try it out in the HackClub Slack!", "repo": "https://github.com/Devahedron/DG-Bot-Slack", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 56326, "ts": "202 [{"post_id": 56326, "ts": "2026-08-28T01:49:31Z", "hours": 0.9594, "text": "Just added l33t 5p34k command to my bot. I effectively spent around an hour on two lines of code. They are probably pretty scuffed to people who know what they’re doing. This is an image of me trying to figure out how to get it working. Spent most time on getting the text input to work. Just tried things until I got there, but it works!"}, {"post_id": 54843, "ts": "2026-08-26T00:38:14Z", "hours": 1.1878, "text": "I made my own SlackBot. It is called DG-Bot. When I host it on my laptop half the time it times out (you can see this in the screenshot). Must be either because I use linux or my laptop being over a decade old now. I spent way too much time compared to what I made, but that’s how it is being quite new to a lot of this. Try out the catpic command (The bot is finally up and running so you can try it in the Slack)! They are very silly and cute. I also tried to make a nice README for it. I would love some constructive criticism and tips! I’m also learning how to do other things like devlogs and other things that make a project on here better."}]...
|
Title: DG-SlackBot by @decagon | Stardance
Devlog Title: DG-SlackBot by @decagon | Stardance
Devlogs:
I made my own SlackBot. It is called DG-Bot. When I host it on my laptop half the time it times out (you can see this in the screenshot). Must be either because I use linux or my laptop being over a decade old now. I spent way too much time compared to what I made, but that’s how it is being quite new to a lot of this. Try out the catpic command (The bot is finally up and running so you can try it in the Slack)! They are very silly and cute. I also tried to make a nice README for it. I would love some constructive criticism and tips! I’m also learning how to do other things like devlogs and other things that make a project on here better.
Just added l33t 5p34k command to my bot. I effectively spent around an hour on two lines of code. They are probably pretty scuffed to people who know what they’re doing. This is an image of me trying to figure out how to get it working. Spent most time on getting the text input to work. Just tried things until I got there, but it works!
Ships:
I made my own Slack Bot! It has some fun commands from both the tutorial I followed and some of my own. I was very new to this, so I spent a lot of time compared to the output of what I made, but I had a blast anyway. I think my favorite command is the l33t 5p34k command, which took me way too long to make. You can try it out in the HackClub Slack!...
|
1793318235.0170467
|
1793404635.0170467
|
|
44009
|
Multiversal Remote by @antellij | Stardance
|
antellij
|
1
|
41.2
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T01:35:17Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A project aimed at replicating IR signals for media communication while also being able to act as a Bluetooth keyboard (Can do media controls and keystrokes), with the ability to be (fairly) easily extensible for more profiles and devices.", "repo": "https://github.com/antelliJ/Universal-Remote", "demo": ""}]...
|
[{"post_id": 78449, "ts": "202 [{"post_id": 78449, "ts": "2026-10-10T20:25:14Z", "hours": 0.725, "text": "Added a BOM and STEP file to the repository, so it should become a lot more clear on how to reproduce the project, and should help prepare for shipping."}, {"post_id": 64470, "ts": "2026-09-08T21:54:07Z", "hours": 1.4783, "text": "Actually started designing something to make it look nice in, and something to hold down the microcontroller and other components. That means you don’t need to touch the main board when plugging in power (novel). The wiring has been cleaned up a little (still looks terrible), so it should be far easier to repair / replace any parts that aren’t working. I have now actually been able to use the 8 buttons of the shift register due to this. I cut some grooves for necessary IO sensors and for the power, added a filet to the corners to make it more ergonomic and comfortable to hold. There is now also a back panel so you can rest your hands there instead of pulling out a wire. I also designed a 3d version of this just incase it was necessary."}, {"post_id": 56312, "ts": "2026-08-28T01:29:34Z", "hours": 1.6631, "text": "Devlog 7.1 Was just about to ship when I realized there was a bug that I somehow never noticed before that would mean you couldn’t functionally use more than a single page of profiles (4), which would be quite detrimental to anyone wishing to turn on more than a set of lights"}, {"post_id": 55369, "ts": "2026-08-27T04:50:28Z", "hours": 1.7567, "text": "Devlog 7 While I could at leas try to make something pretty, I’ll just say I’m a pragmatist and don’t need extra fluff. The casing is just a wooden frame that I drilled holes for the buttons and screen, and the final and basically only functional button is just taped on at the top, but with that being said, it does do what I want it to do, and I think that that is enough. I’ve decided this project has set its sail and is about to roam the open waters of the shipyard. I’ve taken some fine looking photos to attach to the top of the github repository, shined up the README to make proper installation instructions, and am just about ready to ship what I have."}, {"post_id": 54557, "ts": "2026-08-25T16:04:53Z", "hours": 6.6308, "text": "Devlog 6 I might just be the most oblivious person I know Since my shift register wasn’t registering, I went ahead to continuity check every connection from each input pin to the register, then form the register to the microcontroller, then to just about every other pin, and cross referencing with the schematic, fixing minor issues and repeat like 5 times, but to no avail. I seemed to believe I was Terry Davis or something because I was convinced it was a hardware issue and didn’t check any of the software, only the code that checks the inputs, which theoretically should have worked. I assumed at some point I catastrophically ruined the IC So I desoldered all register related components and just used a single button for debugging. Just for fun I tested the IC on another breadboard with an ESP32 that I know was working and it functioned properly. Odd. When I’m rewriting the code to work for a single button I was trying to alter the logic for the register setup, it was at this moment I realized the setup function wasn’t called - gasp one line – registerSetup(); would have made everything work. While I could put everything back together, I don’t want to deal with the glob just yet, I’ll wait to get a socket (in case the IC does actually break at some point) I’ll also begin writing the README for the project on github since the major parts of the project are done PS - I just realized I missed devlog 3 - welp there’s no going back now"}, {"post_id": 52768, "ts": "2026-08-23T03:32:44Z", "hours": 5.8708, "text": "Devlog 5 I’ve done a bit of soldering at this point, but I will say it is definitely not pretty. It is a rats nest of floating wires that probably won’t short or disconnect if I’m lucky, and all the power lines are held together with massive blobs of solder (or wires connecting the blobs since the blobs don’t stay together if they get too large) In all my genius I also used solid core wire, which means they are more stiff, and more likely to break off from my weak solder points than flex, so I had to do a lot of reattachment. Magically, it appears a lot of things are working, just not the shift register and its hard to say why. Perhaps I burned it and ruined the internal ICs, I’m not sure. I think I’ll disconnect it and reattach a singular button just to make sure everything else works (and I at least have some feasible product at the end of this)."}, {"post_id": 50723, "ts": "2026-08-20T02:04:22Z", "hours": 3.6953, "text": "Devlog 4 I’ve been working on some light soldering, but the most interesting part was the work on the woodwork for the actual remote chassis since I don’t have a 3d printer. I used an old wooden frame i had around. Maybe its the calm before the storm, but I found this part really relaxing. I would drill and chip away bit by bit, and eventually things would go in and fit flushly, and was really rewarding. During the timelapse you can see each hit as the camera moves, and I think its really satisfying cleaning the workbench, making progress, and the cleanup. Feeling the buttons and rotary encoder firmly in place made me realize I quite like the tactile feel, and I might want to implement some games, maybe like a memory game so I can use all the buttons or a space invaders replica."}, {"post_id": 49180, "ts": "2026-08-17T20:24:29Z", "hours": 7.9239, "text": "Devlog 2 Now that I have the bluetooth and IR functionality working together, the ir demo is attached in the video. I’ve also created a schematic, which was done as my first time ever using KiCad, so I first followed the web tutorial to get the basics, then went in. While I don’t need to get a pcb since I plan on just soldering everything directly, it does make visualizing the connections easier. That is especially imoprtant since I’m running very tight on applicable GPIO pins. I need 10 total IO pins for everything (screen I2C, shift register, rotary encoder, IR receiver and transmitter). The board I’m using (ESP32 C3 super-mini) has 16 pins, 13 for GPIO. But of that 13, 3 are strapping pins (required to be in particular states at boot), and 2 are for UART transmission. Leaving only 8 fully open pins. Theoretically I could just stack shift registers for everything input and only use like 5 pins, but that sounds overcomplicated, and I thought it would be a fun challenge to get everything to work. I went through the datasheets to figure out which state would be safest and would logically not be a worry, for instance pin 8 should be low at boot, but afterwards it acts an output to the internal LED, that meant I could safely connect that to the IR since it would never need to be pulled high unless it was being used, and having a visual indicator of when the IR was transmitting seemed like a fun inclusion. I’m sure the final schematic is not the most tidy thing, but I think it works for what it needs to be. I attached it to the end of the video"}, {"post_id": 45873, "ts": "2026-08-12T16:41:02Z", "hours": 3.1183, "text": "Devlog 1 I seem to be very good at getting lost. I realized that I couldn’t safely handle Bluetooth or IR commands since all the logic uses the base class (that makes switching between them easy). The only problem is when I actually have to use the specific properties of each. So I went into a rabbit hole trying to get variants, and implementing some of the bluetooth protocols as I passed by that file, and when I remembered what was actually trying to fix I realized I could just force it to recognize it based on the state (the property that I had set up at the start). At least working on the bluetooth media part did make me realize that I only had the foresight to add character presses into my structs, and not necessarily media keys. So I’ll need to figure that out… Since I’ll be getting my proper board with some other necessary components soon, I think I’ll also start to work on a schematic and readme as I’m getting closer to actually finishing (and shipping) this project"}, {"post_id": 44303, "ts": "2026-08-09T23:29:14Z", "hours": 8.5378, "text": "Devlog 0 yap yap A whole lot of things today are built on being convenient and therefore wireless, but sometimes things are too convenient that they end up creating an annoyance. Case being the amount of remotes that powers an LED strip at most once a month and then hides away collecting dust ready to be forgotten, and it being the only way to power these devices makes them quite necessary. I wanted to solve this by creating my own IR remote, which can read any signal and proceed to save it so that I only need one remote for LEDs, TVs, or other IR devices. Using the beloved ESP32, I also have bluetooth functionality and thought it would be good to bring the idea of a universal remote into a modern age by allowing it to also connect and give wireless commands through bluetooth. This allows it to pause/play/skip media, act as a shutter for a phone’s camera, become a macro pad, all through the various profiles that you can set up for your own needs. what I’ve actually done Now with all these lofty ideas requires a strong foundation, so after testing all the libraries and components individually I needed to bring these all together gracefully (at least to the best of my ability). So I started creating a framework for all of the components and how they will relate to each other without having the ability to cause direct harm to the other parts of the system should I mess up (which is likely). I’ve done enough coding to get my way around and find what I need, but I wouldn’t be able to name what approach I’m using at the top of my head, and maybe putting everything in header files isn’t the best idea long term but that’s a problem for later. Component wise I’m using an esp32-c3 with a standard OLED module, a rotary encoder, several buttons, and a shift register. Apparently the shift register is rated for 5v logic only, but it appears to be working during my tests so I’m assuming its fine. Anyways actually creating a derived class and propagating the values of the current state of the program was a bit more involved than I thought, so I needed to spend time debugging that while I was setting up the screen logic at the same time. It currently works by showing the title of the current profile, the available 8 commands (which would map to the 8 buttons), and whether there are more commands that can be scrolled to using the rotary encoder. Video stuff Attached is the video that shows the first 8 commands of a profile being drawn step by step. Afterwards is a showcase of some of the planning and code (terribly written I’m sure) that I’ve done so far"}]...
|
Title: Multiversal Remote by @antellij | Stardance Title: Multiversal Remote by @antellij | Stardance
Devlogs:
Devlog 0 yap yap A whole lot of things today are built on being convenient and therefore wireless, but sometimes things are too convenient that they end up creating an annoyance. Case being the amount of remotes that powers an LED strip at most once a month and then hides away collecting dust ready to be forgotten, and it being the only way to power these devices makes them quite necessary. I wanted to solve this by creating my own IR remote, which can read any signal and proceed to save it so that I only need one remote for LEDs, TVs, or other IR devices. Using the beloved ESP32, I also have bluetooth functionality and thought it would be good to bring the idea of a universal remote into a modern age by allowing it to also connect and give wireless commands through bluetooth. This allows it to pause/play/skip media, act as a shutter for a phone’s camera, become a macro pad, all through the various profiles that you can set up for your own needs. what I’ve actually done Now with all these lofty ideas requires a strong foundation, so after testing all the libraries and components individually I needed to bring these all together gracefully (at least to the best of my ability). So I started creating a framework for all of the components and how they will relate to each other without having the ability to cause direct harm to the other parts of the system should I mess up (which is likely). I’ve done enough coding to get my way around and find what I need, but I wouldn’t be able to name what approach I’m using at the top of my head, and maybe putting everything in header files isn’t the best idea long term but that’s a problem for later. Component wise I’m using an esp32-c3 with a standard OLED module, a rotary encoder, several buttons, and a shift register. Apparently the shift register is rated for 5v logic only, but it appears to be working during my tests so I’m assuming its fine. Anyways actually creating a derived class and propagating the values of the current state of the program was a bit more involved than I thought, so I needed to spend time debugging that while I was setting up the screen logic at the same time. It currently works by showing the title of the current profile, the available 8 commands (which would map to the 8 buttons), and whether there are more commands that can be scrolled to using the rotary encoder. Video stuff Attached is the video that shows the first 8 commands of a profile being drawn step by step. Afterwards is a showcase of some of the planning and code (terribly written I’m sure) that I’ve done so far
Devlog 1 I seem to be very good at getting lost. I realized that I couldn’t safely handle Bluetooth or IR commands since all the logic uses the base class (that makes switching between them easy). The only problem is when I actually have to use the specific properties of each. So I went into a rabbit hole trying to get variants, and implementing some of the bluetooth protocols as I passed by that file, and when I remembered what was actually trying to fix I realized I could just force it to recognize it based on the state (the property that I had set up at the start). At least working on the bluetooth media part did make me realize that I only had the foresight to add character presses into my structs, and not necessarily media keys. So I’ll need to figure that out… Since I’ll be getting my proper board with some other necessary components soon, I think I’ll also start to work on a schematic and readme as I’m getting closer to actually finishing (and shipping) this project
Devlog 2 Now that I have the bluetooth and IR functionality working together, the ir demo is attached in the video. I’ve also created a schematic, which was done as my first time ever using KiCad, so I first followed the web tutorial to get the basics, then went in. While I don’t need to get a pcb since I plan on just soldering everything directly, it does make visualizing the connections easier. That is especially imoprtant since I’m running very tight on applicable GPIO pins. I need 10 total IO pins for everything (screen I2C, shift register, rotary encoder, IR receiver and transmitter). The board I’m using (ESP32 C3 super-mini) has 16 pins, 13 for GPIO. But of that 13, 3 are strapping pins (required to be in particular states at boot), and 2 are for UART transmission. Leaving only 8 fully open pins. Theoretically I could just stack shift registers for everything input and only use like 5 pins, but that sounds overcomplicated, and I thought it would be a fun challenge to get everything to work. I went through the datasheets to figure out which state would be safest and would logically not be a worry, for instance pin 8 should be low at boot, but afterwards it acts an output to the internal LED, that meant I could safely connect that to the IR since it would never need to be pulled high unless it was being used, and having a visual indicator of when the IR was transmitting seemed like a fun inclusion. I’m sure the final schematic is not the most tidy thing, but I think it works for what it needs to be. I attached it to the end of the video
Devlog 4 I’ve been working on some light soldering, but the most interesting part was the work on the woodwork for the actual remote chassis since I don’t have a 3d printer. I used an old wooden frame i had around. Maybe its the calm before the storm, but I found this part really relaxing. I would drill and chip away bit by bit, and eventually things would go in and fit flushly, and was really rewarding. During the timelapse you can see each hit as the camera moves, and I think its really satisfying cleaning the workbench, making progress, and the cleanup. Feeling the buttons and rotary encoder firmly in place made me realize I quite like the tactile feel, and I might want to implement some games, maybe like a memory game so I can use all the buttons or a space invaders replica.
Devlog 5 I’ve done a bit of soldering at this point, but I will say it is definitely not pretty. It is a rats nest of floating wires that probably won’t short or disconnect if I’m lucky, and all the power lines are held together with massive blobs of solder (or wires connecting the blobs since the blobs don’t stay together if they get too large) In all my genius I also used solid core wire, which means they are more stiff, and more likely to break off from my weak solder points than flex, so I had to do a lot of reattachment. Magically, it appears a lot of things are working, just not the shift register and its hard to say why. Perhaps I burned it and ruined the internal ICs, I’m not sure. I think I’ll disconnect it and reattach a singular button just to make sure everything else works (and I at least have some feasible product at the end of this).
Devlog 6 I might just be the most oblivious person I know Since my shift register wasn’t registering, I went ahead to continuity check every connection from each input pin to the register, then form the register to the microcontroller, then to just about every other pin, and cross referencing with the schematic, fixing minor issues and repeat like 5 times, but to no avail. I seemed to believe I was Terry Davis or something because I was convinced it was a hardware issue and didn’t check any of the software, only the code that checks the inputs, which theoretically should have worked. I assumed at some point I catastrophically ruined the IC So I desoldered all register related components and just used a single button for debugging. Just for fun I tested the IC on another breadboard with an ESP32 that I know was working and it functioned properly. Odd. When I’m rewriting the code to work for a single button I was trying to alter the logic for the register setup, it was at this moment I realized the setup function wasn’t called - gasp one line – registerSetup(); would have made everything work. While I could put everything back together, I don’t want to deal with the glob just yet, I’ll wait to get a socket (in case the IC does actually break at some point) I’ll also begin writing the README for the project on github since the major parts of the project are done PS - I just realized I missed devlog 3 - welp there’s no going back now
Devlog 7 While I could at leas try to make something pretty, I’ll just say I’m a pragmatist and don’t need extra fluff. The casing is just a wooden frame that I drilled holes for the buttons and screen, and the final and basically only functional button is just taped on at the top, but with that being said, it does do what I want it to do, and I think that that is enough. I’ve decided this project has set its sail and is about to roam the open waters of the shipyard. I’ve taken some fine looking photos to attach to the top of the github repository, shined up the README to make proper installation instructions, and am just about ready to ship what I have.
Devlog 7.1 Was just about to ship when I realized there was a bug that I somehow never noticed before that would mean you couldn’t functionally use more than a single page of profiles (4), which would be quite detrimental to anyone wishing to turn on more than a set of lights
Actually started designing something to make it look nice in, and something to hold down the microcontroller and other components. That means you don’t need to touch the main board when plugging in power (novel). The wiring has been cleaned up a little (still looks terrible), so it should be far easier to repair / replace any parts that aren’t working. I have now actually been able to use the 8 buttons of the shift register due to this. I cut some grooves for necessary IO sensors and for the power, added a filet to the corners to make it more ergonomic and comfortable to hold. There is now also a back panel so you can rest your hands there instead of pulling out a wire. I also designed a 3d version of this just incase it was necessary.
Added a BOM and STEP file to the repository, so it should become a lot more clear on how to reproduce the project, and should help prepare for shipping.
Ships:
A project aimed at replicating IR signals for media communication while also being able to act as a Bluetooth keyboard (Can do media controls and keystrokes), with the ability to be (fairly) easily extensible for more profiles and devices....
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1793328540.7017715
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1793414940.7017715
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55186
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FingerPaint by @phantom-ascii | Stardance
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phantom-ascii
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T00:52:25Z", "hours": 2.0, "multiplier": 1.39, "payout": 3, "blessing": "neutral", "text": "Pretty proud of this project and it looks DOPE. Anyways REVIEWERS LOOK HERE: for some reason google flags my website but fear not my website is probably the least harmful you will review today so yeah dont worry.(i think its due to the webcam functuality). I have made a website that enables you to paint on the screen using your fingers via the webcam. It uses googles media pipe hand monument model to trace the hand skeleton and then by gestures place traces (strokes) and draw on the screen. This website does need webcam enabled unfortuantly but yh theres that. The tutorial is on the right bottom of the main menu. AI was used to debug and ask questions on how to implement the mediapipe model into the code without .py. All code was written by me. Hope you like it Byeee -phantom", "repo": "https://github.com/phantom-ascii/FingerPaint", "demo": "https://phantom-ascii.github.io/FingerPaint/"}]...
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[{"post_id": 56290, "ts": "202 [{"post_id": 56290, "ts": "2026-08-28T00:28:30Z", "hours": 0.5925, "text": "I have finished evverything and implemented the mediatek thing tfor the hand monument tracking. then coded the drawing features in js. for some reason my website gets flagged but dw im not evil :)"}, {"post_id": 56244, "ts": "2026-08-27T22:31:47Z", "hours": 0.2878, "text": "quickly added a webcam interface. Surprisingly easy to be fair. One google search was all i needed"}, {"post_id": 56233, "ts": "2026-08-27T22:10:14Z", "hours": 0.3231, "text": "I quickly made some nicer ui and added a particle affect on the opening menu"}, {"post_id": 56213, "ts": "2026-08-27T21:28:48Z", "hours": 0.6411, "text": "Im making a website that tracks your hand and paints on screen. I currently finished the skeleton ui"}]...
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Title: FingerPaint by @phantom-ascii | Stardance
Title: FingerPaint by @phantom-ascii | Stardance
Devlogs:
Im making a website that tracks your hand and paints on screen. I currently finished the skeleton ui
I quickly made some nicer ui and added a particle affect on the opening menu
quickly added a webcam interface. Surprisingly easy to be fair. One google search was all i needed
I have finished evverything and implemented the mediatek thing tfor the hand monument tracking. then coded the drawing features in js. for some reason my website gets flagged but dw im not evil :)
Ships:
Pretty proud of this project and it looks DOPE. Anyways REVIEWERS LOOK HERE: for some reason google flags my website but fear not my website is probably the least harmful you will review today so yeah dont worry.(i think its due to the webcam functuality). I have made a website that enables you to paint on the screen using your fingers via the webcam. It uses googles media pipe hand monument model to trace the hand skeleton and then by gestures place traces (strokes) and draw on the screen. This website does need webcam enabled unfortuantly but yh theres that. The tutorial is on the right bottom of the main menu. AI was used to debug and ask questions on how to implement the mediapipe model into the code without .py. All code was written by me. Hope you like it Byeee -phantom...
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1793267737.880625
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1793354137.880625
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30355
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Pew Pew by @Venkatesh | Stardance
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Venkatesh
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2
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8.0
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40
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T00:37:04Z", "hours": 7.0, "multiplier": 5.5, "payout": 38, "blessing": "neutral", "text": "Finally added in some bosses now the players are encouraged to always be moving and avoiding shots fired by the boss. The boss is more passive in the sense that it does not actively seek the player out but puts on pressure in the background. The player now has to dodge the bosses attacks, destroy immediate threats like the red and purple enemies and then focus on reducing the bosses health. The boss gives a huge amount of money so that the players are truly incentivised to destroy it. playing further, i realise i can improve further by adding: durability to the weapons so that the player has to be in a cycle of buying more weapons with increasing prices there can be more movement options and movement mechanics that can affect the gameplay like how Ultrakill feels There can be more points of interest to encourage travelling longer distances. Maybe some loot boxes, destroyed freighters or like lore exposition like in No Man’s Sky", "repo": "https://github.com/vensah-dev/pew-pew", "demo": "https://github.com/vensah-dev/pew-pew/releases/"}, {"ship_num": 2, "ts": "2026-07-03T16:30:07Z", "hours": 1.0, "multiplier": 2.71, "payout": 2, "blessing": "neutral", "text": "can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! Currently the game has: better starship handling taking inspiration from No Man’s Sky unique enemy AI behaviour for three different unique enemies with different styles wave based game loop death screen purchase store in space station for 2 other guns and health repair kits/boosters or shield boosters/repairs currently the shooting and can feel hard or buggy, i would be adding in an auto aim assist for long range targets on the machine gun so that early game can be more enjoyable and easier to play before the target seeking weapons are available i started this game a few months ago but had some struggles with motivation and so am now updating it again to reignite my passion for it and eventually release a full version.", "repo": "https://github.com/vensah-dev/pew-pew", "demo": "https://github.com/vensah-dev/pew-pew/releases/"}]...
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[{"post_id": 55566, "ts": "202 [{"post_id": 55566, "ts": "2026-08-27T14:33:20Z", "hours": 5.8481, "text": "BOSSES: i have finally added bosses! unlike a traditional boss fight where theres an isolated focus on the boss and its attacks, i have chosen to make the boss a much larger enemy that spawns in with the rest of enemy wave. Only one boss can spawn at a time with 5 other normal enemies. The player would be aiming toward eventually destroying the boss for a huge bonus but until they deplete the massive amount of health it has they have to kill normal enemies and dodge attacks. Personally, i think it has upped the stakes of the gameplay and made it so much more fun!"}, {"post_id": 26538, "ts": "2026-07-11T12:36:50Z", "hours": 1.195, "text": "Made the controls better and made the combat more fast paced the combat frankly felt aweful and even the controls were super buggy and not at all intuitive after i played No Man’s Sky for the first time. Taking what i learnt from that game, i made it so that the enemies move around closer to the player so that its easier to aim at the enemy and also ensure that the combat is not slow and boring, with a significant amount of time spent on waiting for the enemies to come to you or chasing them. Additionally I changed the controls to make sure the reticle is confined within a larger circle in the middle to ensure that the player has a visual understanding of how far they can move their mouse and a feel for if they are at max turning speed. More features that i though of include: making the space station more accessible and polished ensuring that the there is some form of aim assist for the machine guns a tutorial or better guidance toward progression and interaction, like locking onto targets, entering the space station, purchasing new weapons etc…"}, {"post_id": 21569, "ts": "2026-07-03T16:24:02Z", "hours": 1.2039, "text": "can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! i started this game a few months ago and am now updating it again to reignite my passion for it and eventually release a full version."}]...
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Title: Pew Pew by @Venkatesh | Stardance
Devlogs: Title: Pew Pew by @Venkatesh | Stardance
Devlogs:
can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! i started this game a few months ago and am now updating it again to reignite my passion for it and eventually release a full version.
Made the controls better and made the combat more fast paced the combat frankly felt aweful and even the controls were super buggy and not at all intuitive after i played No Man’s Sky for the first time. Taking what i learnt from that game, i made it so that the enemies move around closer to the player so that its easier to aim at the enemy and also ensure that the combat is not slow and boring, with a significant amount of time spent on waiting for the enemies to come to you or chasing them. Additionally I changed the controls to make sure the reticle is confined within a larger circle in the middle to ensure that the player has a visual understanding of how far they can move their mouse and a feel for if they are at max turning speed. More features that i though of include: making the space station more accessible and polished ensuring that the there is some form of aim assist for the machine guns a tutorial or better guidance toward progression and interaction, like locking onto targets, entering the space station, purchasing new weapons etc…
BOSSES: i have finally added bosses! unlike a traditional boss fight where theres an isolated focus on the boss and its attacks, i have chosen to make the boss a much larger enemy that spawns in with the rest of enemy wave. Only one boss can spawn at a time with 5 other normal enemies. The player would be aiming toward eventually destroying the boss for a huge bonus but until they deplete the massive amount of health it has they have to kill normal enemies and dodge attacks. Personally, i think it has upped the stakes of the gameplay and made it so much more fun!
Ships:
can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! Currently the game has: better starship handling taking inspiration from No Man’s Sky unique enemy AI behaviour for three different unique enemies with different styles wave based game loop death screen purchase store in space station for 2 other guns and health repair kits/boosters or shield boosters/repairs currently the shooting and can feel hard or buggy, i would be adding in an auto aim assist for long range targets on the machine gun so that early game can be more enjoyable and easier to play before the target seeking weapons are available i started this game a few months ago but had some struggles with motivation and so am now updating it again to reignite my passion for it and eventually release a full version.
Finally added in some bosses now the players are encouraged to always be moving and avoiding shots fired by the boss. The boss is more passive in the sense that it does not actively seek the player out but puts on pressure in the background. The player now has to dodge the bosses attacks, destroy immediate threats like the red and purple enemies and then focus on reducing the bosses health. The boss gives a huge amount of money so that the players are truly incentivised to destroy it. playing further, i realise i can improve further by adding: durability to the weapons so that the player has to be in a cycle of buying more weapons with increasing prices there can be more movement options and movement mechanics that can affect the gameplay like how Ultrakill feels There can be more points of interest to encourage travelling longer distances. Maybe some loot boxes, destroyed freighters or like lore exposition like in No Man’s Sky...
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1793281912.119049
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1793368312.119049
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