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69186
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Sair Site by @Sair | Stardance
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Sair
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:50:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions.", "repo": "https://github.com/Sairsides/Sairsite", "demo": "https://sairsides.github.io/Sairsite/"}]...
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[{"post_id": 79131, "ts": "202 [{"post_id": 79131, "ts": "2026-10-12T19:34:19Z", "hours": 2.1383, "text": "Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section."}, {"post_id": 78815, "ts": "2026-10-11T17:53:51Z", "hours": 0.5042, "text": "Devlog 2 Added CSS"}, {"post_id": 78784, "ts": "2026-10-11T16:25:45Z", "hours": 0.7739, "text": "Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts."}]...
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Title: Sair Site by @Sair | Stardance
Devlogs:
De Title: Sair Site by @Sair | Stardance
Devlogs:
Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts.
Devlog 2 Added CSS
Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section.
Ships:
I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions....
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1792857223.8353148
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1792943623.8353148
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|
63696
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EepyAlarm by @sjpark01 | Stardance
|
sjpark01
|
2
|
20.62
|
184
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:46:47Z", "hours": 12.0, "multiplier": 12.17, "payout": 144, "blessing": "neutral", "text": "V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}, {"ship_num": 2, "ts": "2026-09-28T07:08:19Z", "hours": 8.0, "multiplier": 5.18, "payout": 40, "blessing": "neutral", "text": "V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}]...
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[{"post_id": 80061, "ts": "202 [{"post_id": 80061, "ts": "2026-10-16T03:40:06Z", "hours": 0.6181, "text": "Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!"}, {"post_id": 79133, "ts": "2026-10-12T19:41:54Z", "hours": 0.4272, "text": "Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!"}, {"post_id": 78980, "ts": "2026-10-12T07:48:45Z", "hours": 1.6414, "text": "A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;"}, {"post_id": 78949, "ts": "2026-10-12T04:59:26Z", "hours": 5.2561, "text": "INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee"}, {"post_id": 78028, "ts": "2026-10-09T07:35:22Z", "hours": 3.25, "text": "GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!"}, {"post_id": 76977, "ts": "2026-10-05T07:58:28Z", "hours": 1.2217, "text": "Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;"}, {"post_id": 74777, "ts": "2026-09-28T06:58:18Z", "hours": 3.2581, "text": "V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!"}, {"post_id": 73868, "ts": "2026-09-26T07:03:47Z", "hours": 0.6842, "text": "Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see."}, {"post_id": 70473, "ts": "2026-09-19T08:08:11Z", "hours": 3.725, "text": "Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!"}]...
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Title: EepyAlarm by @sjpark01 | Stardance
Devlogs Title: EepyAlarm by @sjpark01 | Stardance
Devlogs:
Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!
Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see.
V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!
Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;
GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!
INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee
A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;
Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!
Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!
Ships:
V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.
V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!...
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1792814058.4269853
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1792900458.4269853
|
|
524
|
Car Game by @Mihai | Stardance
|
Mihai
|
2
|
78.0
|
1589
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:17:46Z", "hours": 27.0, "multiplier": 19.23, "payout": 622, "blessing": "neutral", "text": "So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}, {"ship_num": 2, "ts": "2026-09-10T19:52:13Z", "hours": 51.0, "multiplier": 15.73, "payout": 967, "blessing": "neutral", "text": "This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}]...
|
[{"post_id": 79112, "ts": "202 [{"post_id": 79112, "ts": "2026-10-12T18:32:02Z", "hours": 5.6664, "text": "This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign."}, {"post_id": 78111, "ts": "2026-10-09T16:17:50Z", "hours": 1.0669, "text": "I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier."}, {"post_id": 77336, "ts": "2026-10-06T16:21:09Z", "hours": 3.9394, "text": "So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable."}, {"post_id": 76466, "ts": "2026-10-03T16:42:33Z", "hours": 2.4925, "text": "I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that."}, {"post_id": 76168, "ts": "2026-10-02T15:41:06Z", "hours": 2.1219, "text": "I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before."}, {"post_id": 74116, "ts": "2026-09-26T18:26:41Z", "hours": 2.6064, "text": "Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace."}, {"post_id": 72697, "ts": "2026-09-23T15:05:15Z", "hours": 2.4817, "text": "The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!"}, {"post_id": 70530, "ts": "2026-09-19T10:10:04Z", "hours": 2.7044, "text": "I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states."}, {"post_id": 69662, "ts": "2026-09-17T15:00:25Z", "hours": 1.1333, "text": "I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving."}, {"post_id": 69151, "ts": "2026-09-16T14:16:13Z", "hours": 1.1, "text": "I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!"}, {"post_id": 68725, "ts": "2026-09-15T17:01:11Z", "hours": 1.6053, "text": "So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship."}, {"post_id": 65510, "ts": "2026-09-10T18:18:48Z", "hours": 3.2097, "text": "BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!"}, {"post_id": 64889, "ts": "2026-09-09T16:28:26Z", "hours": 3.6897, "text": "I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!"}, {"post_id": 63721, "ts": "2026-09-07T17:33:37Z", "hours": 2.8544, "text": "Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis."}, {"post_id": 62131, "ts": "2026-09-05T11:51:23Z", "hours": 2.7356, "text": "The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music"}, {"post_id": 55154, "ts": "2026-08-26T17:03:03Z", "hours": 3.3333, "text": "I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game."}, {"post_id": 53725, "ts": "2026-08-24T12:09:21Z", "hours": 3.5356, "text": "Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details."}, {"post_id": 52464, "ts": "2026-08-22T16:17:32Z", "hours": 2.1669, "text": "The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe."}, {"post_id": 51776, "ts": "2026-08-21T16:47:51Z", "hours": 1.4, "text": "Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area"}, {"post_id": 51639, "ts": "2026-08-21T12:50:14Z", "hours": 5.0786, "text": "The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see."}, {"post_id": 49190, "ts": "2026-08-17T20:37:34Z", "hours": 3.1403, "text": "I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map."}, {"post_id": 47417, "ts": "2026-08-15T10:44:33Z", "hours": 5.6383, "text": "Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake."}, {"post_id": 45697, "ts": "2026-08-12T11:00:48Z", "hours": 3.2739, "text": "Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that."}, {"post_id": 45184, "ts": "2026-08-11T14:37:35Z", "hours": 6.5986, "text": "Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it."}, {"post_id": 3583, "ts": "2026-06-06T16:13:53Z", "hours": 4.5958, "text": "I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc."}]...
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Title: Car Game by @Mihai | Stardance
Devlogs:
I Title: Car Game by @Mihai | Stardance
Devlogs:
I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc.
Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it.
Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that.
Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake.
I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map.
The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see.
Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area
The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe.
Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details.
I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game.
The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music
Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis.
I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!
BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!
So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship.
I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!
I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving.
I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states.
The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!
Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace.
I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before.
I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that.
So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable.
I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier.
This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign.
Ships:
This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.
So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io...
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1792850016.1723537
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1792936416.1723537
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69378
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How to beat minecraft by @syedakhter | Stardance
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syedakhter
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:04:37Z", "hours": 2.0, "multiplier": 1.7, "payout": 2, "blessing": "neutral", "text": "This website teaches you on how to beat minecraft", "repo": "https://github.com/8051987-eng/How-to-beat-minecraft", "demo": "https://8051987-eng.github.io/How-to-beat-minecraft/"}]...
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[{"post_id": 79096, "ts": "202 [{"post_id": 79096, "ts": "2026-10-12T17:16:48Z", "hours": 2.4083, "text": "I’m working on a website that teaches you on how to beat Minecraft"}]...
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Title: How to beat minecraft by @syedakhter | Star Title: How to beat minecraft by @syedakhter | Stardance
Devlogs:
I’m working on a website that teaches you on how to beat Minecraft
Ships:
This website teaches you on how to beat minecraft...
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1792810310.5165207
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1792896710.5165207
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69138
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Doodle ! by @Yousuff | Stardance
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Yousuff
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1
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8.36
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:02:28Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Doodle! Doodle(doodle.) is a lightweight drawing website built with HTML, CSS, vanilla JavaScript, and the Canvas API. It provides a browser-based drawing experience, extended with a dedicated Pixel Art editor that preserves the original drawing experience while introducing specialized pixel-art tools. Features Drawing Editor: Create drawings directly in the browser. Pixel Art Editor: Dedicated pixel canvas with adjustable resolutions. Drawing Tools: Pencil, eraser, fill, and eyedropper. Color Palette: Choose and apply colors while creating artwork. Grid Controls: Toggle the pixel grid for precise editing. Transparency: Create artwork with transparent backgrounds. PNG Export:*Export pixel art as an image. Undo/Redo: Reverse and restore editing actions. Continuous Drawing: Interpolate strokes to prevent skipped pixels during fast movements. Development Process Doodle started as a lightweight browser-based drawing project. I expanded it with Pixel Art as a separate feature, then tested and refined its drawing behavior, fill rendering, transparent-pixel handling, and editing history. The latest improvements include smoother strokes and Undo/Redo support.", "repo": "https://github.com/YousufProjs-exe/Doodle", "demo": "https://yousufprojs-exe.github.io/Doodle/"}]...
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[{"post_id": 80955, "ts": "202 [{"post_id": 80955, "ts": "2026-10-19T11:31:42Z", "hours": 2.5967, "text": "Pixel canvas dimensions bug fixed, and rewrote whole js as suggested by the shipwright."}, {"post_id": 79149, "ts": "2026-10-12T20:25:30Z", "hours": 0.7628, "text": "Rebuilt Pixel Art as it was built using alot AI because it was hard to implement, but still I now rebuilt it."}, {"post_id": 79117, "ts": "2026-10-12T18:49:12Z", "hours": 1.0211, "text": "Started Pixel Art as a new feature for Doodle, built with HTML, CSS, and vanilla JavaScript. Added a pixel canvas, adjustable resolutions, color palette, pencil, eraser, fill, and eyedropper tools, grid toggle, transparent backgrounds, and PNG export. Improved fast-stroke drawing with pixel interpolation, fixed immediate Fill rendering, handled transparent pixels in the eyedropper, prevented unnecessary undo history entries, and added Redo alongside Undo."}, {"post_id": 78874, "ts": "2026-10-11T20:47:36Z", "hours": 1.0533, "text": "Spent alot of time fixing the Text button in Doodle. Turns out, it was just a small CSS selector mistake — text instead of #text 😭Everything else was already working, so I kept the fix simple instead of messing with code that didn’t need changing. One tiny bug out of the way. Back to building! - Next is You can rotate !"}, {"post_id": 78817, "ts": "2026-10-11T17:57:41Z", "hours": 1.0339, "text": "Doodle !! - Text Box the color you wan t the size you want it to be ! - TEXT in Doodel!!"}, {"post_id": 78733, "ts": "2026-10-11T12:55:54Z", "hours": 1.0128, "text": "Doodle — ShortcutsExpanded Doodle with six drawing tools: Brush, Eraser, Line, Rectangle, Circle, and Arrow. Implemented Undo and Redo with drawing history, Clear Canvas, and Export PNG functionality. Added customizable drawing colors and brush sizes, along with keyboard shortcuts for faster workflow: Ctrl + Z to undo, Ctrl + Y to redo, Ctrl + Shift + Z to redo, Ctrl + L to clear the canvas, and Ctrl + P to export artwork as a PNG. The interface features a clean, minimal design inspired by the original reference, with responsive canvas resizing. All implemented features have been tested and are working."}, {"post_id": 78710, "ts": "2026-10-11T11:45:29Z", "hours": 0.9756, "text": "doodle. - till now only free hand canvas with adjustable brush size, selectable Colors , Undo and Clear buttons."}]...
|
Title: Doodle ! by @Yousuff | Stardance
Devlogs:
Title: Doodle ! by @Yousuff | Stardance
Devlogs:
doodle. - till now only free hand canvas with adjustable brush size, selectable Colors , Undo and Clear buttons.
Doodle — ShortcutsExpanded Doodle with six drawing tools: Brush, Eraser, Line, Rectangle, Circle, and Arrow. Implemented Undo and Redo with drawing history, Clear Canvas, and Export PNG functionality. Added customizable drawing colors and brush sizes, along with keyboard shortcuts for faster workflow: Ctrl + Z to undo, Ctrl + Y to redo, Ctrl + Shift + Z to redo, Ctrl + L to clear the canvas, and Ctrl + P to export artwork as a PNG. The interface features a clean, minimal design inspired by the original reference, with responsive canvas resizing. All implemented features have been tested and are working.
Doodle !! - Text Box the color you wan t the size you want it to be ! - TEXT in Doodel!!
Spent alot of time fixing the Text button in Doodle. Turns out, it was just a small CSS selector mistake — text instead of #text 😭Everything else was already working, so I kept the fix simple instead of messing with code that didn’t need changing. One tiny bug out of the way. Back to building! - Next is You can rotate !
Started Pixel Art as a new feature for Doodle, built with HTML, CSS, and vanilla JavaScript. Added a pixel canvas, adjustable resolutions, color palette, pencil, eraser, fill, and eyedropper tools, grid toggle, transparent backgrounds, and PNG export. Improved fast-stroke drawing with pixel interpolation, fixed immediate Fill rendering, handled transparent pixels in the eyedropper, prevented unnecessary undo history entries, and added Redo alongside Undo.
Rebuilt Pixel Art as it was built using alot AI because it was hard to implement, but still I now rebuilt it.
Pixel canvas dimensions bug fixed, and rewrote whole js as suggested by the shipwright.
Ships:
Doodle! Doodle(doodle.) is a lightweight drawing website built with HTML, CSS, vanilla JavaScript, and the Canvas API. It provides a browser-based drawing experience, extended with a dedicated Pixel Art editor that preserves the original drawing experience while introducing specialized pixel-art tools. Features Drawing Editor: Create drawings directly in the browser. Pixel Art Editor: Dedicated pixel canvas with adjustable resolutions. Drawing Tools: Pencil, eraser, fill, and eyedropper. Color Palette: Choose and apply colors while creating artwork. Grid Controls: Toggle the pixel grid for precise editing. Transparency: Create artwork with transparent backgrounds. PNG Export:*Export pixel art as an image. Undo/Redo: Reverse and restore editing actions. Continuous Drawing: Interpolate strokes to prevent skipped pixels during fast movements. Development Process Doodle started as a lightweight browser-based drawing project. I expanded it with Pixel Art as a separate feature, then tested and refined its drawing behavior, fill rendering, transparent-pixel handling, and editing history. The latest improvements include smoother strokes and Undo/Redo support....
|
1792857220.9989977
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1792943620.9989977
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54862
|
plane game by @kazuma | Stardance
|
kazuma
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:53:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a plane game, it is my first programming project.", "repo": "https://github.com/kazuma-L/plane-game", "demo": "https://github.com/kazuma-L/plane-game/releases/tag/v0.1"}]...
|
[{"post_id": 79120, "ts": "202 [{"post_id": 79120, "ts": "2026-10-12T18:52:09Z", "hours": 0.2811, "text": "I publish the first playable version, and wrote the readme"}, {"post_id": 78243, "ts": "2026-10-10T03:33:29Z", "hours": 0.8608, "text": "I finished it, i think it is pretty good as my first programming project"}, {"post_id": 63279, "ts": "2026-09-07T00:55:24Z", "hours": 1.9361, "text": "plane game project- devlog 2"}, {"post_id": 57789, "ts": "2026-08-30T02:44:28Z", "hours": 2.3081, "text": "plane game"}]...
|
Title: plane game by @kazuma | Stardance
Devlogs: Title: plane game by @kazuma | Stardance
Devlogs:
plane game
plane game project- devlog 2
I finished it, i think it is pretty good as my first programming project
I publish the first playable version, and wrote the readme
Ships:
I made a plane game, it is my first programming project....
|
1792806886.748378
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1792893286.748378
|
|
36933
|
Apolinum - arise! by @Fiskerz | Stardance
|
Fiskerz
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:50:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.", "repo": "https://github.com/Catmaster543/Apolinum-Arise-1.21.1", "demo": "https://www.curseforge.com/minecraft/mc-mods/apolinum-arise/"}]...
|
[{"post_id": 79118, "ts": "202 [{"post_id": 79118, "ts": "2026-10-12T18:49:47Z", "hours": 6.6783, "text": "Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this."}, {"post_id": 60859, "ts": "2026-09-03T14:17:54Z", "hours": 5.2222, "text": "Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)"}, {"post_id": 39656, "ts": "2026-08-02T19:39:32Z", "hours": 3.1769, "text": "Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 38888, "ts": "2026-08-01T13:40:09Z", "hours": 2.0658, "text": "Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 34737, "ts": "2026-07-25T18:17:51Z", "hours": 5.8508, "text": "Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 31832, "ts": "2026-07-20T15:03:54Z", "hours": 7.8119, "text": "Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!"}, {"post_id": 30762, "ts": "2026-07-18T16:40:32Z", "hours": 4.4644, "text": "New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat."}]...
|
Title: Apolinum - arise! by @Fiskerz | Stardance
Title: Apolinum - arise! by @Fiskerz | Stardance
Devlogs:
New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat.
Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!
Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)
Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
Ships:
What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file....
|
1792857321.0551403
|
1792943721.0551403
|
|
68673
|
Site by @mihai980965 | Stardance
|
mihai980965
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:36:33Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that tells me all my qualities and hobbies. The hardest thing was to make the scripts in java and make those boxes because I didn’t know at first and I had to look up for the informations. I used AI just for documentation, not for scripting. I’m proud that I took the project to the end and managed to make a pretty good code. At the end you will have a surprise.", "repo": "https://github.com/mihai980965/upgraded-journey", "demo": "https://mihai980965.github.io/upgraded-journey/"}]...
|
[{"post_id": 79111, "ts": "202 [{"post_id": 79111, "ts": "2026-10-12T18:31:42Z", "hours": 10.2436, "text": "I am working on my first site ever"}]...
|
Title: Site by @mihai980965 | Stardance
Devlogs:
Title: Site by @mihai980965 | Stardance
Devlogs:
I am working on my first site ever
Ships:
I made a website that tells me all my qualities and hobbies. The hardest thing was to make the scripts in java and make those boxes because I didn’t know at first and I had to look up for the informations. I used AI just for documentation, not for scripting. I’m proud that I took the project to the end and managed to make a pretty good code. At the end you will have a surprise....
|
1792857201.276261
|
1792943601.276261
|
|
50574
|
prête app by @253_Mathilde_IYKYK | Stardance
|
253_Mathilde_IYKYK
|
1
|
75.0
|
0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:35:10Z", "hours": 75.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "You do not need to install anything to rate. You do not need to be an android user. The README is full of information and screenshots that show the app in action. So first of all: This project is and was hugeeeee for me personally.I worked on it for about 51 days and made over 700 commits. I never really coded such big projects before stardance and I never coded an actual app in my life. All the graphics were made by me and I gave my best with storytelling (I wrote a devlog about every 2 hours). I really gave my best and poured my soul in here so I am really, really asking for GOOD feedback. That means giving actual tips, reporting bugs because there are ones not because you were too lazy to read the instructions. There are instructions in the README but I’ll also write them here for you. So what is prête: Prête is a PWA which means I coded everything in HTML, CSS and JS just like a website but transformed it into an app. If you want to do something like that → check the README. If you want to not install the app but still want to rate it → check the README. It is a get-ready-app that helps you to reduce stress for the future or to leave the house in a rush without stress. It tells you what to do and has things like weather (automatic location response),notifications,last index memory (only when closing completely!!) and much more. This is the first ever version of it and as you have read it was a long way but I am open to make it even longer! Bug report is open on github and I am also open to more ideas and wishes. The problem that I had: I always felt stressed while leaving,forgot stuff and startetd with a bad mood in the day or even in an event. I was always grumpy before even arriving. I just couldn’t remember everything and I felt really demotivated. I tried everything:apps that remind you with notifications, to do lists and post it. Nothing worked. I really sat down and thought about what you ACTUALLY needed. The installation: It is pretty simple: Scan the QR-code below or go to the Releases in the repo. Download the version which is marked with the green icon “Latest”. Download it and go to your files (there is a chance that your phone asks you before that if you want to install it ,if that happens just click yes). When you are in the file manager just click on it and then install. There may be a malware scan but then you are in. Open the app and click on the allow button when the app asks you to send notifications. Everything is pretty self-explanatory and Mira will tell you what to do but you never know: Choose the mode you want to use and do as Mira tells you. Please notice that the fast mode has no configuration and just gives you a task and a time. When you are using the actual mode follow the instructions and type in your times. After that choose a bag and then your bag stuff. You can scroll down on the bag stuff site to see more options. Now you should be on the clothing site: Select your outfit (scroll to the left in each row to show more clothing options). Click on the little cloud at the top to show the weather for today and next week. Click on it again to close it. Click on the little book to open the notes feature. Click in the pink area and start typing. To close the keyboard press ENTER and hit the save button. Click on the little book to close the notes feature. Continue your configuration and again: scroll down to show more options. You now reached the changing screen. Follow the instructions (close the app etc.). When you restarted the app just follow Mira. As you can see it is super simple. A superrrrrrr good explained version is in the README and for those who hate reading: there is a vd which you can watch instead!! Please report bugs on github and not in your rating (so I can fix them as fast as I can) and maybe star the repo. Thanks sooo much for staying with me through this long way and supporting me: @amateur_tech_guy @Makkonen @nokira @madzia @OrangeJuice", "repo": "https://github.com/253-Mathilde/Get-ready-app", "demo": "https://github.com/253-Mathilde/Get-ready-app/releases"}]...
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[{"post_id": 79110, "ts": "202 [{"post_id": 79110, "ts": "2026-10-12T18:18:16Z", "hours": 1.1128, "text": "Guys, it is time to ship (just worked a little bit more on the README) this is the last devlog for the first-ever version! Thank you all for staying through the whole process. I hope this app helps some people and is actually useful. Thanks soooooooooooooooooooooo much for these 52 days <3"}, {"post_id": 78435, "ts": "2026-10-10T19:58:49Z", "hours": 0.7103, "text": "So I will not lie—this was such a pain. But guys, the app sends notifications (with a custom icon), is signed, and is finally released on GitHub (discussion is already open for bug report), and the Google application is sent. The workflow is flowing as smoothly as hell, and the app is working in fullscreen with no mistakes in the UI. This took wayyyyyyy longer than these 40 minutes, but I am just happy that it works. I will not ship because the Google application is still in the queue. This application is important because without it you need to go to your settings and then turn off a feature, then install the app and scan it. So you know this is not a virus, but people won’t install it because I said, “Just trust me.” …..I am super proud and also upgraded the README(there will be an instructions part too, but I have to do school and want to get some sleep). Thanks for reading <3"}, {"post_id": 78287, "ts": "2026-10-10T09:32:34Z", "hours": 2.2506, "text": "I now offically can say: We got our first ever release on github (currently unsigned) and we may ship until monday. There are some small bugs I still have to fix but I am working as fast as I can and alone the fact that the github workflow works is just awesome. As you can see I upgraded the README and really gave my best. Ik I may change some pictures in the galerie and add another text but it is mainly finished. I think that we can actually pull that of!! We are now active for exactly 50 days,have 721 commits on github and over 500 deployments. I never builded an app and just feel sooo proud right now. For the apple version: There may be one in the future but I currently do not have an apple license so that won’t work. We’ll see about that then when I got my rating in and see how much people like this. Thanks for reading <3 and check it out in real life at https://github.com/253-Mathilde/Get-ready-app/blob/4bd1e18a9797cce640851d943a61a1cf5060b6c8/README.md and leave a star :)"}, {"post_id": 77913, "ts": "2026-10-08T18:53:59Z", "hours": 2.9261, "text": "Woahhhh guys, I now officially can say that the sites are done. We just need the .apk signed (should I also do an Apple version? Please tell me in the comments) and a README plus some graphics for, like, “presentation matters”. Just so you can get it: this project is now active for 48 days, and even though I love it and everything, it is really draining me. I coded the last sites and fixed the JS, so now we won’t have negative numbers. I went through all 20 HTML files for grammar, and I also went to the JS for the notification grammar. Any wishes, ideas or things you absolutely hate in the comments!! I still cannot believe that we are here, and thanks for reading <3 FOR ALL THE PEOPLE THAT ACTUALLY READ THIS AND STAYED FOR ALL THESE DAYS: I CANNOT THANK YOU ENOUGH!"}, {"post_id": 77398, "ts": "2026-10-06T19:58:16Z", "hours": 2.2125, "text": "So I worked a little bit, and now we only need 2 more screens and the README. Please ignore the drawing in the vd this is just to save my location because it stands in the weather application. As you can see, I made the dressing screen with the actual weather to dress like you needed, and I added a screen with a timer for your hair. I am currently working on the screen that tells you to brush your teeth, and then we will need the screen that helps you with your bag. And of course the finishing screen. I am working on the README while doing all of that, so yeah, school is killing me, but at least we have a break in 2 weeks. Thanks for reading and staying with this project <3"}, {"post_id": 76181, "ts": "2026-10-02T16:42:43Z", "hours": 2.4836, "text": "Sooooooo I finished the finishing site :) . This is where we are at now, and I think it is good? Kinda perfect too? A little bit unsure about that at the moment, so as always, feedback is welcome. I also started working on the fast mode (the button works, and I started working on the design). And yesssss, I know it looks pretty bad right now, but I hope you can see the vision because this also has a different colour theme because of the different stress levels (yes, the colours aren’t chosen randomly,colour theory is a REAL thing). Also, I’m pretty sure no one will read this because who is here after 42 days? But please start at GitHub and tell me if you want to get in the README, and when we are talking about the README. I also upgraded that, so now you know I made it. Here is the link: https://github.com/253-Mathilde/Get-ready-app , and thanks for reading <3"}, {"post_id": 75285, "ts": "2026-09-29T17:13:13Z", "hours": 2.0372, "text": "Okay, so I am giving my best on the finishing screen. Ik ik, the button is not correct, and there will be more things, but I wanted to know what you think of the vd before I continue working on it. Please leave a comment! Don’t forget to star ( https://github.com/253-Mathilde/Get-ready-app ) and thanks for reading <3"}, {"post_id": 74389, "ts": "2026-09-27T09:30:24Z", "hours": 2.1381, "text": "I cannot believe it. You need to wake me nowwww. The last site for the actual mode is finished (we only need the “winning screen” and, of course, the fast mode now). This literally means that we coded 13 sites. Each of these screens has its own code and stuff and the animation with the bag grabbing… In my opinion it looks great, and even the JS already works on both sites, and the heading changes on the one site (from “Grab your tote bag” to “Grab your backpack,” for example), and yeah, what can I say, I’ll try to do the finishing animation today (I have a lot of homework, so I would have started the fast mode, but yk). It is only the fast mode, one screen, and a README until we finish (sounds long, but it isn’t because this is about a week, and this project has gone for 37 days now, so yeah). It would really help if you starred on my project and appreciated my longgggggggggg working progress https://github.com/253-Mathilde/Get-ready-app . Also please leave feedback ! Thanks for reading <3."}, {"post_id": 74087, "ts": "2026-09-26T17:14:41Z", "hours": 1.2114, "text": "Okay so I upgraded my README because this now makes it possible to like read in your flow without searching 100 years fot that exact part. I also started working on the animation for the bag grabbing site but I don’t want to tell you too early because this animation is actually killing me (my WIFI stopped working about 10 times) but yeah what do we think about this upgrade in the README (there will be about 8 of these unfolding idk-how-to-call-them-things). As always please leave a star https://github.com/253-Mathilde/Get-ready-app .Thanks for reading<3"}, {"post_id": 73582, "ts": "2026-09-25T13:04:33Z", "hours": 1.4192, "text": "And boom the extra task site is finished. I am sooo overjoyed I mean look how it turned out and the JS is already working and these little checkboxes just look adorable. I also love the font just everything wowwww. We won’t talk about the JS because that was such a hustle but let’s just ignore that. We now have the dressing screen and the extra task screen. Next thing is the bag grabbing screen and then it is time for the stuff that goes in your bag. These are just 2 screens plus some pretty easy ones like finishing screen and stuff and these will be mostly html and css so now more local storageeeeeee. And yeah I almost forgot: I did add a little timer again and yeah I would love it if you could starr my project on https://253-mathilde.github.io/Get-ready-app/ and thank you for staying with me so long this project is now active for about 33 days and we are close to hitting over 500 commits and actions. Thanks for reading <3"}, {"post_id": 73275, "ts": "2026-09-24T18:39:15Z", "hours": 2.9233, "text": "Heyyy I actually have kinda a big update! (Sr for not being active had to do #sticky-ysws ) but now we offically have the changing site to the extra site,the custom charachter,thecustom heading,the custom paper and the super duper cool checkboxes. Styling them was pretty hard but I mean it was soooo worth it. I just love the little blue (idk the english word lolll) and everything. And yesss I’ll do the JS that they only show when you have as many extras and stuff and there will be custom text to your task. So it will be like a custom text writing thingy. Yk like you actually wrote a to-do list. ALso don’t tell me about the grammar I ‘ll change it okayyyyy. And now because you are a super true one and read until here you will go here: ( https://253-mathilde.github.io/Get-ready-app/ ) and star my repo!! Thank you sooo much for that. I’ll give my best and I hope you like the to-do note thingy idea! Thanks for reading <3"}, {"post_id": 71879, "ts": "2026-09-21T18:04:04Z", "hours": 2.0825, "text": "Yayyyy I finally did it and added a timer (it also changes the time proportional to the clothes you selected based on their time). And I also worked on my README wich is (as always) so much work but let’s do it! I also set up the next site which is super plain at the moment but at least the JS to that site works. I also setted up notification but they don’t work in the apk because my coverter does not support that. Any simple ideas (everything online I found was way to complicated and like I just want a simple notification). Buttt I may add a vibration when the timer is done so you notice it more. Any ideas in the comment and thanks for reading <3"}, {"post_id": 70618, "ts": "2026-09-19T13:55:22Z", "hours": 2.1961, "text": "Omggggg, I think I am obsessed! I mean, just look how cute this looks, with all the details and the working note thingy and the WORKING JS that gets everything out of local storage and in local storage, that moves the items to their places and even displays your note (or the little note from Mira if you forgot to write one). This was such a struggle, but I mean, it works. Now we only need a little timer at the top to remind you of the time (I try to do it tonight, but there’s a lot of school, yk), but when this is done, we have kind of the base for all the other sites. We are sooo behind schedule, but let’s just ignore that. Please give me feedback on what you think (it is super-duper okay if you dislike it; sometimes my taste is a little bit off). Btw, the numbers are negative because I skipped the preview questions. Thanks for reading <3"}, {"post_id": 70253, "ts": "2026-09-18T20:13:58Z", "hours": 2.2108, "text": "Well I am actually kinda dying but I mean the next site now has it’s own design ,an open closet (the clothes are coming soon they will be like the ones when you choose on a hanger yk) and I already started working on the JS for the note taking thingy ,now we need to display the note that we left ourselves (it is going to be in the green box) and we got the styling for the Next button for kinda the next sites. Btw do we think packing our back is the last thing to do (In my opinion yes but idk what do YOU normally do). I don’t think that I’ll do more today. Please help me with your opinion in the comments. Thanks for reading <3"}, {"post_id": 70138, "ts": "2026-09-18T15:23:36Z", "hours": 3.0231, "text": "Uhhh, the first actual mode site is finished (the animation is 100% made from me, tell me what you think). It is a pretty simple site that tells you to go to your wardrobe, and the site also has its own next button style. Pretty simple, but yk, I just love details. I also force myself to work as much as I can today because I don’t have school. Giving everything and thanks for reading <3"}, {"post_id": 69680, "ts": "2026-09-17T15:54:48Z", "hours": 2.4714, "text": "So I can finally work now (still sick, but at least I can type), so here we are. I made the so-called 0-screen that tells you your getting-ready-start time, and as you can see, it already works. That means my JS actually saves everything in local storage and gets it out of local storage! Super duper proud because I am normally so bad at JS. Hope you also like the design of the start button. I’ll work on the next site now (this is the hardest because once I get that site, all the others will work kind of the same)! Thanks for reading <3"}, {"post_id": 68138, "ts": "2026-09-14T16:05:02Z", "hours": 2.3517, "text": "Okay, so we are one day behind schedule, but that shouldn’t be such a big problem (had other coding stuff to do, not for any ysws). I made the extra time site where you can get extra time for eating, showering, doom scrolling, hair styling, makeup, teeth brushing, and cleaning, as well as a buffer where you can get 10 minutes to stay safe. I also made the super hard and complicated JS part that made me crash out that gets you back to the site that you were on when you close the app. Now it is time for the screens that tell you what to do! Thanks for reading <3"}, {"post_id": 66579, "ts": "2026-09-12T12:43:06Z", "hours": 1.8792, "text": "The clothes site is finished!!! I am so happy and also a little bit proud because this site has pretty cool mini features that are supposed to help you as much as you can. You now can select your outfit for the event, and while doing so, check the weather or leave your future self a note. The weather gets your location automatically and also shows for the next 6 days so you can actually plan for events that aren’t tomorrow. I also love that little cloud hidden feature, and I already started working on the last site for the normal mode: the extra time screen. Here you can choose extra time for stuff like brushing your teeth, doing your hair, or eating something. After this site we will do the screens that tell you what to do with a timer, etc. We are a little bit short on time, so I really have to lock in on the weekends because stardance is only 2 weeks (I know it is a little bit more, but I may be able to squeeze in a super small project). So the plan is to finish the screen this weekend with the extra time and to finish all the other screens until the upcoming Friday. That should make it possible to do the fast mode on the weekend (I probably will need longer for that, but yk). So yeah, that is basically the plan and thanks for reading <3"}, {"post_id": 66024, "ts": "2026-09-11T15:50:21Z", "hours": 1.8733, "text": "I really gave my best, guys, and I haven’t finished. But today I’ll just work on the README more because the styling of that was pretty tricky, and I really struggled with that moving cloud thing, but I think it is such a cute feature. I think I won’t do an edit and delete button, yk. Just resave it and then it updates. That’s enough because I am sick today, but that won’t keep us from working, and I give my best on the README now. Love the new stardance update, btw, and thanks fro reading <3"}, {"post_id": 65409, "ts": "2026-09-10T15:02:28Z", "hours": 1.4522, "text": "I made the JS for the clothing site! Now I only need to do the styling with CSS and the notes feature. The notes feature is for yourself (so you can help yourself with notes like the blue shirt from my sister, or so you can specify which piece you want to help yourself with in the next morning) I also need to improve some little details (pretty time-consuming, but I always love details, and I’ll keep adding them). I also made another APK for testing, and it looked sooo good on my phone. Thanks for reading <3"}, {"post_id": 64832, "ts": "2026-09-09T14:46:35Z", "hours": 2.8642, "text": "Finally the layout for this site is finished. It was quite a struggle and took super long for just 3 div containers, but I think it was so worth it. I know, I know the graphics for the clothes are not perfect, and we need more items, but I can change that later. Now the whole thing needs to work with the JS and such stuff. I still need to do some more sites with stuff to add, and then it’s time for the really hard part: getting everything out of local storage, building in a timer, showing your personal notes … We aren’t even there, but don’t demotivate ourselves now, and I’ll just keep working and giving my best (squeezing every bit of time I have in!) Thanks for reading <3"}, {"post_id": 63582, "ts": "2026-09-07T14:36:31Z", "hours": 3.1719, "text": "Ofc you expect something big now; I mean, 3 hours come onnnn. Nah nah, in 3 h I build a 15 px x 15 px square. Sureeee. My patience is actually killing me, but never mind. I added the weather application to my project (I mean that little gif next to the heading). When you click on it, it opens the weather for today and for the next 6 days (y’know, if you are planning your outfit, you need to know if it’s cold or warm…). That works with summary and such stuff. Never heard of it and don’t really get it, buttttt it works, and that thing made its way into my brain (but I’ll never work with it again). I’ll start working on the clothes now (yk graphics …). If you have any wishes for that, tell me, please! Right now it is the plan to add a feature where you can leave yourself a note to help you find that exact piece, a t-shirt, a sweater, a long shirt, a top, a skirt, shorts, jeans, a long skirt, a dress, high heels, sneakers, basic shoes, autumn boots and, ofc, winter boots. Thanks for reading <3"}, {"post_id": 62792, "ts": "2026-09-06T09:45:54Z", "hours": 2.0819, "text": "It was quite a struggle doing the JS and the whole styling (I added more items, and the whole layout was suuuuper bad when selecting an item). And when we are talking about selecting, it works!!! I made a selection mode and timed every item. I also added a local storage system on this and the site before. That system basically saves numbers, and at the end the app can read these numbers and tell you, when you planned your event, you wanted this jacket… Like, it doesn’t work, but that’s kind of the plan, and I also spent a lot of time on that (thanks to YT, I managed to do it, and to be patient, ~~that’s basically a lie). I also worked on the README more because I always write pretty long ones, but this will be longer (I really try to keep it short, but there is so much to explain). As already said, I added more items, but if you have more: Tell me and I’ll add it. Right now we have keys (5 min), money (5 min), a phone (1 min), a charger (3 min), writing stuff (5 min), a passport (7 min), lip balm (1 min), earphones (6 min), bubble gum (2 min), food (10 min), random bag stuff (yk stuff that is in every bag and kind of stays there) (2 min), books (8 min) and tech stuff (yk laptop or iPad) (7 min). The time for every item stands in the () and please tell me if you think that this is too much or if I should add more. Thanks for reading <3"}, {"post_id": 62288, "ts": "2026-09-05T16:15:50Z", "hours": 1.4372, "text": "So I kind of feel like flying because you can see the results so fast! I just made the next screen (not the JS, just the styling and the graphics, but I mean), and I think it looks sooo good (please tell me if I am wrong)! We now have keys, money, a phone, a charger, writing stuff, a passport, lip balm, earphones and chewing gum. Is there anything else I should add (something super duper important that needs to be in your bag)? Oh, and I also made it scrollable, and everything matches the pixel vibe! When you say that there are enough items, I’ll do the JS, and btw, I tried to make it for all kinds of events ( a passport for travel or writing stuff for college or school…). PLEASE GIVE ME FEEDBACK, and thanks for reading <3"}, {"post_id": 61757, "ts": "2026-09-04T20:18:13Z", "hours": 2.3014, "text": "I am sooooooo happy because now the selected and deselected mode AND the math work (it selects and then removes 5 minutes from your starting time, and when you deselect it, it adds 5 minutes). Btw, do we think 5 minutes for finding a bag is enough (not the stuff inside, just the empty bag, but I myself always need so long, especially in the morning), and I also changed the CSS so it looks good while selecting and while deselecting, and yeah, I may change the time if you say less or more, but then this screen is finished. Soooo happy because I always work with a lot of files, which is really confusing for me, yes, but so I only have short amounts of code and can debug really well! Thanks for reading <3."}, {"post_id": 60888, "ts": "2026-09-03T15:10:54Z", "hours": 1.2142, "text": "I made a banner for the README, and I started working on the next site. I am sooooo happy because you now can really see where we are going and what my vision is. The third site is static right now, and only the home button (and the next button if a next site would exist). I also want the elements to change colour when you click on them, but yeah, I think it looks pretty cool, and as always: I need feedback; write me on Slack or leave a comment! Thanks for reading <3"}, {"post_id": 59778, "ts": "2026-09-01T18:30:16Z", "hours": 1.4356, "text": "Okay, so I made a video for the README and promoting and stuff because presentation matters… (I genuinely can’t hear it anymore), but yeah, I also made the next site (it is completely white at the moment now, but like, it changes the site correctly, and my JS with all the sound effects works). I also researched a little on how to make push notifications, but everything seems a little complicated, but if it’s complicated, I still have to do it, but maybe it gets easier because everything is based on HTML, CSS and JS and just converted. Idk I have to do more research. If you know something: please leave a comment! Thanks for reading <3"}, {"post_id": 58364, "ts": "2026-08-30T19:22:25Z", "hours": 2.1006, "text": "Okay, so I fixed the sound (it took pretty long, but in the end it was just that the site loaded too fast). And I also changed the sources in the whole project, yk, so now everything works. That little piece of ../ is really annoying me because of all the GitHub stuff and the file structure, but I want to keep it structured so people can really understand my repo and yes, pretty productive day and we now can officially start working on the next sites where you choose your bag, your clothes, etc. Thanks for reading. <3"}, {"post_id": 58099, "ts": "2026-08-30T13:33:42Z", "hours": 2.5019, "text": "The math works!!!! It took me a lot of trying and thinking (yk, it has to be local storage because it is a new site with a new index but the same Java, so there is 0 room for mistakes), but now it tells you the time that you need to start. I also fixed the next button and started working on the sound effects. I also decided that I won’t do background music because I personally hate that in apps because if I get ready, I don’t want a loop of music; I want my playlist chosen by my mood. So it’ll be a sound when you click on the home button and a sound if you click on the next button (so you feel a little proud and have a happy moment and a motivation to do the next step). I will do the next screens now, and every time you select an item or whatever, it will subtract time for everything (brushing your teeth minus 3 minutes, putting on clothes 10 minutes …). So happy that it works, and hope you like the design with the next button. Thanks for reading <3"}, {"post_id": 57256, "ts": "2026-08-29T11:20:36Z", "hours": 1.7206, "text": "Ohh, okay, so first of all, I love the new Stardance streak update (here I come, but I am so said that I lost my over 40 days’ streak at the end of the holidays). And then, as you can see, I fixed the next button, and I started working on the JS, because now it is time for the fun part: the whole math, because yesss, that is a lot of math (yk, with the hours, the minutes, the planning, and the time calculated that you need to do this or that). I am giving my best, and unfortunately the whole thing is getting so big that my converter doesn’t take it any more, and I need a new one (any tips in the comments, please; I need one from a zip file to APK). Yeah, thanks for reading and let’s see how far I can get with the JS today <3"}, {"post_id": 55763, "ts": "2026-08-27T19:09:04Z", "hours": 3.4947, "text": "Okay, so this really took forever because of all these pages, and they are all in folders, and you need to get out of the folder, and you need to link it right, and the JS…long story short: it is annoying and testing me, but never mind. As you can see, I added a third screen (nope, the second one is not finished, but I needed it to program the next button). Tomorrow I will do some graphic stuff because right now the button is somehow gone and just a frame (I just converted it to an SVG). And yeah, basically if you have tips on how to do the whole thing with all the screens better (because you also need to pay attention to the app, yk, not everything that works in your browser works in the app). Thanks for reading <3"}, {"post_id": 54619, "ts": "2026-08-25T17:21:02Z", "hours": 1.2203, "text": "Okay, so nope, I’m not dead, just busy with school. And because I live in a country with a pretty hard school system, this really takes forever, but I know how it looks: I was lazy. Nope, I wrote a 3-site report about the plan and watched YouTube videos for my Java knowledge 24/7, and as you can see, I installed it, and I think the app icon looks great in real life. I just built the first screen with the input field for the arrival time and need some help: The font size is perfect for the number but not for the placeholder. I did write code for these two but somehow it doesn’t work input[type=“number”] { font-size: 30px; colour: #f5df3d; } input::placeholder { font-size: 60px; colour: #f5df3d; } It would be great if someone helped me. Hope you like the first app screen, and I am giving my best here to give this project all I have. I just got a superstar for my other project, Neverland OS, and I am so thankful and would like to say a big thank you to all the supporters. I hope this project also gets so much feedback, and I am giving my best (I have never built an app before). Thanks for reading <3, and I’m so happy that installing on my phone worked"}, {"post_id": 51154, "ts": "2026-08-20T17:26:24Z", "hours": 1.2733, "text": "Okay, so today I started working on the second screen and the like timer thing (on this screen you are going to tell the app what time you need to arrive), and then the app will tell you at the end (when everything is chosen (for example, what should be in my bag)) when to get up. Omg, that sounds so bad, but idk how to explain it any better. I also changed the font of the text on the home screen, and I downloaded the first-ever APK file for testing, so it doesn’t have a key at the moment. I will share a screen of how it looks on a real phone when I install that. A lot of research today, and school starts again in 3 days, so I have a lot of other stuff to do, but as always, I am giving Stardance every hour I have. Thanks for reading, and I hope you see the vision <3."}, {"post_id": 50597, "ts": "2026-08-19T20:13:49Z", "hours": 3.9386, "text": "Okay, so I really hate writing for such big amounts of time, but whatever. I changed the whole design and added a pre-loader and a home button. I also changed Mira and the text box at the bottom. Like, look at it yourself, I changed everything; my brainstorming stays the same, just the design is different because I think the other one was kinda ugly. I also made another site today for a YSWS where you get lights so Idk if it’s forbidden to share that here but that also took 6 hours (so you get why I am only making such small amounts of progress) https://253-mathilde.github.io/Ocean/ and yeah, thanks for reading <3 Ohh and always open for feedback to the new design"}, {"post_id": 49747, "ts": "2026-08-18T17:46:32Z", "hours": 2.0439, "text": "Okay, so as you can see, I started brainstorming. I draw every screen and then program every screen step by step so it doesn’t get confusing and debugging is easier with smaller amounts of code. As you can see, I also made the welcome or start screen (I started it; don’t worry, it isn’t finished) and made the screen change once you click on Mira (the starfruit), and I made it go back when you click on text on the second screen. I also figured everything out for the screen, yk, so that it will look good on a phone, and I am programming everything for the dimensions of an iPhone 12 Pro, so it shouldn’t change much on other phones. Hope you can see the vision with these pretty bad drawings and thanks for reading <3"}, {"post_id": 49443, "ts": "2026-08-18T09:04:32Z", "hours": 0.9714, "text": "First of all: I am so happy to finally use lapse because now everything counts. Okay, back to the project: ‘prête’ (meaning something like ‘ready’ but it sounds better) is an app that tells you what to do to get ready. It helps you to reduce stress, etc. I’ve never made an app before, so this is going to be so much work. I just made something like a figure and the app icon, and I also set up Hackatime in VS, so now everything works and I can just work. I already have so many ideas, so I need to sort my head and watch a million YouTube videos to start because I also have no experience with programming for a phone. Let’s do it. Thanks for reading <3"}]...
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Title: prête app by @253_Mathilde_IYKYK | Stardanc Title: prête app by @253_Mathilde_IYKYK | Stardance
Devlogs:
First of all: I am so happy to finally use lapse because now everything counts. Okay, back to the project: ‘prête’ (meaning something like ‘ready’ but it sounds better) is an app that tells you what to do to get ready. It helps you to reduce stress, etc. I’ve never made an app before, so this is going to be so much work. I just made something like a figure and the app icon, and I also set up Hackatime in VS, so now everything works and I can just work. I already have so many ideas, so I need to sort my head and watch a million YouTube videos to start because I also have no experience with programming for a phone. Let’s do it. Thanks for reading <3
Okay, so as you can see, I started brainstorming. I draw every screen and then program every screen step by step so it doesn’t get confusing and debugging is easier with smaller amounts of code. As you can see, I also made the welcome or start screen (I started it; don’t worry, it isn’t finished) and made the screen change once you click on Mira (the starfruit), and I made it go back when you click on text on the second screen. I also figured everything out for the screen, yk, so that it will look good on a phone, and I am programming everything for the dimensions of an iPhone 12 Pro, so it shouldn’t change much on other phones. Hope you can see the vision with these pretty bad drawings and thanks for reading <3
Okay, so I really hate writing for such big amounts of time, but whatever. I changed the whole design and added a pre-loader and a home button. I also changed Mira and the text box at the bottom. Like, look at it yourself, I changed everything; my brainstorming stays the same, just the design is different because I think the other one was kinda ugly. I also made another site today for a YSWS where you get lights so Idk if it’s forbidden to share that here but that also took 6 hours (so you get why I am only making such small amounts of progress) https://253-mathilde.github.io/Ocean/ and yeah, thanks for reading <3 Ohh and always open for feedback to the new design
Okay, so today I started working on the second screen and the like timer thing (on this screen you are going to tell the app what time you need to arrive), and then the app will tell you at the end (when everything is chosen (for example, what should be in my bag)) when to get up. Omg, that sounds so bad, but idk how to explain it any better. I also changed the font of the text on the home screen, and I downloaded the first-ever APK file for testing, so it doesn’t have a key at the moment. I will share a screen of how it looks on a real phone when I install that. A lot of research today, and school starts again in 3 days, so I have a lot of other stuff to do, but as always, I am giving Stardance every hour I have. Thanks for reading, and I hope you see the vision <3.
Okay, so nope, I’m not dead, just busy with school. And because I live in a country with a pretty hard school system, this really takes forever, but I know how it looks: I was lazy. Nope, I wrote a 3-site report about the plan and watched YouTube videos for my Java knowledge 24/7, and as you can see, I installed it, and I think the app icon looks great in real life. I just built the first screen with the input field for the arrival time and need some help: The font size is perfect for the number but not for the placeholder. I did write code for these two but somehow it doesn’t work input[type=“number”] { font-size: 30px; colour: #f5df3d; } input::placeholder { font-size: 60px; colour: #f5df3d; } It would be great if someone helped me. Hope you like the first app screen, and I am giving my best here to give this project all I have. I just got a superstar for my other project, Neverland OS, and I am so thankful and would like to say a big thank you to all the supporters. I hope this project also gets so much feedback, and I am giving my best (I have never built an app before). Thanks for reading <3, and I’m so happy that installing on my phone worked
Okay, so this really took forever because of all these pages, and they are all in folders, and you need to get out of the folder, and you need to link it right, and the JS…long story short: it is annoying and testing me, but never mind. As you can see, I added a third screen (nope, the second one is not finished, but I needed it to program the next button). Tomorrow I will do some graphic stuff because right now the button is somehow gone and just a frame (I just converted it to an SVG). And yeah, basically if you have tips on how to do the whole thing with all the screens better (because you also need to pay attention to the app, yk, not everything that works in your browser works in the app). Thanks for reading <3
Ohh, okay, so first of all, I love the new Stardance streak update (here I come, but I am so said that I lost my over 40 days’ streak at the end of the holidays). And then, as you can see, I fixed the next button, and I started working on the JS, because now it is time for the fun part: the whole math, because yesss, that is a lot of math (yk, with the hours, the minutes, the planning, and the time calculated that you need to do this or that). I am giving my best, and unfortunately the whole thing is getting so big that my converter doesn’t take it any more, and I need a new one (any tips in the comments, please; I need one from a zip file to APK). Yeah, thanks for reading and let’s see how far I can get with the JS today <3
The math works!!!! It took me a lot of trying and thinking (yk, it has to be local storage because it is a new site with a new index but the same Java, so there is 0 room for mistakes), but now it tells you the time that you need to start. I also fixed the next button and started working on the sound effects. I also decided that I won’t do background music because I personally hate that in apps because if I get ready, I don’t want a loop of music; I want my playlist chosen by my mood. So it’ll be a sound when you click on the home button and a sound if you click on the next button (so you feel a little proud and have a happy moment and a motivation to do the next step). I will do the next screens now, and every time you select an item or whatever, it will subtract time for everything (brushing your teeth minus 3 minutes, putting on clothes 10 minutes …). So happy that it works, and hope you like the design with the next button. Thanks for reading <3
Okay, so I fixed the sound (it took pretty long, but in the end it was just that the site loaded too fast). And I also changed the sources in the whole project, yk, so now everything works. That little piece of ../ is really annoying me because of all the GitHub stuff and the file structure, but I want to keep it structured so people can really understand my repo and yes, pretty productive day and we now can officially start working on the next sites where you choose your bag, your clothes, etc. Thanks for reading. <3
Okay, so I made a video for the README and promoting and stuff because presentation matters… (I genuinely can’t hear it anymore), but yeah, I also made the next site (it is completely white at the moment now, but like, it changes the site correctly, and my JS with all the sound effects works). I also researched a little on how to make push notifications, but everything seems a little complicated, but if it’s complicated, I still have to do it, but maybe it gets easier because everything is based on HTML, CSS and JS and just converted. Idk I have to do more research. If you know something: please leave a comment! Thanks for reading <3
I made a banner for the README, and I started working on the next site. I am sooooo happy because you now can really see where we are going and what my vision is. The third site is static right now, and only the home button (and the next button if a next site would exist). I also want the elements to change colour when you click on them, but yeah, I think it looks pretty cool, and as always: I need feedback; write me on Slack or leave a comment! Thanks for reading <3
I am sooooooo happy because now the selected and deselected mode AND the math work (it selects and then removes 5 minutes from your starting time, and when you deselect it, it adds 5 minutes). Btw, do we think 5 minutes for finding a bag is enough (not the stuff inside, just the empty bag, but I myself always need so long, especially in the morning), and I also changed the CSS so it looks good while selecting and while deselecting, and yeah, I may change the time if you say less or more, but then this screen is finished. Soooo happy because I always work with a lot of files, which is really confusing for me, yes, but so I only have short amounts of code and can debug really well! Thanks for reading <3.
So I kind of feel like flying because you can see the results so fast! I just made the next screen (not the JS, just the styling and the graphics, but I mean), and I think it looks sooo good (please tell me if I am wrong)! We now have keys, money, a phone, a charger, writing stuff, a passport, lip balm, earphones and chewing gum. Is there anything else I should add (something super duper important that needs to be in your bag)? Oh, and I also made it scrollable, and everything matches the pixel vibe! When you say that there are enough items, I’ll do the JS, and btw, I tried to make it for all kinds of events ( a passport for travel or writing stuff for college or school…). PLEASE GIVE ME FEEDBACK, and thanks for reading <3
It was quite a struggle doing the JS and the whole styling (I added more items, and the whole layout was suuuuper bad when selecting an item). And when we are talking about selecting, it works!!! I made a selection mode and timed every item. I also added a local storage system on this and the site before. That system basically saves numbers, and at the end the app can read these numbers and tell you, when you planned your event, you wanted this jacket… Like, it doesn’t work, but that’s kind of the plan, and I also spent a lot of time on that (thanks to YT, I managed to do it, and to be patient, ~~that’s basically a lie). I also worked on the README more because I always write pretty long ones, but this will be longer (I really try to keep it short, but there is so much to explain). As already said, I added more items, but if you have more: Tell me and I’ll add it. Right now we have keys (5 min), money (5 min), a phone (1 min), a charger (3 min), writing stuff (5 min), a passport (7 min), lip balm (1 min), earphones (6 min), bubble gum (2 min), food (10 min), random bag stuff (yk stuff that is in every bag and kind of stays there) (2 min), books (8 min) and tech stuff (yk laptop or iPad) (7 min). The time for every item stands in the () and please tell me if you think that this is too much or if I should add more. Thanks for reading <3
Ofc you expect something big now; I mean, 3 hours come onnnn. Nah nah, in 3 h I build a 15 px x 15 px square. Sureeee. My patience is actually killing me, but never mind. I added the weather application to my project (I mean that little gif next to the heading). When you click on it, it opens the weather for today and for the next 6 days (y’know, if you are planning your outfit, you need to know if it’s cold or warm…). That works with summary and such stuff. Never heard of it and don’t really get it, buttttt it works, and that thing made its way into my brain (but I’ll never work with it again). I’ll start working on the clothes now (yk graphics …). If you have any wishes for that, tell me, please! Right now it is the plan to add a feature where you can leave yourself a note to help you find that exact piece, a t-shirt, a sweater, a long shirt, a top, a skirt, shorts, jeans, a long skirt, a dress, high heels, sneakers, basic shoes, autumn boots and, ofc, winter boots. Thanks for reading <3
Finally the layout for this site is finished. It was quite a struggle and took super long for just 3 div containers, but I think it was so worth it. I know, I know the graphics for the clothes are not perfect, and we need more items, but I can change that later. Now the whole thing needs to work with the JS and such stuff. I still need to do some more sites with stuff to add, and then it’s time for the really hard part: getting everything out of local storage, building in a timer, showing your personal notes … We aren’t even there, but don’t demotivate ourselves now, and I’ll just keep working and giving my best (squeezing every bit of time I have in!) Thanks for reading <3
I made the JS for the clothing site! Now I only need to do the styling with CSS and the notes feature. The notes feature is for yourself (so you can help yourself with notes like the blue shirt from my sister, or so you can specify which piece you want to help yourself with in the next morning) I also need to improve some little details (pretty time-consuming, but I always love details, and I’ll keep adding them). I also made another APK for testing, and it looked sooo good on my phone. Thanks for reading <3
I really gave my best, guys, and I haven’t finished. But today I’ll just work on the README more because the styling of that was pretty tricky, and I really struggled with that moving cloud thing, but I think it is such a cute feature. I think I won’t do an edit and delete button, yk. Just resave it and then it updates. That’s enough because I am sick today, but that won’t keep us from working, and I give my best on the README now. Love the new stardance update, btw, and thanks fro reading <3
The clothes site is finished!!! I am so happy and also a little bit proud because this site has pretty cool mini features that are supposed to help you as much as you can. You now can select your outfit for the event, and while doing so, check the weather or leave your future self a note. The weather gets your location automatically and also shows for the next 6 days so you can actually plan for events that aren’t tomorrow. I also love that little cloud hidden feature, and I already started working on the last site for the normal mode: the extra time screen. Here you can choose extra time for stuff like brushing your teeth, doing your hair, or eating something. After this site we will do the screens that tell you what to do with a timer, etc. We are a little bit short on time, so I really have to lock in on the weekends because stardance is only 2 weeks (I know it is a little bit more, but I may be able to squeeze in a super small project). So the plan is to finish the screen this weekend with the extra time and to finish all the other screens until the upcoming Friday. That should make it possible to do the fast mode on the weekend (I probably will need longer for that, but yk). So yeah, that is basically the plan and thanks for reading <3
Okay, so we are one day behind schedule, but that shouldn’t be such a big problem (had other coding stuff to do, not for any ysws). I made the extra time site where you can get extra time for eating, showering, doom scrolling, hair styling, makeup, teeth brushing, and cleaning, as well as a buffer where you can get 10 minutes to stay safe. I also made the super hard and complicated JS part that made me crash out that gets you back to the site that you were on when you close the app. Now it is time for the screens that tell you what to do! Thanks for reading <3
So I can finally work now (still sick, but at least I can type), so here we are. I made the so-called 0-screen that tells you your getting-ready-start time, and as you can see, it already works. That means my JS actually saves everything in local storage and gets it out of local storage! Super duper proud because I am normally so bad at JS. Hope you also like the design of the start button. I’ll work on the next site now (this is the hardest because once I get that site, all the others will work kind of the same)! Thanks for reading <3
Uhhh, the first actual mode site is finished (the animation is 100% made from me, tell me what you think). It is a pretty simple site that tells you to go to your wardrobe, and the site also has its own next button style. Pretty simple, but yk, I just love details. I also force myself to work as much as I can today because I don’t have school. Giving everything and thanks for reading <3
Well I am actually kinda dying but I mean the next site now has it’s own design ,an open closet (the clothes are coming soon they will be like the ones when you choose on a hanger yk) and I already started working on the JS for the note taking thingy ,now we need to display the note that we left ourselves (it is going to be in the green box) and we got the styling for the Next button for kinda the next sites. Btw do we think packing our back is the last thing to do (In my opinion yes but idk what do YOU normally do). I don’t think that I’ll do more today. Please help me with your opinion in the comments. Thanks for reading <3
Omggggg, I think I am obsessed! I mean, just look how cute this looks, with all the details and the working note thingy and the WORKING JS that gets everything out of local storage and in local storage, that moves the items to their places and even displays your note (or the little note from Mira if you forgot to write one). This was such a struggle, but I mean, it works. Now we only need a little timer at the top to remind you of the time (I try to do it tonight, but there’s a lot of school, yk), but when this is done, we have kind of the base for all the other sites. We are sooo behind schedule, but let’s just ignore that. Please give me feedback on what you think (it is super-duper okay if you dislike it; sometimes my taste is a little bit off). Btw, the numbers are negative because I skipped the preview questions. Thanks for reading <3
Yayyyy I finally did it and added a timer (it also changes the time proportional to the clothes you selected based on their time). And I also worked on my README wich is (as always) so much work but let’s do it! I also set up the next site which is super plain at the moment but at least the JS to that site works. I also setted up notification but they don’t work in the apk because my coverter does not support that. Any simple ideas (everything online I found was way to complicated and like I just want a simple notification). Buttt I may add a vibration when the timer is done so you notice it more. Any ideas in the comment and thanks for reading <3
Heyyy I actually have kinda a big update! (Sr for not being active had to do #sticky-ysws ) but now we offically have the changing site to the extra site,the custom charachter,thecustom heading,the custom paper and the super duper cool checkboxes. Styling them was pretty hard but I mean it was soooo worth it. I just love the little blue (idk the english word lolll) and everything. And yesss I’ll do the JS that they only show when you have as many extras and stuff and there will be custom text to your task. So it will be like a custom text writing thingy. Yk like you actually wrote a to-do list. ALso don’t tell me about the grammar I ‘ll change it okayyyyy. And now because you are a super true one and read until here you will go here: ( https://253-mathilde.github.io/Get-ready-app/ ) and star my repo!! Thank you sooo much for that. I’ll give my best and I hope you like the to-do note thingy idea! Thanks for reading <3
And boom the extra task site is finished. I am sooo overjoyed I mean look how it turned out and the JS is already working and these little checkboxes just look adorable. I also love the font just everything wowwww. We won’t talk about the JS because that was such a hustle but let’s just ignore that. We now have the dressing screen and the extra task screen. Next thing is the bag grabbing screen and then it is time for the stuff that goes in your bag. These are just 2 screens plus some pretty easy ones like finishing screen and stuff and these will be mostly html and css so now more local storageeeeeee. And yeah I almost forgot: I did add a little timer again and yeah I would love it if you could starr my project on https://253-mathilde.github.io/Get-ready-app/ and thank you for staying with me so long this project is now active for about 33 days and we are close to hitting over 500 commits and actions. Thanks for reading <3
Okay so I upgraded my README because this now makes it possible to like read in your flow without searching 100 years fot that exact part. I also started working on the animation for the bag grabbing site but I don’t want to tell you too early because this animation is actually killing me (my WIFI stopped working about 10 times) but yeah what do we think about this upgrade in the README (there will be about 8 of these unfolding idk-how-to-call-them-things). As always please leave a star https://github.com/253-Mathilde/Get-ready-app .Thanks for reading<3
I cannot believe it. You need to wake me nowwww. The last site for the actual mode is finished (we only need the “winning screen” and, of course, the fast mode now). This literally means that we coded 13 sites. Each of these screens has its own code and stuff and the animation with the bag grabbing… In my opinion it looks great, and even the JS already works on both sites, and the heading changes on the one site (from “Grab your tote bag” to “Grab your backpack,” for example), and yeah, what can I say, I’ll try to do the finishing animation today (I have a lot of homework, so I would have started the fast mode, but yk). It is only the fast mode, one screen, and a README until we finish (sounds long, but it isn’t because this is about a week, and this project has gone for 37 days now, so yeah). It would really help if you starred on my project and appreciated my longgggggggggg working progress https://github.com/253-Mathilde/Get-ready-app . Also please leave feedback ! Thanks for reading <3.
Okay, so I am giving my best on the finishing screen. Ik ik, the button is not correct, and there will be more things, but I wanted to know what you think of the vd before I continue working on it. Please leave a comment! Don’t forget to star ( https://github.com/253-Mathilde/Get-ready-app ) and thanks for reading <3
Sooooooo I finished the finishing site :) . This is where we are at now, and I think it is good? Kinda perfect too? A little bit unsure about that at the moment, so as always, feedback is welcome. I also started working on the fast mode (the button works, and I started working on the design). And yesssss, I know it looks pretty bad right now, but I hope you can see the vision because this also has a different colour theme because of the different stress levels (yes, the colours aren’t chosen randomly,colour theory is a REAL thing). Also, I’m pretty sure no one will read this because who is here after 42 days? But please start at GitHub and tell me if you want to get in the README, and when we are talking about the README. I also upgraded that, so now you know I made it. Here is the link: https://github.com/253-Mathilde/Get-ready-app , and thanks for reading <3
So I worked a little bit, and now we only need 2 more screens and the README. Please ignore the drawing in the vd this is just to save my location because it stands in the weather application. As you can see, I made the dressing screen with the actual weather to dress like you needed, and I added a screen with a timer for your hair. I am currently working on the screen that tells you to brush your teeth, and then we will need the screen that helps you with your bag. And of course the finishing screen. I am working on the README while doing all of that, so yeah, school is killing me, but at least we have a break in 2 weeks. Thanks for reading and staying with this project <3
Woahhhh guys, I now officially can say that the sites are done. We just need the .apk signed (should I also do an Apple version? Please tell me in the comments) and a README plus some graphics for, like, “presentation matters”. Just so you can get it: this project is now active for 48 days, and even though I love it and everything, it is really draining me. I coded the last sites and fixed the JS, so now we won’t have negative numbers. I went through all 20 HTML files for grammar, and I also went to the JS for the notification grammar. Any wishes, ideas or things you absolutely hate in the comments!! I still cannot believe that we are here, and thanks for reading <3 FOR ALL THE PEOPLE THAT ACTUALLY READ THIS AND STAYED FOR ALL THESE DAYS: I CANNOT THANK YOU ENOUGH!
I now offically can say: We got our first ever release on github (currently unsigned) and we may ship until monday. There are some small bugs I still have to fix but I am working as fast as I can and alone the fact that the github workflow works is just awesome. As you can see I upgraded the README and really gave my best. Ik I may change some pictures in the galerie and add another text but it is mainly finished. I think that we can actually pull that of!! We are now active for exactly 50 days,have 721 commits on github and over 500 deployments. I never builded an app and just feel sooo proud right now. For the apple version: There may be one in the future but I currently do not have an apple license so that won’t work. We’ll see about that then when I got my rating in and see how much people like this. Thanks for reading <3 and check it out in real life at https://github.com/253-Mathilde/Get-ready-app/blob/4bd1e18a9797cce640851d943a61a1cf5060b6c8/README.md and leave a star :)
So I will not lie—this was such a pain. But guys, the app sends notifications (with a custom icon), is signed, and is finally released on GitHub (discussion is already open for bug report), and the Google application is sent. The workflow is flowing as smoothly as hell, and the app is working in fullscreen with no mistakes in the UI. This took wayyyyyyy longer than these 40 minutes, but I am just happy that it works. I will not ship because the Google application is still in the queue. This application is important because without it you need to go to your settings and then turn off a feature, then install the app and scan it. So you know this is not a virus, but people won’t install it because I said, “Just trust me.” …..I am super proud and also upgraded the README(there will be an instructions part too, but I have to do school and want to get some sleep). Thanks for reading <3
Guys, it is time to ship (just worked a little bit more on the README) this is the last devlog for the first-ever version! Thank you all for staying through the whole process. I hope this app helps some people and is actually useful. Thanks soooooooooooooooooooooo much for these 52 days <3
Ships:
You do not need to install anything to rate. You do not need to be an android user. The README is full of information and screenshots that show the app in action. So first of all: This project is and was hugeeeee for me personally.I worked on it for about 51 days and made over 700 commits. I never really coded such big projects before stardance and I never coded an actual app in my life. All the graphics were made by me and I gave my best with storytelling (I wrote a devlog about every 2 hours). I really gave my best and poured my soul in here so I am really, really asking for GOOD feedback. That means giving actual tips, reporting bugs because there are ones not because you were too lazy to read the instructions. There are instructions in the README but I’ll also write them here for you. So what is prête: Prête is a PWA which means I coded everything in HTML, CSS and JS just like a website but transformed it into an app. If you want to do something like that → check the README. If you want to not install the app but still want to rate it → check the README. It is a get-ready-app that helps you to reduce stress for the future or to leave the house in a rush without stress. It tells you what to do and has things like weather (automatic location response),notifications,last index memory (only when closing completely!!) and much more. This is the first ever version of it and as you have read it was a long way but I am open to make it even longer! Bug report is open on github and I am also open to more ideas and wishes. The problem that I had: I always felt stressed while leaving,forgot stuff and startetd with a bad mood in the day or even in an event. I was always grumpy before even arriving. I just couldn’t remember everything and I felt really demotivated. I tried everything:apps that remind you with notifications, to do lists and post it. Nothing worked. I really sat down and thought about what you ACTUALLY needed. The installation: It is pretty simple: Scan the QR-code below or go to the Releases in the repo. Download the version which is marked with the green icon “Latest”. Download it and go to your files (there is a chance that your phone asks you before that if you want to install it ,if that happens just click yes). When you are in the file manager just click on it and then install. There may be a malware scan but then you are in. Open the app and click on the allow button when the app asks you to send notifications. Everything is pretty self-explanatory and Mira will tell you what to do but you never know: Choose the mode you want to use and do as Mira tells you. Please notice that the fast mode has no configuration and just gives you a task and a time. When you are using the actual mode follow the instructions and type in your times. After that choose a bag and then your bag stuff. You can scroll down on the bag stuff site to see more options. Now you should be on the clothing site: Select your outfit (scroll to the left in each row to show more clothing options). Click on the little cloud at the top to show the weather for today and next week. Click on it again to close it. Click on the little book to open the notes feature. Click in the pink area and start typing. To close the keyboard press ENTER and hit the save button. Click on the little book to close the notes feature. Continue your configuration and again: scroll down to show more options. You now reached the changing screen. Follow the instructions (close the app etc.). When you restarted the app just follow Mira. As you can see it is super simple. A superrrrrrr good explained version is in the README and for those who hate reading: there is a vd which you can watch instead!! Please report bugs on github and not in your rating (so I can fix them as fast as I can) and maybe star the repo. Thanks sooo much for staying with me through this long way and supporting me: @amateur_tech_guy @Makkonen @nokira @madzia @OrangeJuice...
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1792634032.979363
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1792720432.979363
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59124
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MIDIcraft by @xvcf | Stardance
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xvcf
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:08:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This mod lets you play Minecraft with a MIDI keyboard! Movement Currently, the key layout is: A3: Sprinting B3: Sneaking C4: Walk Left C#4: Walk Straight D4: Walk Back E4: Walk Right F4: Jump PS: I hope I didn’t mess any of these up :D Don’t have a MIDI keyboard? Check out these demo videos! https://hackclub.slack.com/archives/C09PN6WBA2V/p1789486918936669 https://hackclub.slack.com/archives/C09PN6WBA2V/p1791828272410389", "repo": "https://github.com/RafaeloxMC/midicraft", "demo": "https://modrinth.com/mod/midicraft-mod"}]...
|
[{"post_id": 63199, "ts": "202 [{"post_id": 63199, "ts": "2026-09-06T21:21:41Z", "hours": 2.0222, "text": "Created the interaction base! I managed to read the MIDI commands my devices send to my computer! I made a small “interpreter” (not really), that handles inputs and turns them into movement such as WASD, sneaking, sprinting, and so on! I sadly have no other way of showing this in my screenshot, so I have to show you logs here! These logs show all the devices the mod detects"}]...
|
Title: MIDIcraft by @xvcf | Stardance
Devlogs:
Cr Title: MIDIcraft by @xvcf | Stardance
Devlogs:
Created the interaction base! I managed to read the MIDI commands my devices send to my computer! I made a small “interpreter” (not really), that handles inputs and turns them into movement such as WASD, sneaking, sprinting, and so on! I sadly have no other way of showing this in my screenshot, so I have to show you logs here! These logs show all the devices the mod detects
Ships:
This mod lets you play Minecraft with a MIDI keyboard! Movement Currently, the key layout is: A3: Sprinting B3: Sneaking C4: Walk Left C#4: Walk Straight D4: Walk Back E4: Walk Right F4: Jump PS: I hope I didn’t mess any of these up :D Don’t have a MIDI keyboard? Check out these demo videos! https://hackclub.slack.com/archives/C09PN6WBA2V/p1789486918936669 https://hackclub.slack.com/archives/C09PN6WBA2V/p1791828272410389...
|
1792784960.6120577
|
1792871360.6120577
|
|
69171
|
The Crzy Slack bot by @ArnavVerma | Stardance
|
ArnavVerma
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T16:15:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So Hey guys i created a slack bot which responds to few commands for now. The most challenging part for me was that I was new to javascript so I needed to go through the guide to create this functional bot. I hope you guys will like it you can test it in any channel of hackclub or mainly the bot-spam using /crzyslack-ping , etc. Thank you", "repo": "https://github.com/ByteCyro/Crzyslack", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 79072, "ts": "202 [{"post_id": 79072, "ts": "2026-10-12T15:55:30Z", "hours": 0.4347, "text": "Finally completed my basic slack bot which has following commands : /crzyslack-ping /crzyslack-help /crzyslack-catfact /crzyslack-joke"}]...
|
Title: The Crzy Slack bot by @ArnavVerma | Stardan Title: The Crzy Slack bot by @ArnavVerma | Stardance
Devlogs:
Finally completed my basic slack bot which has following commands : /crzyslack-ping /crzyslack-help /crzyslack-catfact /crzyslack-joke
Ships:
So Hey guys i created a slack bot which responds to few commands for now. The most challenging part for me was that I was new to javascript so I needed to go through the guide to create this functional bot. I hope you guys will like it you can test it in any channel of hackclub or mainly the bot-spam using /crzyslack-ping , etc. Thank you...
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1792857222.9795482
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1792943622.9795482
|
|
34134
|
SlopUI by @racek256 | Stardance
|
racek256
|
1
|
95.0
|
1637
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:49:06Z", "hours": 95.0, "multiplier": 17.25, "payout": 1637, "blessing": "neutral", "text": "I made SlopUI, a local and private AI assistant interface featuring Slopper as your assistant. Just a few features to flag: memory, MCPs, a mobile page, and much more. The best part of this project is probably the local web search and memory engine, since they required me to benchmark multiple solutions and system prompts and iterate on result quality. The most challenging part was building the frontend. I am not a designer, so I had some trouble with the design, but I managed to get a design I am happy with. Mostly in dark mode, the light mode is not so great.", "repo": "https://github.com/racek256/SlopUI", "demo": "https://slop.racek.xyz"}]...
|
[{"post_id": 79066, "ts": "202 [{"post_id": 79066, "ts": "2026-10-12T15:39:34Z", "hours": 2.4158, "text": "devlog 12 Memory engine finished and deployed Few of AI assisted bug fixes README.md + docs/ + License Pre ship fixes and stuff"}, {"post_id": 78753, "ts": "2026-10-11T14:39:37Z", "hours": 9.5125, "text": "Devlog 11 Today I’ve been cooking hard. Currently I’m working on the memory engine for SlopUI. The architecture is quite simple: A cheap extractor analyzes all conversations, extracts context, and suggests memories. All context gets passed to a smarter filter that has tools to directly manage the entire memory system: add, edit, remove, and list memories. All saved memories get embedded and saved into the DB. Search uses an embedder + reranker for quick lookup. Search takes around 0.5s per message, but I’ll optimize it before the next devlog. I’ve also improved the mobile version of SlopUI and added PWA support so you can install it similarly to a normal app. The memory engine is still in development, and I have a few experimental ideas in mind that might make the memory crazy good. But first I need to finish it."}, {"post_id": 77122, "ts": "2026-10-05T18:18:31Z", "hours": 10.3761, "text": "Ups, looks like I overshot the 10 hours again and Stardance is forcing me to make another devlog. I guess it’s time for DEVLOG 10 You don’t have to stare into a white screen anymore thanks to my genius invention dark mode (I know it still looks terrible, I’m not a designer) configuration was migrated to a config.yaml file with more configuration options websearch got improved (I know I’m saying this every devlog and I’m probably gonna keep saying it even in the following ones) sidebar has an option to pin/unpin chat Discord OAuth is implemented and it’s used even on the demo deployment https://slop.racek.xyz more stable generation"}, {"post_id": 69094, "ts": "2026-09-16T11:14:35Z", "hours": 8.8664, "text": "Devlog 9 Yupiiii another version focused on stability and it is looking stable Generation is now separated from Request so even when connection dies frontend can reconnect without user noticing Full File Uploading support for basic text and image formats websearch, webfetch functions are stable enough to be considered usable websearch has gained massive speed improvements although it will improve even further in the future Frontend Polish, fixes and stuff ( the boring stuff that actually makes this app usable ) here is picture of slopper saying hello although it didn’t really understood what devlog means:"}, {"post_id": 63767, "ts": "2026-09-07T18:44:22Z", "hours": 9.16, "text": "Devlog 8 This version is mostly Quality of Life improvements and stability, but it really improves a lot. This update brings: Backend Working config.json file for basic model configuration Not crashing every second prompt webfetch/websearch somewhat faster and not crashing anymore Better security Improved SearXNG default configuration Frontend Mobile interface — the webpage finally works on phones Regeneration — now, even when the backend throws an error, the frontend gives you the option to retry the request Reasoning popup — you can now see what the model is actually thinking about WIP File attachments — frontend part finished, not wired into the backend I’m probably going to stop working on new features and rather start finishing this project up, so probably another QoL update will be next, alongside one last large feature I need to do: proper demo account creation, ’cause right now demo mode is just one large shared account. I know, pretty bad."}, {"post_id": 54052, "ts": "2026-08-24T20:18:35Z", "hours": 8.8131, "text": "devlog 7 In this version I finally added full MCP support. Websearch also got a few improvements, plus the full Lightpanda browser through MCP integration. Backend has improved stability. I have started on the mobile interface, although it’s not yet ready. I’ve also started working on the config system, for now most of it is in .env, but soon I’m gonna replace it with a proper .yaml file."}, {"post_id": 45845, "ts": "2026-08-12T15:56:54Z", "hours": 9.0239, "text": "Devlog 6 The demo is finally out on slop.racek.xyz. The demo won’t have all the features of the full dev build, because my server isn’t able to run proper embedding and reranking models. That’s why the demo relies on the Tavily API for web searches, it’s nearly identical. The harness is finally starting to come together. I implemented just two tools: websearch and webfetch . This took me so long because I wasn’t only adding those tools, but also benchmarking different embedding and reranking models, so I can be sure I’m not losing performance for no reason. The websearch tool is definitely going to go through more improvements, but for now this is the version I’m okay with and the AI also seems to like it (yes I asked it)"}, {"post_id": 44544, "ts": "2026-08-10T11:38:58Z", "hours": 8.0272, "text": "Devlog 5 After some time, I’m back with new features and improvements. I finally added a Reasoning/Websearch indicator so users can see what the AI is currently doing. This gives users a sense that something is happening, which makes the entire process feel faster. I’ve also removed the search button from the sidebar since I’m not going to work on it anytime soon. I’ll probably implement it for the second release, but not right now. If everything goes correctly, today I hope to release a demo with DeepSeek V4 Flash as a free model. All I need to do before releasing the demo is: Finish demo sign-in Fix a few frontend bugs Add rate limiting to the backend Deploy on my server After releasing the demo, I’ll have a really basic AI chat interface: you send a message, the AI responds. It has one tool, websearch . That’s why after releasing the demo, I want to focus on the harness and make it actually good. I’m definitely going to do a SearXNG implementation for the websearch tool (currently it uses the Tavily API) and implement a custom page loader/parser and some basic RAG. I haven’t used RAG for a long time, so I’m going to have to do some research on it. I definitely want to add more tools later on, but I’ll keep that for future devlogs."}, {"post_id": 40010, "ts": "2026-08-03T11:13:25Z", "hours": 9.7369, "text": "Devlog 4 Holy moly, it’s again another 9 hours. Thankfully, I finally have something to talk about in this devlog. I’m getting really close to publishing the demo page. I have a mostly working frontend, and the backend has just a few bugs I need to handle. I’m still missing rate limiting and model verification on the backend. For now, the harness has just one websearch tool. in the future, I want to add much more and make it a full harness, but for the first release I hope this is enough. One last feature I want to implement on the frontend is displaying the harness state, so instead of showing the user a simple loader, they will see what’s currently happening in the harness — what the agent is reasoning about, and so on. So the plan for now is: Complete frontend integration Fix backend bugs Display harness state on frontend Release public demo page with rate limiting Improve harness Ship first release"}, {"post_id": 36988, "ts": "2026-07-29T12:53:51Z", "hours": 9.6169, "text": "Devlog 3 After a week I’m finally back home and continuing my work on this project. I noticed I’ve already gone 9 hours without a devlog, but I don’t have much to talk about yet. Well, I started working on the backend — it’s taking quite slow because I’m giving it the proper time to ensure its security and ease of implementation for the frontend. I guess I’ll just list the stuff I have implemented or am working on implementing: JWT Authentication (finished) Conversation Branching (finished) AI Harness (mostly finished) DB implementation (mostly implemented) Rate limiting (not yet) API User focused / Authentication (finished) Inference / AI (not started yet) Still got some work to do, but the backend is getting close to finished. The last step will be frontend API implementation, and the project will be ready for demo deployment. I’ll probably launch the public demo without the need to create an account, with free inference on DeepSeek v4 Flash. I’ll use the OpenCode Zen API for that because they offer free DeepSeek v4 Flash inference. I hate the person who tought is good idea to block publishing copied messages i didn’t use AI to write it but i wrote it in my code editor and now i have to rewrite this entire message cause stardance thinks i AI generated this."}, {"post_id": 29121, "ts": "2026-07-15T19:46:05Z", "hours": 5.9314, "text": "Devlog 2 The frontend is finally in a usable state, which means I can finally start working on the backend. I intentionally kept the frontend simple no special features yet. I have plenty of ideas for special features and improvements, but my first priority is getting the application into a polished, presentable state. Once that’s done, I’ll start experimenting with those ideas. Now, let’s talk about the backend. What do I actually want? I’ll probably use basic Python with SQLite. There’s no need for a separate database for this project. The backend will include simple JWT authentication, response streaming, model selection, and some basic rate limiting. Once everything is working reliably, I’ll start thinking about building a custom harness or maybe even experimenting with some multi-agent workflows. But first, I don’t want to get sidetracked, I want to finish the base application."}, {"post_id": 27824, "ts": "2026-07-13T18:26:21Z", "hours": 3.8267, "text": "Devlog #1 I’m starting with a simple agentic web interface. For the first release, I want to focus mainly on the user interface and finishing the frontend. The backend will just be a simple API or an Ollama proxy with rate limiting. I also want to create a custom harness in Python, but not for the first release. I prepared some design files beforehand, but they look bad, so I’m not really following them much. If I don’t mess up the UI, it should come out looking okay, but I’m a bit more worried about the UX. I like putting animations everywhere, which always absolutely ruins UX, so I’ll try to be more conservative with them this time. I’m working on the frontend mostly without AI, using it only as interactive documentation. I’m hoping to get the frontend into a usable form asap so I can start working on other features and the custom harness."}]...
|
Title: SlopUI by @racek256 | Stardance
Devlogs:
D Title: SlopUI by @racek256 | Stardance
Devlogs:
Devlog #1 I’m starting with a simple agentic web interface. For the first release, I want to focus mainly on the user interface and finishing the frontend. The backend will just be a simple API or an Ollama proxy with rate limiting. I also want to create a custom harness in Python, but not for the first release. I prepared some design files beforehand, but they look bad, so I’m not really following them much. If I don’t mess up the UI, it should come out looking okay, but I’m a bit more worried about the UX. I like putting animations everywhere, which always absolutely ruins UX, so I’ll try to be more conservative with them this time. I’m working on the frontend mostly without AI, using it only as interactive documentation. I’m hoping to get the frontend into a usable form asap so I can start working on other features and the custom harness.
Devlog 2 The frontend is finally in a usable state, which means I can finally start working on the backend. I intentionally kept the frontend simple no special features yet. I have plenty of ideas for special features and improvements, but my first priority is getting the application into a polished, presentable state. Once that’s done, I’ll start experimenting with those ideas. Now, let’s talk about the backend. What do I actually want? I’ll probably use basic Python with SQLite. There’s no need for a separate database for this project. The backend will include simple JWT authentication, response streaming, model selection, and some basic rate limiting. Once everything is working reliably, I’ll start thinking about building a custom harness or maybe even experimenting with some multi-agent workflows. But first, I don’t want to get sidetracked, I want to finish the base application.
Devlog 3 After a week I’m finally back home and continuing my work on this project. I noticed I’ve already gone 9 hours without a devlog, but I don’t have much to talk about yet. Well, I started working on the backend — it’s taking quite slow because I’m giving it the proper time to ensure its security and ease of implementation for the frontend. I guess I’ll just list the stuff I have implemented or am working on implementing: JWT Authentication (finished) Conversation Branching (finished) AI Harness (mostly finished) DB implementation (mostly implemented) Rate limiting (not yet) API User focused / Authentication (finished) Inference / AI (not started yet) Still got some work to do, but the backend is getting close to finished. The last step will be frontend API implementation, and the project will be ready for demo deployment. I’ll probably launch the public demo without the need to create an account, with free inference on DeepSeek v4 Flash. I’ll use the OpenCode Zen API for that because they offer free DeepSeek v4 Flash inference. I hate the person who tought is good idea to block publishing copied messages i didn’t use AI to write it but i wrote it in my code editor and now i have to rewrite this entire message cause stardance thinks i AI generated this.
Devlog 4 Holy moly, it’s again another 9 hours. Thankfully, I finally have something to talk about in this devlog. I’m getting really close to publishing the demo page. I have a mostly working frontend, and the backend has just a few bugs I need to handle. I’m still missing rate limiting and model verification on the backend. For now, the harness has just one websearch tool. in the future, I want to add much more and make it a full harness, but for the first release I hope this is enough. One last feature I want to implement on the frontend is displaying the harness state, so instead of showing the user a simple loader, they will see what’s currently happening in the harness — what the agent is reasoning about, and so on. So the plan for now is: Complete frontend integration Fix backend bugs Display harness state on frontend Release public demo page with rate limiting Improve harness Ship first release
Devlog 5 After some time, I’m back with new features and improvements. I finally added a Reasoning/Websearch indicator so users can see what the AI is currently doing. This gives users a sense that something is happening, which makes the entire process feel faster. I’ve also removed the search button from the sidebar since I’m not going to work on it anytime soon. I’ll probably implement it for the second release, but not right now. If everything goes correctly, today I hope to release a demo with DeepSeek V4 Flash as a free model. All I need to do before releasing the demo is: Finish demo sign-in Fix a few frontend bugs Add rate limiting to the backend Deploy on my server After releasing the demo, I’ll have a really basic AI chat interface: you send a message, the AI responds. It has one tool, websearch . That’s why after releasing the demo, I want to focus on the harness and make it actually good. I’m definitely going to do a SearXNG implementation for the websearch tool (currently it uses the Tavily API) and implement a custom page loader/parser and some basic RAG. I haven’t used RAG for a long time, so I’m going to have to do some research on it. I definitely want to add more tools later on, but I’ll keep that for future devlogs.
Devlog 6 The demo is finally out on slop.racek.xyz. The demo won’t have all the features of the full dev build, because my server isn’t able to run proper embedding and reranking models. That’s why the demo relies on the Tavily API for web searches, it’s nearly identical. The harness is finally starting to come together. I implemented just two tools: websearch and webfetch . This took me so long because I wasn’t only adding those tools, but also benchmarking different embedding and reranking models, so I can be sure I’m not losing performance for no reason. The websearch tool is definitely going to go through more improvements, but for now this is the version I’m okay with and the AI also seems to like it (yes I asked it)
devlog 7 In this version I finally added full MCP support. Websearch also got a few improvements, plus the full Lightpanda browser through MCP integration. Backend has improved stability. I have started on the mobile interface, although it’s not yet ready. I’ve also started working on the config system, for now most of it is in .env, but soon I’m gonna replace it with a proper .yaml file.
Devlog 8 This version is mostly Quality of Life improvements and stability, but it really improves a lot. This update brings: Backend Working config.json file for basic model configuration Not crashing every second prompt webfetch/websearch somewhat faster and not crashing anymore Better security Improved SearXNG default configuration Frontend Mobile interface — the webpage finally works on phones Regeneration — now, even when the backend throws an error, the frontend gives you the option to retry the request Reasoning popup — you can now see what the model is actually thinking about WIP File attachments — frontend part finished, not wired into the backend I’m probably going to stop working on new features and rather start finishing this project up, so probably another QoL update will be next, alongside one last large feature I need to do: proper demo account creation, ’cause right now demo mode is just one large shared account. I know, pretty bad.
Devlog 9 Yupiiii another version focused on stability and it is looking stable Generation is now separated from Request so even when connection dies frontend can reconnect without user noticing Full File Uploading support for basic text and image formats websearch, webfetch functions are stable enough to be considered usable websearch has gained massive speed improvements although it will improve even further in the future Frontend Polish, fixes and stuff ( the boring stuff that actually makes this app usable ) here is picture of slopper saying hello although it didn’t really understood what devlog means:
Ups, looks like I overshot the 10 hours again and Stardance is forcing me to make another devlog. I guess it’s time for DEVLOG 10 You don’t have to stare into a white screen anymore thanks to my genius invention dark mode (I know it still looks terrible, I’m not a designer) configuration was migrated to a config.yaml file with more configuration options websearch got improved (I know I’m saying this every devlog and I’m probably gonna keep saying it even in the following ones) sidebar has an option to pin/unpin chat Discord OAuth is implemented and it’s used even on the demo deployment https://slop.racek.xyz more stable generation
Devlog 11 Today I’ve been cooking hard. Currently I’m working on the memory engine for SlopUI. The architecture is quite simple: A cheap extractor analyzes all conversations, extracts context, and suggests memories. All context gets passed to a smarter filter that has tools to directly manage the entire memory system: add, edit, remove, and list memories. All saved memories get embedded and saved into the DB. Search uses an embedder + reranker for quick lookup. Search takes around 0.5s per message, but I’ll optimize it before the next devlog. I’ve also improved the mobile version of SlopUI and added PWA support so you can install it similarly to a normal app. The memory engine is still in development, and I have a few experimental ideas in mind that might make the memory crazy good. But first I need to finish it.
devlog 12 Memory engine finished and deployed Few of AI assisted bug fixes README.md + docs/ + License Pre ship fixes and stuff
Ships:
I made SlopUI, a local and private AI assistant interface featuring Slopper as your assistant. Just a few features to flag: memory, MCPs, a mobile page, and much more. The best part of this project is probably the local web search and memory engine, since they required me to benchmark multiple solutions and system prompts and iterate on result quality. The most challenging part was building the frontend. I am not a designer, so I had some trouble with the design, but I managed to get a design I am happy with. Mostly in dark mode, the light mode is not so great....
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1792857262.7901886
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1792943662.7901886
|
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68863
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toad runner by @JP | Stardance
|
JP
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:25:58Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D platformer game that is easy to play and learn. The most challenging part of this project was creating the levels. It was not easy finding inspiration to create these levels, but I think I tried my best 🥲. I’m proud of me completing the project; seeing it actually work made me super happy. This is just an easy game where you can collect apples, jump on enemies to kill them, and touch them to get hurt by them.", "repo": "https://github.com/JP-CM237/toad-runner", "demo": "https://itch.io/embed-upload/19698628?color=333333"}]...
|
[{"post_id": 79058, "ts": "202 [{"post_id": 79058, "ts": "2026-10-12T15:04:03Z", "hours": 9.0036, "text": "I am finally done with Toad runner."}, {"post_id": 78159, "ts": "2026-10-09T20:30:30Z", "hours": 2.3119, "text": "I just finished working on some character movements, such as moving left, right and up"}]...
|
Title: toad runner by @JP | Stardance
Devlogs:
I Title: toad runner by @JP | Stardance
Devlogs:
I just finished working on some character movements, such as moving left, right and up
I am finally done with Toad runner.
Ships:
I made a 2D platformer game that is easy to play and learn. The most challenging part of this project was creating the levels. It was not easy finding inspiration to create these levels, but I think I tried my best 🥲. I’m proud of me completing the project; seeing it actually work made me super happy. This is just an easy game where you can collect apples, jump on enemies to kill them, and touch them to get hurt by them....
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1792857211.5844283
|
1792943611.5844283
|
|
68456
|
Antishor-pqc by @itsdecodeaditya | Stardance
|
itsdecodeaditya
|
1
|
9.0
|
83
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:24:05Z", "hours": 9.0, "multiplier": 9.67, "payout": 83, "blessing": "neutral", "text": "I made a Mathematical demonstration of How our traditional cryptographic methods use larger composite numbers whose prime factors are difficult for classical computers, hence public key was safe but after quantum computers, this computational limits could break by period finding. Secondly next demo was of how we can protect our secret key using noise so patterns become less obvious and neither classical nor quantum computers can break it. So major learning i got is of shor’s algorithm and how encryptions really work.", "repo": "https://github.com/decodeaditya/AntiShor-PQC", "demo": "https://antishor.streamlit.app/"}]...
|
[{"post_id": 78870, "ts": "202 [{"post_id": 78870, "ts": "2026-10-11T20:24:02Z", "hours": 3.9525, "text": "Devlog 2: Securing the Keys So guys, Earlier I implemented the Shor's algorithm that shows how Traditional encryptions could be broken easily with Quantum computers , this time I did demonstration of how we can protect our Secrets from Quantum technology . Basically If you know about Cryptographic encryptions , you might know that we actually never reveal the secret keys while communicating with other parties instead we use our Public keys to do so, which is nothing but simply a mathematical wrap that is generated with help of secret keys and then mathematical blanket over it makes it harder to guess which secret keys might have generated that Public key . Both Traditional and Post quantum cryptography are different ways to wrap that secret against the potential threats. Earlier when we used very large prime number we relied on computational limits of classical computers that they will practically take so much time to break the pattern and we enjoyed the security until quantum computers came and started to break that same computational limits at very fast pace, then we needed something that QPUs cannot break and we decided that we would use methods which is not a mathematical complexity but just complete chaos and randomness . One of popular way is Lattice cryptography where we insert random errors in public keys that no obvious pattern is recognized by Quantum . Hence safe against QPU and Classical both. I have used simple linear equations instead of how actual matrices used by real life encryptions but for understanding analogically same things that generates public output( b ), public keys ( a ), inserted error and bounded by particular modulus . The idea is same that we would use these Linear equations for Cryptographic handshake between different parties. Noise would make it difficult to reveal secret hence our Objective is fulfilled. You can play with Parameters and if you have some idea and want to contribute, the repo is open. Thanks for Reading!"}, {"post_id": 77942, "ts": "2026-10-08T21:32:02Z", "hours": 4.6617, "text": "Devlog 1: Simulating the Attack So this project is about a Demonstration of how Quantum computers poses a major threat to modern day cyber algorithms like RSA . To be more Specific modern day cryptography uses a principle called Harvest now, decrypt later, which means that a very large number( key ) which is very computationally expensive to factorize and only factors of that number can break encryption. So considering the computational limitations of classical computers we just use it until a very fast computational machine comes up and messes our Encryptions. So in today’s time, Quantum computers have come and they can potentially break encryptions based on Shor’s algorithm , which theoretically uses period finding of a random number less than the key and raises it to power sequentially, finding if the modulus is 1. After that, the same pattern will repeat. After finding the period of repetition, we find the HCF of the random number raised to the power of period/2 ± 1 and the key . This will give us two factors, and only period finding is computationally hard for classical computers because of their brute-forcing / one-by-one checking or guessing method to find the period. Quantum computers, using the power of Quantum parallelism, find periods very fast. Also, suppose the key is even, or in the beginning itself we find out that the HCF of the key and the chosen random number is more than one (or in simple words, the random number is a factor of the key). In both cases, classical computers are enough to find the factors. In fact, due to this fact, even large numbers are not used in encryptions. Here, for the UI layer I used Streamlit . Also, I kept an option in the dropdown so users don’t accidentally enter a number that crashes their computer. On the right side, there is a wave that shows the repetition of the period for some timeline. In the next update I will also add a simulation on how we make encryptions that tolerate these quantum attacks. I will push it on GitHub so you can check this version."}]...
|
Title: Antishor-pqc by @itsdecodeaditya | Stardanc Title: Antishor-pqc by @itsdecodeaditya | Stardance
Devlogs:
Devlog 1: Simulating the Attack So this project is about a Demonstration of how Quantum computers poses a major threat to modern day cyber algorithms like RSA . To be more Specific modern day cryptography uses a principle called Harvest now, decrypt later, which means that a very large number( key ) which is very computationally expensive to factorize and only factors of that number can break encryption. So considering the computational limitations of classical computers we just use it until a very fast computational machine comes up and messes our Encryptions. So in today’s time, Quantum computers have come and they can potentially break encryptions based on Shor’s algorithm , which theoretically uses period finding of a random number less than the key and raises it to power sequentially, finding if the modulus is 1. After that, the same pattern will repeat. After finding the period of repetition, we find the HCF of the random number raised to the power of period/2 ± 1 and the key . This will give us two factors, and only period finding is computationally hard for classical computers because of their brute-forcing / one-by-one checking or guessing method to find the period. Quantum computers, using the power of Quantum parallelism, find periods very fast. Also, suppose the key is even, or in the beginning itself we find out that the HCF of the key and the chosen random number is more than one (or in simple words, the random number is a factor of the key). In both cases, classical computers are enough to find the factors. In fact, due to this fact, even large numbers are not used in encryptions. Here, for the UI layer I used Streamlit . Also, I kept an option in the dropdown so users don’t accidentally enter a number that crashes their computer. On the right side, there is a wave that shows the repetition of the period for some timeline. In the next update I will also add a simulation on how we make encryptions that tolerate these quantum attacks. I will push it on GitHub so you can check this version.
Devlog 2: Securing the Keys So guys, Earlier I implemented the Shor's algorithm that shows how Traditional encryptions could be broken easily with Quantum computers , this time I did demonstration of how we can protect our Secrets from Quantum technology . Basically If you know about Cryptographic encryptions , you might know that we actually never reveal the secret keys while communicating with other parties instead we use our Public keys to do so, which is nothing but simply a mathematical wrap that is generated with help of secret keys and then mathematical blanket over it makes it harder to guess which secret keys might have generated that Public key . Both Traditional and Post quantum cryptography are different ways to wrap that secret against the potential threats. Earlier when we used very large prime number we relied on computational limits of classical computers that they will practically take so much time to break the pattern and we enjoyed the security until quantum computers came and started to break that same computational limits at very fast pace, then we needed something that QPUs cannot break and we decided that we would use methods which is not a mathematical complexity but just complete chaos and randomness . One of popular way is Lattice cryptography where we insert random errors in public keys that no obvious pattern is recognized by Quantum . Hence safe against QPU and Classical both. I have used simple linear equations instead of how actual matrices used by real life encryptions but for understanding analogically same things that generates public output( b ), public keys ( a ), inserted error and bounded by particular modulus . The idea is same that we would use these Linear equations for Cryptographic handshake between different parties. Noise would make it difficult to reveal secret hence our Objective is fulfilled. You can play with Parameters and if you have some idea and want to contribute, the repo is open. Thanks for Reading!
Ships:
I made a Mathematical demonstration of How our traditional cryptographic methods use larger composite numbers whose prime factors are difficult for classical computers, hence public key was safe but after quantum computers, this computational limits could break by period finding. Secondly next demo was of how we can protect our secret key using noise so patterns become less obvious and neither classical nor quantum computers can break it. So major learning i got is of shor’s algorithm and how encryptions really work....
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1792857199.000216
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1792943599.000216
|
|
69122
|
shronge_bot by @shronge | Stardance
|
shronge
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T13:17:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my first ever stardance project, I made a slackbot! I have never cpoded before, so this was a very fun experiednce. I learnt how to use JS for this project, as well as VSCODE and GITHUB. The code was the hardest part, I didn’t fully understand what it was actually doing half the time, but learning is tough and I now know more than i did before! I definately stumbled my way here (there were many… many bugs) but I’m proud that I managed to make it this far. See you all later :)", "repo": "https://github.com/shronge/shrongebot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C8UNCLU73"}]...
|
[{"post_id": 78716, "ts": "202 [{"post_id": 78716, "ts": "2026-10-11T12:05:10Z", "hours": 1.0739, "text": "Shronge_bot is almost done. All that is left is to run it 24/7 on nest :)"}]...
|
Title: shronge_bot by @shronge | Stardance
Devlog Title: shronge_bot by @shronge | Stardance
Devlogs:
Shronge_bot is almost done. All that is left is to run it 24/7 on nest :)
Ships:
For my first ever stardance project, I made a slackbot! I have never cpoded before, so this was a very fun experiednce. I learnt how to use JS for this project, as well as VSCODE and GITHUB. The code was the hardest part, I didn’t fully understand what it was actually doing half the time, but learning is tough and I now know more than i did before! I definately stumbled my way here (there were many… many bugs) but I’m proud that I managed to make it this far. See you all later :)...
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1792817500.184293
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1792903900.184293
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69327
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Siyam-Portfolio by @Siyam | Stardance
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Siyam
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T12:32:14Z", "hours": 0.0, "multiplier": 1.01, "payout": 0, "blessing": "neutral", "text": "Simple HTML & CSS Webpage. I built this webpage using custom HTML and CSS included via a < style > tag in the main document. Features : Pure HTML & CSS: Built entirely from scratch using standard semantic elements (< h1 >, < h2 >, < p >). Full-Screen Background Image: Uses CSS styling to scale and stretch a web-hosted image to fill the entire screen. Styling & Effects: Features a subtle blur effect on the background image while keeping the white text clear and easy to read. Live-Preview : https://tanzil-alam.github.io/Web/", "repo": "https://github.com/Tanzil-Alam/Web", "demo": "https://tanzil-alam.github.io/Web/"}]...
|
[{"post_id": 79026, "ts": "202 [{"post_id": 79026, "ts": "2026-10-12T12:29:50Z", "hours": 0.2525, "text": "I built a simple website about me. please take a look and rate me well, i know its very simple. Click me"}]...
|
Title: Siyam-Portfolio by @Siyam | Stardance
Devl Title: Siyam-Portfolio by @Siyam | Stardance
Devlogs:
I built a simple website about me. please take a look and rate me well, i know its very simple. Click me
Ships:
Simple HTML & CSS Webpage. I built this webpage using custom HTML and CSS included via a < style > tag in the main document. Features : Pure HTML & CSS: Built entirely from scratch using standard semantic elements (< h1 >, < h2 >, < p >). Full-Screen Background Image: Uses CSS styling to scale and stretch a web-hosted image to fill the entire screen. Styling & Effects: Features a subtle blur effect on the background image while keeping the white text clear and easy to read. Live-Preview : https://tanzil-alam.github.io/Web/...
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1792817508.9585173
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1792903908.9585173
|
|
69318
|
Calculator by ANSEL by @ALM | Stardance
|
ALM
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T12:05:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a simple and user-friendly calculator built using only HTML and CSS, without JavaScript. The main objective of this project is to create a clean and attractive calculator interface while improving my skills in web development and CSS styling. The calculator design includes buttons for numbers, basic arithmetic operations such as addition, subtraction, multiplication, and division, along with a display screen. HTML is used to structure the calculator, while CSS is used to design the layout, style the buttons, add colors, and create a responsive and visually appealing interface. This project demonstrates how HTML and CSS can be used to build a calculator’s user interface without using JavaScript. Since JavaScript is not used, the calculator focuses mainly on its design and layout rather than performing actual calculations.", "repo": "https://github.com/ansellijomeledath-bit/CALCULATOR-by-Ansel", "demo": "https://ansellijomeledath-bit.github.io/CALCULATOR-by-Ansel/"}]...
|
[{"post_id": 79008, "ts": "202 [{"post_id": 79008, "ts": "2026-10-12T10:00:16Z", "hours": 1.2881, "text": "This project is a simple and user-friendly calculator built using only HTML and CSS, without JavaScript. The main objective of this project is to create a clean and attractive calculator interface while improving my skills in web development and CSS styling. The calculator design includes buttons for numbers, basic arithmetic operations such as addition, subtraction, multiplication, and division, along with a display screen. HTML is used to structure the calculator, while CSS is used to design the layout, style the buttons, add colors, and create a responsive and visually appealing interface. This project demonstrates how HTML and CSS can be used to build a calculator’s user interface without using JavaScript. Since JavaScript is not used, the calculator focuses mainly on its design and layout rather than performing actual calculations."}]...
|
Title: Calculator by ANSEL by @ALM | Stardance
De Title: Calculator by ANSEL by @ALM | Stardance
Devlogs:
This project is a simple and user-friendly calculator built using only HTML and CSS, without JavaScript. The main objective of this project is to create a clean and attractive calculator interface while improving my skills in web development and CSS styling. The calculator design includes buttons for numbers, basic arithmetic operations such as addition, subtraction, multiplication, and division, along with a display screen. HTML is used to structure the calculator, while CSS is used to design the layout, style the buttons, add colors, and create a responsive and visually appealing interface. This project demonstrates how HTML and CSS can be used to build a calculator’s user interface without using JavaScript. Since JavaScript is not used, the calculator focuses mainly on its design and layout rather than performing actual calculations.
Ships:
This project is a simple and user-friendly calculator built using only HTML and CSS, without JavaScript. The main objective of this project is to create a clean and attractive calculator interface while improving my skills in web development and CSS styling. The calculator design includes buttons for numbers, basic arithmetic operations such as addition, subtraction, multiplication, and division, along with a display screen. HTML is used to structure the calculator, while CSS is used to design the layout, style the buttons, add colors, and create a responsive and visually appealing interface. This project demonstrates how HTML and CSS can be used to build a calculator’s user interface without using JavaScript. Since JavaScript is not used, the calculator focuses mainly on its design and layout rather than performing actual calculations....
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1792817507.8884742
|
1792903907.8884742
|
|
1170
|
Azimuthal by @M8000 | Stardance
|
M8000
|
2
|
36.0
|
527
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T10:59:29Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Azimuthal - A satellite tracking webapp Trying to make this into my first professional website. The most difficult part was optimization and getting down loading/buffering times, followed by updating data automatically through API.", "repo": "https://github.com/abhijato-c/Azimuthal", "demo": "https://azimuthal.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-13T12:15:27Z", "hours": 32.0, "multiplier": 16.56, "payout": 527, "blessing": "neutral", "text": "A satellite tracking website with features to filter, see location details, and see motion in real time. The most difficult part of the project was removing the lag, since tracking 18,000 satellites in real time is very computationally expensive", "repo": "https://github.com/abhijato-c/Azimuthal", "demo": "https://azimuthal.vercel.app/"}]...
|
[{"post_id": 79013, "ts": "202 [{"post_id": 79013, "ts": "2026-10-12T10:55:48Z", "hours": 0.34, "text": "Changes Fixed CRON job on vercel Added SEO optimizations through sitemaps, meta tags etc"}, {"post_id": 42559, "ts": "2026-08-07T11:42:50Z", "hours": 0.5564, "text": "Changes Limited max fast forward speed to 10x Limited max date range to 1 day back and forth from current time (TLE’s expire) Bugfix on interpolation not updating when timeline was scrubbed to a previous date. Next Update Try to reduce lag Faster updates"}, {"post_id": 41865, "ts": "2026-08-06T10:41:53Z", "hours": 0.6972, "text": "Changes Removed caching Space-Track cookie Added a GitHub repo badge Replaced .png Info and Menu icons with .svg files"}, {"post_id": 41260, "ts": "2026-08-05T11:19:45Z", "hours": 1.0658, "text": "Changes Added vercel speed analytics Fixed and muted some errors and warnings regarding npm packages Added a list of full launch site names, displayed instead of the code. Future Updates Add a github link/watermark (idk what it’s called) somewhere Fix issue where camera/satellites glitch when time is sped up (limit timeline, speed) Reduce loading times and lag"}, {"post_id": 40758, "ts": "2026-08-04T14:28:45Z", "hours": 1.0467, "text": "Changes Moved the countries list and country to launch site mapping from blob store to json file Added vercel analytics Details sidebar now shows full country name Next Updates Add json file of site names Show full site name in sidebar and search"}, {"post_id": 27637, "ts": "2026-07-13T12:13:07Z", "hours": 6.5639, "text": "Changes Fixed orbital calculations not auto updating Added interpolation Add location and position details in right sidebar Cleanup changes and minor refactor with the webworker."}, {"post_id": 16055, "ts": "2026-06-26T02:47:30Z", "hours": 1.7853, "text": "Fixes Cleaned up dead/burnt up satellites from db Minor fix in behavior of select all buttons Documented code, ts was seriously getting too complicated Major update - WebWorkers Managed to kinda deal with the lag by using WebWorkers. This means panning around the globe will be smoother, but in exchange, the satellite motions look framier as they are throttled."}, {"post_id": 15970, "ts": "2026-06-25T22:50:31Z", "hours": 1.7603, "text": "Changes Added satellite images for groups of satellites! There are now options to select and deselect all in the countries and sites menu. Searching by name now works. (literally forgot to implement this while working on filters) Images It’s impossible to individually get images for all 18,000 satellites, especially since most of them don’t have images or are classified. So here, I just used generic images for as many classes of satellites as possible. For example, all Starlink satellites have the same image, and all Russian COSMOS (military) satellites have a general depiction of the cosmos satellites. I tried to get the most accurate images for each group, but many are still artistic representations. All satellites not in any group fall back to a generic image Next step GET RID OF THE LAG! This has been pending for a long time, finally will work on it now."}, {"post_id": 15433, "ts": "2026-06-25T02:35:43Z", "hours": 2.73, "text": "Changes Changed map to MapTiler from Open Map Added tracking when you select a satellite. Camera automatically follows the satellite Tracking also shows the orbital trajectory in red Fixed a stupid bug where I added throttling to improve the performance, but that only reduce fps :/ Next Steps Add satellite images (idk how to do that for 18,000 satellites) Classify satellites and filter by category Color according to category"}, {"post_id": 14792, "ts": "2026-06-24T01:02:14Z", "hours": 1.3008, "text": "Created the right sidebar for details!"}, {"post_id": 12965, "ts": "2026-06-21T06:53:44Z", "hours": 1.2669, "text": "Made the list of satellites!"}, {"post_id": 9791, "ts": "2026-06-16T07:08:02Z", "hours": 2.1844, "text": "Updates Major CSS & color overhaul! Added the preview of the list of satellites returned by search, now need to make it dynamically added by js CSS and color designing is difficult, this update took quite a while… Next Make the list functional and clickable Show satellite details on click Trajectory tracking Try out the preview at nadir-space.vercel.app !"}, {"post_id": 8783, "ts": "2026-06-14T16:21:20Z", "hours": 1.7972, "text": "Finished the code to retrieve search results from the backend! Also filled in more sections of the sidebar. Next - show the search results in the scroll region, and handle search page flips."}, {"post_id": 8066, "ts": "2026-06-13T13:59:26Z", "hours": 1.0686, "text": "Added filters for launch site. Launch sites are populated automatically based on whichever countries are selected. Suggestions and improvements on GUI design are welcome! Next steps - Get the filtered satellites from the backend, and display them below the search filter on the sidebar as item boxes. Will also need to add trajectory tracking later."}, {"post_id": 7484, "ts": "2026-06-12T14:20:13Z", "hours": 1.6753, "text": "Working on some backend code for filtering satellite entries… This feature may take some time"}, {"post_id": 6905, "ts": "2026-06-11T16:06:27Z", "hours": 1.5061, "text": "Started work on the filter sidebar (suggestions on design improvements pls!!) Working with CSS is horrible, it takes me way too long to make a simple element fit properly.."}, {"post_id": 6242, "ts": "2026-06-10T14:21:04Z", "hours": 1.2944, "text": "Added the layouts for the search and info sidebar Next - populate the sidebars, first with the search function"}, {"post_id": 5612, "ts": "2026-06-09T14:03:39Z", "hours": 1.0925, "text": "Successfully rendered the satellites as moving dots! Now working on the GUI, including trajectory tracking, filtering, and loading screens."}, {"post_id": 4923, "ts": "2026-06-08T14:57:06Z", "hours": 1.115, "text": "Managed to write an API endpoint to retrieve satellite ID’s based on filters, will be used later in the frontend Next step - render the satellites as dots."}, {"post_id": 4079, "ts": "2026-06-07T08:35:10Z", "hours": 2.1633, "text": "Completed code to retrieve catalog of satellites, and store it in NeonDB! I might get banned from spacetrack bcz of the unholy number of API requests I fired for debugging…"}, {"post_id": 2757, "ts": "2026-06-05T15:12:05Z", "hours": 1.6494, "text": "It took me embarrassingly long to implement such a simple helper function! Finally though, I managed to be able to sign in to spacetrack, and store the session cookie provided in vercel blob storage. Most of my time went in debugging errors with blob storage, but now that I’ve learnt that, progress should be faster!"}, {"post_id": 303, "ts": "2026-06-01T15:43:25Z", "hours": 1.0647, "text": "Deployed the app on vercel, with a cesium js renderer!"}]...
|
Title: Azimuthal by @M8000 | Stardance
Devlogs:
D Title: Azimuthal by @M8000 | Stardance
Devlogs:
Deployed the app on vercel, with a cesium js renderer!
It took me embarrassingly long to implement such a simple helper function! Finally though, I managed to be able to sign in to spacetrack, and store the session cookie provided in vercel blob storage. Most of my time went in debugging errors with blob storage, but now that I’ve learnt that, progress should be faster!
Completed code to retrieve catalog of satellites, and store it in NeonDB! I might get banned from spacetrack bcz of the unholy number of API requests I fired for debugging…
Managed to write an API endpoint to retrieve satellite ID’s based on filters, will be used later in the frontend Next step - render the satellites as dots.
Successfully rendered the satellites as moving dots! Now working on the GUI, including trajectory tracking, filtering, and loading screens.
Added the layouts for the search and info sidebar Next - populate the sidebars, first with the search function
Started work on the filter sidebar (suggestions on design improvements pls!!) Working with CSS is horrible, it takes me way too long to make a simple element fit properly..
Working on some backend code for filtering satellite entries… This feature may take some time
Added filters for launch site. Launch sites are populated automatically based on whichever countries are selected. Suggestions and improvements on GUI design are welcome! Next steps - Get the filtered satellites from the backend, and display them below the search filter on the sidebar as item boxes. Will also need to add trajectory tracking later.
Finished the code to retrieve search results from the backend! Also filled in more sections of the sidebar. Next - show the search results in the scroll region, and handle search page flips.
Updates Major CSS & color overhaul! Added the preview of the list of satellites returned by search, now need to make it dynamically added by js CSS and color designing is difficult, this update took quite a while… Next Make the list functional and clickable Show satellite details on click Trajectory tracking Try out the preview at nadir-space.vercel.app !
Made the list of satellites!
Created the right sidebar for details!
Changes Changed map to MapTiler from Open Map Added tracking when you select a satellite. Camera automatically follows the satellite Tracking also shows the orbital trajectory in red Fixed a stupid bug where I added throttling to improve the performance, but that only reduce fps :/ Next Steps Add satellite images (idk how to do that for 18,000 satellites) Classify satellites and filter by category Color according to category
Changes Added satellite images for groups of satellites! There are now options to select and deselect all in the countries and sites menu. Searching by name now works. (literally forgot to implement this while working on filters) Images It’s impossible to individually get images for all 18,000 satellites, especially since most of them don’t have images or are classified. So here, I just used generic images for as many classes of satellites as possible. For example, all Starlink satellites have the same image, and all Russian COSMOS (military) satellites have a general depiction of the cosmos satellites. I tried to get the most accurate images for each group, but many are still artistic representations. All satellites not in any group fall back to a generic image Next step GET RID OF THE LAG! This has been pending for a long time, finally will work on it now.
Fixes Cleaned up dead/burnt up satellites from db Minor fix in behavior of select all buttons Documented code, ts was seriously getting too complicated Major update - WebWorkers Managed to kinda deal with the lag by using WebWorkers. This means panning around the globe will be smoother, but in exchange, the satellite motions look framier as they are throttled.
Changes Fixed orbital calculations not auto updating Added interpolation Add location and position details in right sidebar Cleanup changes and minor refactor with the webworker.
Changes Moved the countries list and country to launch site mapping from blob store to json file Added vercel analytics Details sidebar now shows full country name Next Updates Add json file of site names Show full site name in sidebar and search
Changes Added vercel speed analytics Fixed and muted some errors and warnings regarding npm packages Added a list of full launch site names, displayed instead of the code. Future Updates Add a github link/watermark (idk what it’s called) somewhere Fix issue where camera/satellites glitch when time is sped up (limit timeline, speed) Reduce loading times and lag
Changes Removed caching Space-Track cookie Added a GitHub repo badge Replaced .png Info and Menu icons with .svg files
Changes Limited max fast forward speed to 10x Limited max date range to 1 day back and forth from current time (TLE’s expire) Bugfix on interpolation not updating when timeline was scrubbed to a previous date. Next Update Try to reduce lag Faster updates
Changes Fixed CRON job on vercel Added SEO optimizations through sitemaps, meta tags etc
Ships:
A satellite tracking website with features to filter, see location details, and see motion in real time. The most difficult part of the project was removing the lag, since tracking 18,000 satellites in real time is very computationally expensive
Azimuthal - A satellite tracking webapp Trying to make this into my first professional website. The most difficult part was optimization and getting down loading/buffering times, followed by updating data automatically through API....
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1792828202.7246244
|
1792914602.7246244
|
|
6948
|
Needoh Factory by @Oscar_da_best | Stardance
|
Oscar_da_best
|
2
|
46.0
|
399
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T09:36:31Z", "hours": 6.0, "multiplier": 8.4, "payout": 54, "blessing": "neutral", "text": "I added a obby island to the project and made the game run a little better in general less bugs now and i am working on ading all the coming soon features", "repo": "https://github.com/Duder-coolman/needoh-tycoon", "demo": "https://www.roblox.com/games/85070662876748/Needoh-Factory"}, {"ship_num": 2, "ts": "2026-09-15T02:11:55Z", "hours": 40.0, "multiplier": 8.67, "payout": 345, "blessing": "neutral", "text": "I made a game called Needoh Factory where you buy needohs and merge them to get cooler needohs that make more money. This was a challanging project because I challenged myself to step away from AI an really test what I could do as well as basiclly learing Luau for the first time. I am proud of how far I have come on this journey and proud of the effort I put into this game. anyone who wats to test my project can test it as long as they make a roblox account!", "repo": "https://github.com/Duder-coolman/needoh-tycoon", "demo": "https://www.roblox.com/games/85070662876748/Needoh-Factory"}]...
|
[{"post_id": 78999, "ts": "202 [{"post_id": 78999, "ts": "2026-10-12T09:34:08Z", "hours": 1.1264, "text": "I made a new gem curency and fixed some more bugs that were pretty game breaking like things getting out of the droppers"}, {"post_id": 78019, "ts": "2026-10-09T07:03:58Z", "hours": 2.2419, "text": "I added a parkour island as somthing to do while you passivly make money and the parkour will reward a new currency called gems which will be very useful in the future."}, {"post_id": 77759, "ts": "2026-10-08T05:48:11Z", "hours": 3.0975, "text": "I replaced my script with a Module script allowing me to use the function in other parts of my game like when the player joins or amy other time I need to update the GUI. Mainly jut doing bug fixes right now before I add any more big features to the game and I dont really remember everything I did. :P"}, {"post_id": 68404, "ts": "2026-09-15T02:07:23Z", "hours": 2.4011, "text": "Finished up the game early, a lot is not done but there will be an update hopefully before stardance ends"}, {"post_id": 66425, "ts": "2026-09-12T07:50:55Z", "hours": 5.7147, "text": "There are three pictures I really dislike UI but I am pushing through it and had some fun making the map more decorated. made a working teleport system. Next I will make a shop for the ingame currency and I will add background music as well as making the purchases work. I’m really enjoying this project and hoping to finish in the next week!! :)"}, {"post_id": 65184, "ts": "2026-09-10T04:05:22Z", "hours": 5.5197, "text": "I finisshed the conversion sysstem that allows the player to convert thier needohs into monye finally completeing the core loop of the game. it is not playable and I will be debugging and decorating for the next 10-15 hours🥳🥳 then I can finally ship it I also completed a startup script so that all the UI can update when A player joins the game to display the correct prices and I watched a tutorial on how to make numbers with suffixes after them to make the pricees easier to read."}, {"post_id": 55382, "ts": "2026-08-27T05:38:59Z", "hours": 5.3786, "text": "i added coded the dropper models into the tower and now you can buy them and merge three to get the next level up. they also drop mini and simplified versions of themselves that the player can pick up for a currency that will then be turned into coins im super happy that this project is coming along and am looking forward to shiping it soon."}, {"post_id": 52062, "ts": "2026-08-22T03:48:39Z", "hours": 4.2428, "text": "I made the second row this time. give me some feedback please i like any critisizm just keep in mind I litteraly just started learning. the first row is in my last post. happy to begin working on the main loop of the game soon."}, {"post_id": 48697, "ts": "2026-08-17T06:30:55Z", "hours": 3.6744, "text": "Made a whole pack of runic symbols that I will sell on roblox’s marketplace for $0.99 and made 10 models for my game planning on finishing the other 10 tommorow."}, {"post_id": 47227, "ts": "2026-08-15T00:29:49Z", "hours": 2.0911, "text": "Made the buttons more appealing and rewrote the button purchasing script to make it less repetetive."}, {"post_id": 43160, "ts": "2026-08-08T08:30:52Z", "hours": 5.4481, "text": "Made a save data storage script and a script to buy droppers I cannot figure out how to add code blocks so these terrible pictures will have to do"}, {"post_id": 5630, "ts": "2026-06-09T14:38:25Z", "hours": 2.2406, "text": "I added the main element of the game and made a plot system that gives the player a plot when they load in. (lighting looks bad because it is not textured yet)"}, {"post_id": 4036, "ts": "2026-06-07T06:49:08Z", "hours": 1.775, "text": "Added pathways and portals for obstacle courses, its so hard to make pathways… planning on making a lot of progress tommorow and waiting to finishing building so I can start scripting 🙏"}, {"post_id": 3341, "ts": "2026-06-06T07:05:12Z", "hours": 0.5228, "text": "Added water around the islands and bridges connecting them. planning on locking in tomorrow"}, {"post_id": 2599, "ts": "2026-06-05T06:43:34Z", "hours": 0.3025, "text": "Currently very busy finishing up school but I was able to make a measured out map."}, {"post_id": 1982, "ts": "2026-06-04T07:40:57Z", "hours": 0.5017, "text": "Basic Hover effect for button along with other basic thing I like to set up when I start a project"}]...
|
Title: Needoh Factory by @Oscar_da_best | Stardanc Title: Needoh Factory by @Oscar_da_best | Stardance
Devlogs:
Basic Hover effect for button along with other basic thing I like to set up when I start a project
Currently very busy finishing up school but I was able to make a measured out map.
Added water around the islands and bridges connecting them. planning on locking in tomorrow
Added pathways and portals for obstacle courses, its so hard to make pathways… planning on making a lot of progress tommorow and waiting to finishing building so I can start scripting 🙏
I added the main element of the game and made a plot system that gives the player a plot when they load in. (lighting looks bad because it is not textured yet)
Made a save data storage script and a script to buy droppers I cannot figure out how to add code blocks so these terrible pictures will have to do
Made the buttons more appealing and rewrote the button purchasing script to make it less repetetive.
Made a whole pack of runic symbols that I will sell on roblox’s marketplace for $0.99 and made 10 models for my game planning on finishing the other 10 tommorow.
I made the second row this time. give me some feedback please i like any critisizm just keep in mind I litteraly just started learning. the first row is in my last post. happy to begin working on the main loop of the game soon.
i added coded the dropper models into the tower and now you can buy them and merge three to get the next level up. they also drop mini and simplified versions of themselves that the player can pick up for a currency that will then be turned into coins im super happy that this project is coming along and am looking forward to shiping it soon.
I finisshed the conversion sysstem that allows the player to convert thier needohs into monye finally completeing the core loop of the game. it is not playable and I will be debugging and decorating for the next 10-15 hours🥳🥳 then I can finally ship it I also completed a startup script so that all the UI can update when A player joins the game to display the correct prices and I watched a tutorial on how to make numbers with suffixes after them to make the pricees easier to read.
There are three pictures I really dislike UI but I am pushing through it and had some fun making the map more decorated. made a working teleport system. Next I will make a shop for the ingame currency and I will add background music as well as making the purchases work. I’m really enjoying this project and hoping to finish in the next week!! :)
Finished up the game early, a lot is not done but there will be an update hopefully before stardance ends
I replaced my script with a Module script allowing me to use the function in other parts of my game like when the player joins or amy other time I need to update the GUI. Mainly jut doing bug fixes right now before I add any more big features to the game and I dont really remember everything I did. :P
I added a parkour island as somthing to do while you passivly make money and the parkour will reward a new currency called gems which will be very useful in the future.
I made a new gem curency and fixed some more bugs that were pretty game breaking like things getting out of the droppers
Ships:
I made a game called Needoh Factory where you buy needohs and merge them to get cooler needohs that make more money. This was a challanging project because I challenged myself to step away from AI an really test what I could do as well as basiclly learing Luau for the first time. I am proud of how far I have come on this journey and proud of the effort I put into this game. anyone who wats to test my project can test it as long as they make a roblox account!
I added a obby island to the project and made the game run a little better in general less bugs now and i am working on ading all the coming soon features...
|
1792853578.1657856
|
1792939978.1657856
|
|
69127
|
NiroSlackBot by @Nurazkhan | Stardance
|
Nurazkhan
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T09:07:16Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome NiroBot! It is my personal bot in slack! Actually it was pretty easy, I added my personal function that would be helpful for me in daily life. Yet, I was also happy to learn the process. It was my first SlackBot. There was some problems when responding with image, and hosting bot to the nest. But I was able to debug them. I also spent time making readme readable and made demo.md with screens of each response. Hope you enjoy! `Available Commands: /nirobot-ping - Check bot latency /nirobot-catfact - Get a cat fact /nirobot-trend - Get Latest trending repos from github /nirobot-currency - Get USD and CNY values in terms of KZT /nirobot-anime - Get least of ongoing animes. /nirobot-help - Get Info about all comands.`", "repo": "https://github.com/Nurazkhan/NiroSlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C8HA4S6BU"}]...
|
[{"post_id": 78994, "ts": "202 [{"post_id": 78994, "ts": "2026-10-12T09:02:41Z", "hours": 0.9997, "text": "Completed! Last thing I have added was random trending git repo. When searching freeapis i found interesting one. Which was official github api. So, now I can get random open source project by command. Well it was pretty straightforward to implement. The new thing I learned was mrkdwn format use in slackbot respond, i had to make clickable link. Also I spent time making readme readable and making demo md. I looked throught projects of others and tried to get best from other. So, i made channel for my bot for ease of testing. Also, i had removed joke function from tutorial as api seeps to fail. Also, I have uploaded bot to the nest! it actually had problems, but they were easy to solve, I just accidentally added extra text in .env file, but it was fixed."}, {"post_id": 78977, "ts": "2026-10-12T07:38:04Z", "hours": 0.3725, "text": "2 Function added. It converts currencies like USD and CNY to my local currency. apparently very easy as it doesnt involve any image or other. Straightforward send get request to api, fetch it and respond with it. I think I will ship third function and after fixing the readme will already ship it."}, {"post_id": 78693, "ts": "2026-10-11T10:01:04Z", "hours": 0.7194, "text": "Just starting out. Quickly passed through the guide and got the basics of making slack bots. So after pinging my own bot and adding basic cat fact funtion I tried to add my own function that sends api to anime provider. So, now I can see all ongoing animes. Had to look through githubs of other projects to learn how to send images, as guide focused only on text response. But currently I am pretty happy with the result, Also thinking of adding other functions too. Not sure for now what I will add."}]...
|
Title: NiroSlackBot by @Nurazkhan | Stardance
Dev Title: NiroSlackBot by @Nurazkhan | Stardance
Devlogs:
Just starting out. Quickly passed through the guide and got the basics of making slack bots. So after pinging my own bot and adding basic cat fact funtion I tried to add my own function that sends api to anime provider. So, now I can see all ongoing animes. Had to look through githubs of other projects to learn how to send images, as guide focused only on text response. But currently I am pretty happy with the result, Also thinking of adding other functions too. Not sure for now what I will add.
2 Function added. It converts currencies like USD and CNY to my local currency. apparently very easy as it doesnt involve any image or other. Straightforward send get request to api, fetch it and respond with it. I think I will ship third function and after fixing the readme will already ship it.
Completed! Last thing I have added was random trending git repo. When searching freeapis i found interesting one. Which was official github api. So, now I can get random open source project by command. Well it was pretty straightforward to implement. The new thing I learned was mrkdwn format use in slackbot respond, i had to make clickable link. Also I spent time making readme readable and making demo md. I looked throught projects of others and tried to get best from other. So, i made channel for my bot for ease of testing. Also, i had removed joke function from tutorial as api seeps to fail. Also, I have uploaded bot to the nest! it actually had problems, but they were easy to solve, I just accidentally added extra text in .env file, but it was fixed.
Ships:
Welcome NiroBot! It is my personal bot in slack! Actually it was pretty easy, I added my personal function that would be helpful for me in daily life. Yet, I was also happy to learn the process. It was my first SlackBot. There was some problems when responding with image, and hosting bot to the nest. But I was able to debug them. I also spent time making readme readable and made demo.md with screens of each response. Hope you enjoy! `Available Commands: /nirobot-ping - Check bot latency /nirobot-catfact - Get a cat fact /nirobot-trend - Get Latest trending repos from github /nirobot-currency - Get USD and CNY values in terms of KZT /nirobot-anime - Get least of ongoing animes. /nirobot-help - Get Info about all comands.`...
|
1792817501.0465477
|
1792903901.0465477
|
|
69295
|
YogurtLib for VEX by @ericyao866 | Stardance
|
ericyao866
|
1
|
45.16
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T08:18:47Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own VEX Library! This was largely inspired by Lemlib and it includes advanced functinonality such as async motion, motion chaining, and motion queuing. This library includes it’s custom UI which allows you to see the sensor datas and select autonomouses during a competition. Functionalities still in development: Pure Pursuit for fast and precise curves, MCL(a particle filter that will relocalize the robot’s position based on probablity! and four beams of light from lasers(originally should be done with lidars), IMU Fusion(done, but not yet implemented into the core code), and much more!", "repo": "https://github.com/Random-Person123321/YogurtLib", "demo": "https://yogurtlib.com/"}]...
|
[{"post_id": 80016, "ts": "202 [{"post_id": 80016, "ts": "2026-10-15T23:59:37Z", "hours": 5.1622, "text": "Finish Pure Pursuit, Motion Chaining. Starting work on Boomerang Function: I worked more on Pure Pursuit(robot driving according to a path you’ve drawn through a imaginary circle it draws around its self and targeting where the circle intersects the path). I started by making my curve() function also return MotionResult so it is consistent with everything else in the library unlike before where it had it’s own return type FollowResult. I’ve also updated my helper function that can convert the enumberation from MotionResult into a string so the user can return the value and see what the potential error is from the logics. I’ve also continued with the math for Pure Pursuit starting with injecting extra points into the array of points that the user provides for the path that the robot has to follow to ensure a more even data type and there aren’t senarios where the gaps are so large the circle would not find any paths to target and declare the robot as MotionResult::LOST. To do this, I take apart the original array of points that the user provides and for any two points or segment; I divide it by the minimum gap we would accept(3 inches) to get how many new segments we would have to split it into in order that every segment is shorter than 3 inches. Then we simply linearly interpolate the points based on how many segments we have(ex. a, a + (distance/spacing) 1, a + (distance/spacing) 2…) Ect where we just multiply the gap by the number of spaces that we want. Lastly, I worked out a bug based on DAWGMA’s Pure Pursuit paper that sometimes the path which the robot has to take might be behind the robot(ie the robot is facing away from where the circle intercepts our path). Thus the PP is finished fixing all known bugs(untested yet) by finally organizing all of the helper function into a master function in the PurePursuit class called step(). Then the drivetrain layer(Drivetrain class) that actually owns all of the hardware calls the function, sorts the return logic for when we are done, the path is invalid, or we are chaining the motion to move forward. Though right now it is untested, I fixed the logic that would getActualSpeed() for the both sides of the drive by updating the encoders divided by the amount of time it has been and modifying the units based on the ratio to get an accurate RPM. We update the measured velocity each loop by blending the value we measure from the previus loop via an alpha variable(to smooth the reading to be free of noise). The user can also tune this at their will but the current default value is 40%(a.k.a. 0.4). Lastly, I decided to make our own boomerang function(an advanced motion type in VEX) where to robot will always follow a virtual carrot point and as the robot progresses, the carrot point will blend back into the desired along the path while giving the robot a swing to reach the desired end heading as well. (A type of move to pose – where pose is position for x, y, and heading). I started doing some research and testing out the code in our library and Arduino IDE to see what it would compute and these are some of the resources I used: https://lemlib.readthedocs.io/en/v0.5.0/tutorials/6lateralmotion.html https://www.desmos.com/calculator/sptjw5szex The main one(as well as with some explanation from our coach): https://area-53-robotics.github.io/Intro-To-Robotics/software/advanced-concepts/boomerang/"}, {"post_id": 78976, "ts": "2026-10-12T07:30:55Z", "hours": 39.9558, "text": "Complete Refractor – Making everything exist in Objects to create a template Library in VEX. Made implementation of functions better from last year and fixed existing bugs. Implemented proper asymetrical slewing to wheels and worked on a better Pure Pursuit. Added a custom YogurtLib UI with LVGL and a sensor fusion that can support Up to 3 and more IMUs."}]...
|
Title: YogurtLib for VEX by @ericyao866 | Stardanc Title: YogurtLib for VEX by @ericyao866 | Stardance
Devlogs:
Complete Refractor – Making everything exist in Objects to create a template Library in VEX. Made implementation of functions better from last year and fixed existing bugs. Implemented proper asymetrical slewing to wheels and worked on a better Pure Pursuit. Added a custom YogurtLib UI with LVGL and a sensor fusion that can support Up to 3 and more IMUs.
Finish Pure Pursuit, Motion Chaining. Starting work on Boomerang Function: I worked more on Pure Pursuit(robot driving according to a path you’ve drawn through a imaginary circle it draws around its self and targeting where the circle intersects the path). I started by making my curve() function also return MotionResult so it is consistent with everything else in the library unlike before where it had it’s own return type FollowResult. I’ve also updated my helper function that can convert the enumberation from MotionResult into a string so the user can return the value and see what the potential error is from the logics. I’ve also continued with the math for Pure Pursuit starting with injecting extra points into the array of points that the user provides for the path that the robot has to follow to ensure a more even data type and there aren’t senarios where the gaps are so large the circle would not find any paths to target and declare the robot as MotionResult::LOST. To do this, I take apart the original array of points that the user provides and for any two points or segment; I divide it by the minimum gap we would accept(3 inches) to get how many new segments we would have to split it into in order that every segment is shorter than 3 inches. Then we simply linearly interpolate the points based on how many segments we have(ex. a, a + (distance/spacing) 1, a + (distance/spacing) 2…) Ect where we just multiply the gap by the number of spaces that we want. Lastly, I worked out a bug based on DAWGMA’s Pure Pursuit paper that sometimes the path which the robot has to take might be behind the robot(ie the robot is facing away from where the circle intercepts our path). Thus the PP is finished fixing all known bugs(untested yet) by finally organizing all of the helper function into a master function in the PurePursuit class called step(). Then the drivetrain layer(Drivetrain class) that actually owns all of the hardware calls the function, sorts the return logic for when we are done, the path is invalid, or we are chaining the motion to move forward. Though right now it is untested, I fixed the logic that would getActualSpeed() for the both sides of the drive by updating the encoders divided by the amount of time it has been and modifying the units based on the ratio to get an accurate RPM. We update the measured velocity each loop by blending the value we measure from the previus loop via an alpha variable(to smooth the reading to be free of noise). The user can also tune this at their will but the current default value is 40%(a.k.a. 0.4). Lastly, I decided to make our own boomerang function(an advanced motion type in VEX) where to robot will always follow a virtual carrot point and as the robot progresses, the carrot point will blend back into the desired along the path while giving the robot a swing to reach the desired end heading as well. (A type of move to pose – where pose is position for x, y, and heading). I started doing some research and testing out the code in our library and Arduino IDE to see what it would compute and these are some of the resources I used: https://lemlib.readthedocs.io/en/v0.5.0/tutorials/6lateralmotion.html https://www.desmos.com/calculator/sptjw5szex The main one(as well as with some explanation from our coach): https://area-53-robotics.github.io/Intro-To-Robotics/software/advanced-concepts/boomerang/
Ships:
I made my own VEX Library! This was largely inspired by Lemlib and it includes advanced functinonality such as async motion, motion chaining, and motion queuing. This library includes it’s custom UI which allows you to see the sensor datas and select autonomouses during a competition. Functionalities still in development: Pure Pursuit for fast and precise curves, MCL(a particle filter that will relocalize the robot’s position based on probablity! and four beams of light from lasers(originally should be done with lidars), IMU Fusion(done, but not yet implemented into the core code), and much more!...
|
1792817504.5157344
|
1792903904.5157344
|
|
50869
|
my APOD site by @rishith12 | Stardance
|
rishith12
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T07:48:05Z", "hours": 0.0, "multiplier": 1.7, "payout": 0, "blessing": "neutral", "text": "It is a nasaapod site where we have anotekaer a todo list a podomoro time a search abr a editable shrocut grid and a nasaapod.", "repo": "https://github.com/Rishith88/Nasaapod", "demo": "https://hackclubnasapod.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-19T15:22:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the NASA APOD. This is my first project in Stardance, and it is pretty creative. It looks futuristic with an interactive space theme, which represents the very essence of NASA. I made this with over 6 hrs of coding and 2 hours of designing the JavaScript logic. This uses HTML for its basic overall structure, CSS for its creative styles, and JavaScript for its logic. It uses the creative stars effect with a daily update below and a background with NASA pictures displayed all the time. This looks cool and perfectly describes the organisation and also makes it interactive. I am proud of the exquisite features that it provides, like the shortcut menu or the interactive search bar of the Pomodoro timer that I have added. We can add and remove sites at our convenience. It is easy for developers to test it; just open it and navigate through it like any other browser, but now with an essence of creativity and a futuristic mentality.", "repo": "https://github.com/Rishith88/Nasaapod", "demo": "https://hackclubnasapod.netlify.app/"}]...
|
[{"post_id": 78978, "ts": "202 [{"post_id": 78978, "ts": "2026-10-12T07:45:48Z", "hours": 0.2875, "text": "Made a few edits"}, {"post_id": 50307, "ts": "2026-08-19T13:58:14Z", "hours": 5.9592, "text": "This is a creative nasa apod with a futuristic design and a techy mindset. I spent approximately 6hrs coding this i hope you like it !!!!!!"}]...
|
Title: my APOD site by @rishith12 | Stardance
Dev Title: my APOD site by @rishith12 | Stardance
Devlogs:
This is a creative nasa apod with a futuristic design and a techy mindset. I spent approximately 6hrs coding this i hope you like it !!!!!!
Made a few edits
Ships:
I made the NASA APOD. This is my first project in Stardance, and it is pretty creative. It looks futuristic with an interactive space theme, which represents the very essence of NASA. I made this with over 6 hrs of coding and 2 hours of designing the JavaScript logic. This uses HTML for its basic overall structure, CSS for its creative styles, and JavaScript for its logic. It uses the creative stars effect with a daily update below and a background with NASA pictures displayed all the time. This looks cool and perfectly describes the organisation and also makes it interactive. I am proud of the exquisite features that it provides, like the shortcut menu or the interactive search bar of the Pomodoro timer that I have added. We can add and remove sites at our convenience. It is easy for developers to test it; just open it and navigate through it like any other browser, but now with an essence of creativity and a futuristic mentality.
It is a nasaapod site where we have anotekaer a todo list a podomoro time a search abr a editable shrocut grid and a nasaapod....
|
1792817558.7286503
|
1792903958.7286503
|
|
68762
|
MY about me site by @rishith12 | Stardance
|
rishith12
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T07:20:41Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my own personal website with my own creative CSS design. It includes everything regarding who I am and stuff .There is no need fo any pervious knowledge for thsi project and the most challenging part that i face was the part where i had to dsign teh css that’s it.", "repo": "https://github.com/Rishith88/About-me-site/", "demo": "https://rishith88.github.io/About-me-site/"}]...
|
[{"post_id": 78973, "ts": "202 [{"post_id": 78973, "ts": "2026-10-12T07:17:38Z", "hours": 7.6069, "text": "This is a website that I made that showcases all the projects I worked on and my own journey"}]...
|
Title: MY about me site by @rishith12 | Stardance
Title: MY about me site by @rishith12 | Stardance
Devlogs:
This is a website that I made that showcases all the projects I worked on and my own journey
Ships:
This is my own personal website with my own creative CSS design. It includes everything regarding who I am and stuff .There is no need fo any pervious knowledge for thsi project and the most challenging part that i face was the part where i had to dsign teh css that’s it....
|
1792817482.048044
|
1792903882.048044
|
|
37553
|
Privacy Policy Checker by @Christie | Stardance
|
Christie
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:49:12Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>", "repo": "https://github.com/Christie125/Policy_checker", "demo": "https://policychecker.christie.hackclub.app/"}]...
|
[{"post_id": 78669, "ts": "202 [{"post_id": 78669, "ts": "2026-10-11T07:39:05Z", "hours": 3.7278, "text": "Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!"}, {"post_id": 73342, "ts": "2026-09-24T22:47:46Z", "hours": 4.7181, "text": "I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!"}, {"post_id": 57049, "ts": "2026-08-29T03:50:03Z", "hours": 2.5925, "text": "I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!"}, {"post_id": 44317, "ts": "2026-08-10T00:07:56Z", "hours": 0.4703, "text": "Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)"}, {"post_id": 36256, "ts": "2026-07-28T07:43:25Z", "hours": 0.8153, "text": "Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions)."}, {"post_id": 33742, "ts": "2026-07-23T21:57:44Z", "hours": 0.3575, "text": "I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later."}]...
|
Title: Privacy Policy Checker by @Christie | Stard Title: Privacy Policy Checker by @Christie | Stardance
Devlogs:
I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later.
Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions).
Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)
I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!
I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!
Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!
Ships:
This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>...
|
1792853758.433773
|
1792940158.433773
|
|
65010
|
Music OS by @lantern | Stardance
|
lantern
|
2
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:42:56Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MusicOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. Music OS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds)", "repo": "https://github.com/13513ji/Music-OS", "demo": "https://13513ji.github.io/Music-OS/"}, {"ship_num": 2, "ts": "2026-09-23T16:40:09Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my very first Web OS project . This is called Music OS simple and easy to use musician based theme , with really hard worked animation and theme. It has following features:- App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support", "repo": "https://github.com/13513ji/Music-OS", "demo": "https://13513ji.github.io/Music-OS/"}]...
|
[{"post_id": 78962, "ts": "202 [{"post_id": 78962, "ts": "2026-10-12T06:26:55Z", "hours": 3.1667, "text": "Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it"}, {"post_id": 78714, "ts": "2026-10-11T12:01:30Z", "hours": 5.8031, "text": "Added stuff:- 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) AceEditor allows you to save files in different formats WITH syntax highlighting Files that you create or save persist across reloads which can be added or deleted(in trash)"}, {"post_id": 78251, "ts": "2026-10-10T04:36:40Z", "hours": 10.6369, "text": "My Git hub repo account was lost , had work on the project again and code everything again🥀🥀"}, {"post_id": 76959, "ts": "2026-10-05T06:39:02Z", "hours": 2.8189, "text": "The files app is here :D managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging) now have Ace Editor"}, {"post_id": 74785, "ts": "2026-09-28T07:43:31Z", "hours": 1.2333, "text": "Going For Web OS 2✌️ Added the terminal app"}, {"post_id": 72723, "ts": "2026-09-23T16:23:08Z", "hours": 1.8842, "text": "All added features:- features:smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management"}, {"post_id": 72668, "ts": "2026-09-23T13:48:09Z", "hours": 1.4978, "text": "Added Context menu and dock!!"}, {"post_id": 72633, "ts": "2026-09-23T12:04:17Z", "hours": 1.2322, "text": "Finished with the startup animation!!"}]...
|
Title: Music OS by @lantern | Stardance
Devlogs:
Title: Music OS by @lantern | Stardance
Devlogs:
Finished with the startup animation!!
Added Context menu and dock!!
All added features:- features:smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management
Going For Web OS 2✌️ Added the terminal app
The files app is here :D managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging) now have Ace Editor
My Git hub repo account was lost , had work on the project again and code everything again🥀🥀
Added stuff:- 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) AceEditor allows you to save files in different formats WITH syntax highlighting Files that you create or save persist across reloads which can be added or deleted(in trash)
Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it
Ships:
This is my very first Web OS project . This is called Music OS simple and easy to use musician based theme , with really hard worked animation and theme. It has following features:- App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support
MusicOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. Music OS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds)...
|
1791908390.1886184
|
1792772390.1886184
|
|
69188
|
Pomodoro by @KevinW | Stardance
|
KevinW
|
1
|
13.0
|
28
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:01:42Z", "hours": 13.0, "multiplier": 4.2, "payout": 28, "blessing": "neutral", "text": "I made a Pomodoro timer inspired by the classic pomodoro techniques and the timeless addictive loops of idle games. I am very proud of sticking with my goal until the very end as it was an incredibly rewarding experience. However, I faced many challenged and I had to learn so much throughout this experience considering that I am new to software development. I used W3SCHOOLS to help me use key concepts that would help me make this webpage possible as well as youtube tutorials online giving me clear and simple explanations.", "repo": "https://github.com/wujunfan0/Pomodoro", "demo": "https://wujunfan0.github.io/Pomodoro/"}]...
|
[{"post_id": 78956, "ts": "202 [{"post_id": 78956, "ts": "2026-10-12T05:49:55Z", "hours": 6.4456, "text": "After countless of trials and errors in my latest development, I integrated many new features to the webpage. I had to learn a lot of JavaScript concepts I was unfamiliar with like duplicate declarations and global scope access but in the end I pushed through. I introduced a secret little bottom left prompt. When clicked, it brings you to a little cookie clicker game so you can slack off. Most of the other new things added were just minor improvements like adding an animated gradient background with flickering stars."}, {"post_id": 78895, "ts": "2026-10-11T22:34:45Z", "hours": 2.1142, "text": "I am currently testing out different algorithms and laying down the javascript logic for my project as I am rather new to javascript. I worked on creating functions, loops, and conditional statements to further enhance my webpage. Next session, I plan to implement and use this knowledge in my current webpage"}, {"post_id": 78856, "ts": "2026-10-11T19:47:49Z", "hours": 1.9936, "text": "I finally finished the CSS, in the middle of the project I encountered an error that stumped me for a long time, my entire webpage kept showing a blank white screen but in the end I was able to identify the problem and fix it. After adjusting some margins padding, I used complimentary to not overwhelm users, I also tried to be as minimal as possible."}, {"post_id": 78788, "ts": "2026-10-11T16:37:12Z", "hours": 1.145, "text": "After a bit of tweaking, I was able to complete the structure for my pomodoro webpage. I had to watch many tutorials and go through articles to figure out the right classes to use. I was able to correctly format the layout as well as making the buttons clickable. I kept forgetting to add closing tags which was frustrating because it messed up some of my code. Next, I plan on using CSS to polish this page to make it look neat and organized!"}, {"post_id": 78766, "ts": "2026-10-11T15:22:37Z", "hours": 1.6197, "text": "I practiced building the core structure of my pomodoro timer using HTML, I worked with standard layout tags like and also text inputs and buttons. I also created a separate file to practice and experiment with different tags and functions. Next, I want to build the real skeleton for my webpage."}]...
|
Title: Pomodoro by @KevinW | Stardance
Devlogs:
I Title: Pomodoro by @KevinW | Stardance
Devlogs:
I practiced building the core structure of my pomodoro timer using HTML, I worked with standard layout tags like and also text inputs and buttons. I also created a separate file to practice and experiment with different tags and functions. Next, I want to build the real skeleton for my webpage.
After a bit of tweaking, I was able to complete the structure for my pomodoro webpage. I had to watch many tutorials and go through articles to figure out the right classes to use. I was able to correctly format the layout as well as making the buttons clickable. I kept forgetting to add closing tags which was frustrating because it messed up some of my code. Next, I plan on using CSS to polish this page to make it look neat and organized!
I finally finished the CSS, in the middle of the project I encountered an error that stumped me for a long time, my entire webpage kept showing a blank white screen but in the end I was able to identify the problem and fix it. After adjusting some margins padding, I used complimentary to not overwhelm users, I also tried to be as minimal as possible.
I am currently testing out different algorithms and laying down the javascript logic for my project as I am rather new to javascript. I worked on creating functions, loops, and conditional statements to further enhance my webpage. Next session, I plan to implement and use this knowledge in my current webpage
After countless of trials and errors in my latest development, I integrated many new features to the webpage. I had to learn a lot of JavaScript concepts I was unfamiliar with like duplicate declarations and global scope access but in the end I pushed through. I introduced a secret little bottom left prompt. When clicked, it brings you to a little cookie clicker game so you can slack off. Most of the other new things added were just minor improvements like adding an animated gradient background with flickering stars.
Ships:
I made a Pomodoro timer inspired by the classic pomodoro techniques and the timeless addictive loops of idle games. I am very proud of sticking with my goal until the very end as it was an incredibly rewarding experience. However, I faced many challenged and I had to learn so much throughout this experience considering that I am new to software development. I used W3SCHOOLS to help me use key concepts that would help me make this webpage possible as well as youtube tutorials online giving me clear and simple explanations....
|
1792092197.5781293
|
1792956197.5781293
|
|
22772
|
Universal Existence by @JustCoding8790 | Stardance
|
JustCoding8790
|
1
|
61.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T05:36:44Z", "hours": 61.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Universal Existence is a 2d platformer with many mechanics that will be explored more in-depth and combined with other mechanics to make many interesting levels. Platform through 12 levels of the UPC (Universal Platforming Course) in the game’s demo. You can also get tips from Domainus, the creator of the universe and the manager of the UPC (Universal Platforming Course), or get yelled at for dying to a stationary triangle for the 8th time. There’s four unique difficulties, with your difficulty being adjusted to try and match your skill level. I found it challenging to make certain elements of the game like the settings menu (like the speedrun timer) and a couple of enemies (like the mushroom, which was hard to figure out when the player jumped on top of it and when it killed the player [I ended up having to adjust hitboxes several times]). I’m pretty proud of how I managed to make some pretty fun levels, such as level 6 (for providing just enough space for it to be possible, but still somewhat challenging) and level 11 (which involves knowing when to use each blaster and even has a cool level skip if you discover it [hint: one of Domainus’s voicelines reveals part of it]). Where to Play If you have a windows pc, you can download the game from the itch.io link below, if you want an executable. Just make sure to unzip the ZIP folder and open the .exe file (not the .console or .pck). Otherwise, you can play the game on any computer by clicking “Run Game” on itch.io. Keep in mind the game can be hard, especially during levels 9-12. Good luck! Also, if you have a controller, feel free to test it to see if it works with the game. Currently, the XBOX controller is partially supported (controllers cannot navigate the pause menu, but you can open it up by pressing Esc on keyboard or Menu button for Xbox controller). If you don’t want to play the game, here’s a 100% playthrough with all apples and secret melons collected. https://youtu.be/cXItOPMkMOI", "repo": "https://github.com/JustCoding8790/Universal-Existence", "demo": "https://justcoding8790.itch.io/universal-existence"}]...
|
[{"post_id": 78009, "ts": "202 [{"post_id": 78009, "ts": "2026-10-09T05:33:43Z", "hours": 9.9939, "text": "Devlog #10: Music, Rebalancing, and “Voicelines” This will most likely be the final devlog. At least for Stardance. There’s so much more that will happen after Stardance ends (more info later). Playtester Feedback and Rebalancing I’ve gotten feedback from multiple playtesters (all of them are listed in the credits), and they’ve all said that there’s a big difficulty spike between levels 8 and 9 (or 10), so I had to make the levels easier by removing enemies and spikes, along with nerfing enemy hp, bullet fire rates, and bullet speed. I also had to adjust level 5 due to how small the bottom section is, which gives you barely any room to avoid the snails. For any playtesters who are reading this right now, thanks for playtesting and I hope you recover from your plant PTSD (from your 20-50+ deaths). “Voiceline” System and Adaptive Difficulty If only the dialogue was actually voiced. I don’t have anyone to voice act for me right now. But anyways, this voiceline system reacts to every level you enter and every death. It’ll either give tips on how to deal with whatever you’re facing or simply mock you. Here’s a couple of sample lines: “…And you’re having trouble with a stationary triangle in the ground. I repeat… A STATIONARY TRIANGLE IN THE GROUND!” (8th death to spikes) “Looking for an easy way to counter snails? It’s called ‘double-jumping’.” (3rd death to snails) “Outplanted by the plants…” (7th death to plants) “Those bees sure do sting… But they won’t last long when you ‘sting’ them back.” (1st death to bees) It will also change your difficulty for you when you’ve died too few or too many times on one level. I’m planning on giving the commentator a name. Maybe Domainus? We’ll find out later if it becomes canon or not. New Music Licensing Agreement Remember how in a previous devlog, I found out I couldn’t use Rush’s music for my game due to legal issues? That’s been fixed now, as both of us along with our parents signed an agreement. It’s not formal or anything, but from what I’ve researched, it should do the trick for now. After everyone signed the agreement, I added some new tracks to the BGM player: Beehold the Bullets (boss battle theme) UPC Test: PASS (boss victory theme) Void Hub (plays after beating the demo) Note: The gameplay footage below does not have audio, but the actual game will. Minor Details and Changes Last devlog, last changes… Added credits with playtesters, attribution, assets, and composers Updated README (still needs a slight update, will finish before I ship) Fixed audio sliders in settings menu starting at wrong positions Added “Reset All Settings” Added speedrun timer for Speedrun Mode in settings Stopped leftover bullets from killing you Started off player on Ultra Hard instead of Extreme on game startup Future of Universal Existence I plan to post future devlogs in a Discord server for anyone that’s interested. You’ll also be able to sign up to playtest future versions of the game and give feedback, along with participating in server events. You can join here: https://discord.gg/Ztc37dcu9 This link will expire soon, which is why I’ll paste another one later in the comments. Hope to see you around!"}, {"post_id": 62673, "ts": "2026-09-06T04:52:57Z", "hours": 6.9667, "text": "Devlog #9: The Last Challenge and Stat Board We’re nearing the end of this part of the journey. I can’t believe this is only the demo part of the entire game that I’m making. Demo Boss Fight This is the last challenge of the game. Like I said last devlog, I don’t want to spoil the boss fight, and I don’t see any way to censor text for Stardance. So here’s a Google Doc for those who’d rather just see the spoilers rather than find out by playing the game’s demo. I’m pretty happy with the boss fight as it is. I don’t believe I’ll need to rework it (except for balancing purposes). I did die a lot on the boss fight, though (19 deaths). Stat/Death Board At the end of the demo, I decided to let the player see their stats on the board, including the amount of time it took for them to finish the game, how many times they died to specific causes, etc. I did end up having to globally track every death and the cause of each death using an array (if you don’t know what that is, think of a buffet where you get to decide how much of each of the foods are in each area). Copyright Problems I recently learned more about copyright policy and it turns out I cannot use music my friend Rush made, even though he gave verbal permission. We appear to need some sort of agreement as well. But I don’t want to get too deep into the legal stuff, so I’m going to have to make my own track to replace the current one soon. Honestly, I might just attempt to use a CC0 track since I’m running out of time currently. Because of this issue, I muted the audio of the gameplay footage below too. Minor Details and Changes Not as much going around this week, but nevertheless, here’s most of the small changes: Added apples to all difficulty variants of levels 1-9 and 1-11 Added disappearing animation for the player that plays after the death animation (overall looks better in my opinion) Upcoming Additions Of course, there’s work that still needs to be done. First of all, I haven’t finished the settings menu yet (if you remember from devlog 6). There’s also some tracks in the game I need to make (for the boss fight, the area ambience, etc) And most importantly, we can’t forget about the commentary that occurs when you die to specific traps/enemies (which I’ve already started). I’m hoping I can release this game by late-September at the latest, along with working on some Stardance missions. I’d like to maximize my coding time before Stardance ends, despite the fact I’m busy with all the homework I’m getting. :("}, {"post_id": 53393, "ts": "2026-08-23T22:27:54Z", "hours": 6.8183, "text": "Devlog #8: Giving Everyone Guns and Bullets (Part 2) Note: See Part 1 for context if you haven’t already. I think I’ll be done with guns for a while. After completing the first area, you most likely won’t see them again until one of the last levels of the second area (maybe not even until the next boss fight). Also, after rebalancing the harder difficulties to actually serve a good challenge, playtesting my own game took 2x longer than I usually would, as I’d keep dying to certain enemies or traps. But this game isn’t about breezing through easy levels, so… Guns for Plants and Bees These enemies are simple. Plants stay in one position, firing at random intervals. Their firerate is random and slower (average of 3.75/2.75/2/1.25 seconds), but their health is much higher compared to a Trunkwalker ( 65/75/90/100 health). Bees move around in the air, firing stinger bullets downwards. They fire often (average of 2.5/2/1.5/1 second[s]), but their health is decreased to make up for it ( 12/15/16/20 health). Since these bees will be above the player, I made an auto-firing gun that fires upwards. I decided that manual guns will instead show up in the next area after the boss. (That means the manual guns won’t be in the demo. Sorry…) These enemies show up in levels 1-10 and 1-11. Minor Details and Changes I spent a lot of time on major changes this week, but that doesn’t mean I didn’t spend time on minor problems. Here’s the small changes I made: Added Hard, Extra Hard, and Ultra Hard difficulty variants to level 1-9 Trunkwalker firing interval is more random instead of being fixed (to me, it just looks weird when they all attack at the same time) Rebalanced easier levels so they actually can somewhat serve a good challenge Resized hitbox of Mushrooms (so player can now properly die to a Mushroom when not bouncing on top of them) Moved melon in level 1-5 (for Ultra Hard and Extreme variants) to a harder-to-reach location (as it was too easy to reach the melon previously) You might think rebalancing levels would be a major change, but I honestly didn’t change much with each level. I mainly just moved traps/enemies around. Upcoming Additions Most of the time next week will be spent creating the first area’s boss fight. I won’t tell you what I plan to make for the boss fight, though. That would spoil everything. If you do want to view the spoilers, though I’ll provide a link to a Google Doc on the next devlog detailing everything about the upcoming boss fight. I suspect this boss will take more than 6 hours to make, so I’ll split it all into two devlogs (and also two weeks). Not much to say otherwise, though. Enjoy my (pretty horrible) gameplay below!"}, {"post_id": 45441, "ts": "2026-08-11T21:49:06Z", "hours": 5.0842, "text": "Devlog #7: Giving Everyone Guns and Bullets (Part 1) Honestly, I was intending to make something similar to a space shooter, where enemies come in from off-screen, but I’m still happy with what I ended up making. This devlog is a bit longer than usual, so feel free to just simply look at the video for explanation if you’re running short on time. Guns for the Player Starting with the player, remember how I wanted to make a mechanic that doesn’t just involve enemies? I ended up coming up with giving the player a gun (or, well, a blaster). I planned out the different types of guns the player will be able to equip. There will be two types of guns: auto-firing, which will automatically fire bullets every 0.2 seconds, and manual, which will only fire when the player presses a certain button, but it deals more damage per bullet (there’s a longer cooldown in between bullets, though, so better be precise). There are also three variants for each type that determine which direction the gun can fire: upwards, downwards, or horizontally. I may plan out more variants later. (But of course, this game isn’t all about guns, is it?) I implemented the auto-firing horizontal gun at the time of writing this devlog. And for the first time ever, I finally decided to make my own art instead of just using CC0 assets from Pixel Adventure. (Wild, right?) Not the best, but it’ll work for now. I don’t want to spend too much time on all the minor details to the point where I barely get anything done (like the settings menu, cough cough [refer to devlog 6 if you’re new here]). Guns for the Enemies It would be unfair if the player just simply had a significant advantage over the enemies, so I also gave guns to the enemies. Well, only a certain type of enemy, that is… Meet the Trunkwalker, a walking, square-like tree trunk part that fires bullets through its nose (aka the remains of a sliced tree branch). It can only fire a bullet horizontally every 3/2/1.5/1 second(s) depending on the difficulty ( Hard/Extra Hard/Ultra Hard/Extreme ). They also move around until they hit a wall, just like snails and mushrooms. I do find myself dying more to when they stop to shoot bullets rather than the bullets themselves. A bit concerning, but I find that it adds to the difficulty well, so… Basic Damage and Health System Anyways, there’s a reason why the player has a gun in the first place. To defeat enemies, of course. I gave the Trunkwalker a set amount of 25/30/35/40 health based on the difficulty. A bullet from an auto-firing gun deals 4 damage, so each Trunkwalker can be defeated after taking 7/8/9/10 hits. (There, I did the math for you. Happy?) Minor Details and Changes There’s still plenty to go around here. Here’s the rest of the changes: Reorganized folder structure, organized assets and scenes into subfolders Added a sound effect for when the enemy get hit by a bullet (made by tapping my laptop) Added extra frames to the mushroom’s death animation (they disappear in a similar fashion to collected fruits) Upcoming Additions I’ll have to continue all of this work in part 2. In other words, I’ll also have to make the other variants of guns, along with some more mechanics/enemies and levels. I also feel like the levels are too short and easy and don’t provide a proper challenge, mainly for the harder difficulties, so I might consider rebalancing the levels. Things are looking much better than last time. School is starting soon, however, so I may start to slow down on progress. I still think I can get the game’s demo done before Stardance ends, though. Until next time, jumpers! (And yes, I just recently came up with that name. I don’t know what else to call players without calling them “players”.)"}, {"post_id": 38618, "ts": "2026-08-01T03:24:24Z", "hours": 6.4911, "text": "Devlog #6: Underestimating the Work of a Settings Menu (for a beginner, at least) Yep, I apparently had a lot more to learn about UI, audio, and controller settings. I eventually decided to stop working on the settings menu. If there’s one thing I can take away from this experience, it’s that I should probably not focus too much on a settings menu over the actual gameplay. Audio Settings I filled the left side of the settings menu with sliders for controlling the audio volume. I used audio buses in Godot in order to separate audio into 3 main categories: Music, Sound, and Voice. Of course, there is nothing for the voice audio bus, since I haven’t recorded any voice lines yet. (I’ll get to that later!) Controller Deadzones and Assist Settings The right side contains buttons that open submenus. Players can now control the game speed and controller joystick deadzones, along with being able to practice a level as much as they want with Training Mode. I decided to save controller sensitivity, key rebinding, credits, and language translating for later, due to how much time it took to figure out what should happen with submenus in multiple cases. I know, doesn’t seem like it should take that much time, but I have to consider multiple cases in which the settings UI will stay visible and block the actual pause menu, which occurs when the player resumes and pauses again without exiting out of the UI. There’s also another thing I have to worry about… HSlider Bug When I reopen a menu after exiting out of it, the sliders seems to reset back to where it originally was when the game started. Thankfully, this issue doesn’t affect the actual gameplay, but still, it’s a visual bug that might confuse players. I managed to fix this with the audio sliders, but I haven’t done the same with the controller settings and assist settings. I’ll try to patch it next week. Minor Details and Changes There’s not much this week, sorry. (I regret spending so much time on the settings menu…) Upcoming Additions I want to start focusing on making more levels soon, but I don’t want to reuse the same mechanics from the levels I already made. I already made multiple enemies, so I want to start making a mechanic that involves more of the player, like a new action that can be enabled upon collecting something in a level. I’ll also have to come up with ideas for the area’s bossfight (yes, there are bosses in this game), since I feel like the area is almost complete. As for the settings menu, I’ll pick it back up in about a month. A not-so-productive week, I know. Hopefully I can do better."}, {"post_id": 33177, "ts": "2026-07-22T20:59:30Z", "hours": 4.6356, "text": "Devlog #5: New Mushroom Enemy + More Level Variants New Mushroom Enemy Yep, a new enemy. I had scrapped a few levels recently, and to replace them, I didn’t want to make another similar level. Mushrooms move in a certain direction until they hit a wall, causing them to move the other way and repeat this cycle. Unlike snails, though, these enemies can be defeated by jumping on top of them, giving you an extra jump boost (just like those Goombas from Super Mario Bros). Now I could’ve just brought back a scrapped level, slapped them in, and called it a day. But that seems too boring. So I instead thought about the new mechanic of being able to defeat the enemy. And that’s how I came up with using mushrooms over a spike pit to bounce your way to the end of a level. I added variants for each difficulty as well, adding more mushrooms on lower difficulties. Speaking of variants… Finished Level Variants I finished all level variants for each difficulty. I mainly did this by adjusting enemy speed and adding/removing spikes based on the difficulty. Of course, I’m going to have to do this a lot more often. The demo is going to be longer than 8 levels, and the demo is nothing compared to what I plan to release in the full game. Minor Details and Changes Added new level template Shrunk player hitbox Played and looped a track as a BGM player Imported image assets for upcoming enemies Reimported music assets New “Sign Guy” track Upcoming Additions This time, I will make the settings menu for sure, along with making another enemy for the next few levels. I plan to take no longer than 4 hours. Until then, see you soon!"}, {"post_id": 29831, "ts": "2026-07-16T23:37:59Z", "hours": 6.0467, "text": "Devlog #4: New Difficulties + UI and OST Changes (Part 1) Things are starting to look polished. I can probably get the game’s demo done by around late July. The deadline isn’t 100% confirmed, though. Four Brand New Difficulties I made four new difficulties. These will adjust how much room for error you have and the number of threats in each level. Hard : For those who have no experience and just want to have fun. No shame if this applies to you. Extra Hard : For rusty jumpers seeking to improve their skills. A casual, balanced experience. Ultra Hard : For all intermediate jumpers looking for a challenge. Serves as a fairly difficult journey. Extreme : For the most skilled jumpers of the universe. Not for the faint of heart. As you can see, there are only hard difficulties in this game. This is to remind you that even on the lower difficulties, it can be a hard game. You might not think so at first, but as more mechanics are introduced, you may find yourself getting stuck on certain levels. As shown in the recording below, for the first few levels, since they don’t contain much except platforms and fruits, I couldn’t do much except add and extend platforms for lower difficulties. Pause Menu In order for difficulties to be selected, I made a pause menu. I customized the UI and added multiple animations. I did end up having to redo the animations, however, as I not only realized there was UI overlap between the main pause menu and the difficulty description, but I also received a lot of warnings involving something called AnimationMixer, and I couldn’t find a way to get rid of them until I redid everything. I also linked the difficulty chosen in the menu to the game and added a small description for each of the 4 difficulties. New OST Yep, there’s music being composed for the game now. Rush (from Discord), a friend of mine, is helping out on creating good music for my game. I haven’t coded it so it plays in-game yet, but I’ve imported the assets in. I will upload the OST to a youtube channel after I make enough songs so you can listen to it whenever you want. (Keep in mind listening to the OST or checking the title may lead to spoiling the game demo.) Minor Changes I organized assets into more folders, but this later led me to encountering some issues involving paths to certain nodes not existing, which caused errors to appear. The issue mainly involved sound nodes like the jump sound and the death sound. Eventually, I reuploaded the sounds to each AudioStreamPlayer2D node. Additionally, the first level’s dialogue font (level 1-1) has now been changed to match with the other levels. Upcoming Additions Within the next 5 hours I spend on the game, I’m hoping to add variants for each of the remaining levels for each difficulty, along with making a background music player. I also need to add a settings menu for the player and fix multiple issues like the floating player bug (seen at the end of the recording below)."}, {"post_id": 27980, "ts": "2026-07-13T22:52:22Z", "hours": 5.9472, "text": "Devlog #3: Movement and Level Additions I’m back on Universal Existence now. I’ve spent most of the time so far on tweaking my movement system. It may seem unreasonable for me to do such at first, but believe me, there’s some important additions I needed to make, such as: Adding jump buffering and coyote time Adjusting speed, jump power, and gravity based on player size (to make bigger levels and as the framework for some size-changing mechanics) Boosting jump power for smaller sizes (since the player’s jump felt too heavy when small; you probably will especially understand this if you played other platformer games) The movement system changes took a lot longer than I expected, as I had to go through all 8 levels every time I made a change to make sure it was possible to progress. I’ve also added spikes to my game, and I created a few new levels containing them, along with remastering the old levels to make them harder. Here’s a list of other changes: Changed font for better readability Set strech mode to viewport so the game will adjust its size based on the current window size The recording below shows gameplay footage of the harder levels (collecting all melons and almost every apple). Don’t worry, I’m planning on adding a settings menu to allow you to change the difficulty to your liking, which will change the level to another variant."}, {"post_id": 16475, "ts": "2026-06-26T20:24:35Z", "hours": 5.4847, "text": "Devlog #2: More Levels and Mechanics Sorry for releasing a devlog so late. My internet went down as I was writing this. I added 5 more levels, with working exits leading to the next level, along with panels showing text that the antagonist of this game says (might turn the dialogue into voice lines). I also added a melon collectible, which is worth more points, but slightly harder to reach. Everything is going well so far. Down below is a video of me playing through the first few levels (and showing some secrets). Also, I ended up simply using the name Universal Existence instead of Simulation Overgrowth. Anyways, you might’ve noticed that I have another ongoing project. Don’t worry. I’ll still work on this game. For now, though, I want to improve my Godot skills to be able to make not only the mechanics I want to include in Universal Existence, but also more complex games in the future."}, {"post_id": 14030, "ts": "2026-06-23T00:26:55Z", "hours": 3.2917, "text": "Devlog #1: Learning about Godot + Double-Jumping and Air-Jumping I watched a series of tutorials on making a platformer in Godot and followed along, but I eventually decided to also implement my own features too. I ended up making a double-jump mechanic. In the process, I also accidentally made an air-jump mechanic, where I can also jump while falling. I hope to expand my level to include more content in the next 3 hours of work. Also, fun fact here, when I started this project, I originally named it Universal Existence, but I ended up changing the name to Simulation Overgrowth (and I might even change it again later on). I soon realized, though, that if I renamed the folder, Godot would prevent me from opening the game, as it doesn’t recognize the renamed folder as the actual game folder. Oops… (I’ll find a way to fix it in the next 3 hours as well.) Resources Used While Developing Free assets I used (CC0 license): https://pixelfrog-assets.itch.io/pixel-adventure-1 First tutorial in the series I watched: https://youtu.be/oED12Mo2018?si=6y_8LNeydut2Vyyr"}]...
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Title: Universal Existence by @JustCoding8790 | St Title: Universal Existence by @JustCoding8790 | Stardance
Devlogs:
Devlog #1: Learning about Godot + Double-Jumping and Air-Jumping I watched a series of tutorials on making a platformer in Godot and followed along, but I eventually decided to also implement my own features too. I ended up making a double-jump mechanic. In the process, I also accidentally made an air-jump mechanic, where I can also jump while falling. I hope to expand my level to include more content in the next 3 hours of work. Also, fun fact here, when I started this project, I originally named it Universal Existence, but I ended up changing the name to Simulation Overgrowth (and I might even change it again later on). I soon realized, though, that if I renamed the folder, Godot would prevent me from opening the game, as it doesn’t recognize the renamed folder as the actual game folder. Oops… (I’ll find a way to fix it in the next 3 hours as well.) Resources Used While Developing Free assets I used (CC0 license): https://pixelfrog-assets.itch.io/pixel-adventure-1 First tutorial in the series I watched: https://youtu.be/oED12Mo2018?si=6y_8LNeydut2Vyyr
Devlog #2: More Levels and Mechanics Sorry for releasing a devlog so late. My internet went down as I was writing this. I added 5 more levels, with working exits leading to the next level, along with panels showing text that the antagonist of this game says (might turn the dialogue into voice lines). I also added a melon collectible, which is worth more points, but slightly harder to reach. Everything is going well so far. Down below is a video of me playing through the first few levels (and showing some secrets). Also, I ended up simply using the name Universal Existence instead of Simulation Overgrowth. Anyways, you might’ve noticed that I have another ongoing project. Don’t worry. I’ll still work on this game. For now, though, I want to improve my Godot skills to be able to make not only the mechanics I want to include in Universal Existence, but also more complex games in the future.
Devlog #3: Movement and Level Additions I’m back on Universal Existence now. I’ve spent most of the time so far on tweaking my movement system. It may seem unreasonable for me to do such at first, but believe me, there’s some important additions I needed to make, such as: Adding jump buffering and coyote time Adjusting speed, jump power, and gravity based on player size (to make bigger levels and as the framework for some size-changing mechanics) Boosting jump power for smaller sizes (since the player’s jump felt too heavy when small; you probably will especially understand this if you played other platformer games) The movement system changes took a lot longer than I expected, as I had to go through all 8 levels every time I made a change to make sure it was possible to progress. I’ve also added spikes to my game, and I created a few new levels containing them, along with remastering the old levels to make them harder. Here’s a list of other changes: Changed font for better readability Set strech mode to viewport so the game will adjust its size based on the current window size The recording below shows gameplay footage of the harder levels (collecting all melons and almost every apple). Don’t worry, I’m planning on adding a settings menu to allow you to change the difficulty to your liking, which will change the level to another variant.
Devlog #4: New Difficulties + UI and OST Changes (Part 1) Things are starting to look polished. I can probably get the game’s demo done by around late July. The deadline isn’t 100% confirmed, though. Four Brand New Difficulties I made four new difficulties. These will adjust how much room for error you have and the number of threats in each level. Hard : For those who have no experience and just want to have fun. No shame if this applies to you. Extra Hard : For rusty jumpers seeking to improve their skills. A casual, balanced experience. Ultra Hard : For all intermediate jumpers looking for a challenge. Serves as a fairly difficult journey. Extreme : For the most skilled jumpers of the universe. Not for the faint of heart. As you can see, there are only hard difficulties in this game. This is to remind you that even on the lower difficulties, it can be a hard game. You might not think so at first, but as more mechanics are introduced, you may find yourself getting stuck on certain levels. As shown in the recording below, for the first few levels, since they don’t contain much except platforms and fruits, I couldn’t do much except add and extend platforms for lower difficulties. Pause Menu In order for difficulties to be selected, I made a pause menu. I customized the UI and added multiple animations. I did end up having to redo the animations, however, as I not only realized there was UI overlap between the main pause menu and the difficulty description, but I also received a lot of warnings involving something called AnimationMixer, and I couldn’t find a way to get rid of them until I redid everything. I also linked the difficulty chosen in the menu to the game and added a small description for each of the 4 difficulties. New OST Yep, there’s music being composed for the game now. Rush (from Discord), a friend of mine, is helping out on creating good music for my game. I haven’t coded it so it plays in-game yet, but I’ve imported the assets in. I will upload the OST to a youtube channel after I make enough songs so you can listen to it whenever you want. (Keep in mind listening to the OST or checking the title may lead to spoiling the game demo.) Minor Changes I organized assets into more folders, but this later led me to encountering some issues involving paths to certain nodes not existing, which caused errors to appear. The issue mainly involved sound nodes like the jump sound and the death sound. Eventually, I reuploaded the sounds to each AudioStreamPlayer2D node. Additionally, the first level’s dialogue font (level 1-1) has now been changed to match with the other levels. Upcoming Additions Within the next 5 hours I spend on the game, I’m hoping to add variants for each of the remaining levels for each difficulty, along with making a background music player. I also need to add a settings menu for the player and fix multiple issues like the floating player bug (seen at the end of the recording below).
Devlog #5: New Mushroom Enemy + More Level Variants New Mushroom Enemy Yep, a new enemy. I had scrapped a few levels recently, and to replace them, I didn’t want to make another similar level. Mushrooms move in a certain direction until they hit a wall, causing them to move the other way and repeat this cycle. Unlike snails, though, these enemies can be defeated by jumping on top of them, giving you an extra jump boost (just like those Goombas from Super Mario Bros). Now I could’ve just brought back a scrapped level, slapped them in, and called it a day. But that seems too boring. So I instead thought about the new mechanic of being able to defeat the enemy. And that’s how I came up with using mushrooms over a spike pit to bounce your way to the end of a level. I added variants for each difficulty as well, adding more mushrooms on lower difficulties. Speaking of variants… Finished Level Variants I finished all level variants for each difficulty. I mainly did this by adjusting enemy speed and adding/removing spikes based on the difficulty. Of course, I’m going to have to do this a lot more often. The demo is going to be longer than 8 levels, and the demo is nothing compared to what I plan to release in the full game. Minor Details and Changes Added new level template Shrunk player hitbox Played and looped a track as a BGM player Imported image assets for upcoming enemies Reimported music assets New “Sign Guy” track Upcoming Additions This time, I will make the settings menu for sure, along with making another enemy for the next few levels. I plan to take no longer than 4 hours. Until then, see you soon!
Devlog #6: Underestimating the Work of a Settings Menu (for a beginner, at least) Yep, I apparently had a lot more to learn about UI, audio, and controller settings. I eventually decided to stop working on the settings menu. If there’s one thing I can take away from this experience, it’s that I should probably not focus too much on a settings menu over the actual gameplay. Audio Settings I filled the left side of the settings menu with sliders for controlling the audio volume. I used audio buses in Godot in order to separate audio into 3 main categories: Music, Sound, and Voice. Of course, there is nothing for the voice audio bus, since I haven’t recorded any voice lines yet. (I’ll get to that later!) Controller Deadzones and Assist Settings The right side contains buttons that open submenus. Players can now control the game speed and controller joystick deadzones, along with being able to practice a level as much as they want with Training Mode. I decided to save controller sensitivity, key rebinding, credits, and language translating for later, due to how much time it took to figure out what should happen with submenus in multiple cases. I know, doesn’t seem like it should take that much time, but I have to consider multiple cases in which the settings UI will stay visible and block the actual pause menu, which occurs when the player resumes and pauses again without exiting out of the UI. There’s also another thing I have to worry about… HSlider Bug When I reopen a menu after exiting out of it, the sliders seems to reset back to where it originally was when the game started. Thankfully, this issue doesn’t affect the actual gameplay, but still, it’s a visual bug that might confuse players. I managed to fix this with the audio sliders, but I haven’t done the same with the controller settings and assist settings. I’ll try to patch it next week. Minor Details and Changes There’s not much this week, sorry. (I regret spending so much time on the settings menu…) Upcoming Additions I want to start focusing on making more levels soon, but I don’t want to reuse the same mechanics from the levels I already made. I already made multiple enemies, so I want to start making a mechanic that involves more of the player, like a new action that can be enabled upon collecting something in a level. I’ll also have to come up with ideas for the area’s bossfight (yes, there are bosses in this game), since I feel like the area is almost complete. As for the settings menu, I’ll pick it back up in about a month. A not-so-productive week, I know. Hopefully I can do better.
Devlog #7: Giving Everyone Guns and Bullets (Part 1) Honestly, I was intending to make something similar to a space shooter, where enemies come in from off-screen, but I’m still happy with what I ended up making. This devlog is a bit longer than usual, so feel free to just simply look at the video for explanation if you’re running short on time. Guns for the Player Starting with the player, remember how I wanted to make a mechanic that doesn’t just involve enemies? I ended up coming up with giving the player a gun (or, well, a blaster). I planned out the different types of guns the player will be able to equip. There will be two types of guns: auto-firing, which will automatically fire bullets every 0.2 seconds, and manual, which will only fire when the player presses a certain button, but it deals more damage per bullet (there’s a longer cooldown in between bullets, though, so better be precise). There are also three variants for each type that determine which direction the gun can fire: upwards, downwards, or horizontally. I may plan out more variants later. (But of course, this game isn’t all about guns, is it?) I implemented the auto-firing horizontal gun at the time of writing this devlog. And for the first time ever, I finally decided to make my own art instead of just using CC0 assets from Pixel Adventure. (Wild, right?) Not the best, but it’ll work for now. I don’t want to spend too much time on all the minor details to the point where I barely get anything done (like the settings menu, cough cough [refer to devlog 6 if you’re new here]). Guns for the Enemies It would be unfair if the player just simply had a significant advantage over the enemies, so I also gave guns to the enemies. Well, only a certain type of enemy, that is… Meet the Trunkwalker, a walking, square-like tree trunk part that fires bullets through its nose (aka the remains of a sliced tree branch). It can only fire a bullet horizontally every 3/2/1.5/1 second(s) depending on the difficulty ( Hard/Extra Hard/Ultra Hard/Extreme ). They also move around until they hit a wall, just like snails and mushrooms. I do find myself dying more to when they stop to shoot bullets rather than the bullets themselves. A bit concerning, but I find that it adds to the difficulty well, so… Basic Damage and Health System Anyways, there’s a reason why the player has a gun in the first place. To defeat enemies, of course. I gave the Trunkwalker a set amount of 25/30/35/40 health based on the difficulty. A bullet from an auto-firing gun deals 4 damage, so each Trunkwalker can be defeated after taking 7/8/9/10 hits. (There, I did the math for you. Happy?) Minor Details and Changes There’s still plenty to go around here. Here’s the rest of the changes: Reorganized folder structure, organized assets and scenes into subfolders Added a sound effect for when the enemy get hit by a bullet (made by tapping my laptop) Added extra frames to the mushroom’s death animation (they disappear in a similar fashion to collected fruits) Upcoming Additions I’ll have to continue all of this work in part 2. In other words, I’ll also have to make the other variants of guns, along with some more mechanics/enemies and levels. I also feel like the levels are too short and easy and don’t provide a proper challenge, mainly for the harder difficulties, so I might consider rebalancing the levels. Things are looking much better than last time. School is starting soon, however, so I may start to slow down on progress. I still think I can get the game’s demo done before Stardance ends, though. Until next time, jumpers! (And yes, I just recently came up with that name. I don’t know what else to call players without calling them “players”.)
Devlog #8: Giving Everyone Guns and Bullets (Part 2) Note: See Part 1 for context if you haven’t already. I think I’ll be done with guns for a while. After completing the first area, you most likely won’t see them again until one of the last levels of the second area (maybe not even until the next boss fight). Also, after rebalancing the harder difficulties to actually serve a good challenge, playtesting my own game took 2x longer than I usually would, as I’d keep dying to certain enemies or traps. But this game isn’t about breezing through easy levels, so… Guns for Plants and Bees These enemies are simple. Plants stay in one position, firing at random intervals. Their firerate is random and slower (average of 3.75/2.75/2/1.25 seconds), but their health is much higher compared to a Trunkwalker ( 65/75/90/100 health). Bees move around in the air, firing stinger bullets downwards. They fire often (average of 2.5/2/1.5/1 second[s]), but their health is decreased to make up for it ( 12/15/16/20 health). Since these bees will be above the player, I made an auto-firing gun that fires upwards. I decided that manual guns will instead show up in the next area after the boss. (That means the manual guns won’t be in the demo. Sorry…) These enemies show up in levels 1-10 and 1-11. Minor Details and Changes I spent a lot of time on major changes this week, but that doesn’t mean I didn’t spend time on minor problems. Here’s the small changes I made: Added Hard, Extra Hard, and Ultra Hard difficulty variants to level 1-9 Trunkwalker firing interval is more random instead of being fixed (to me, it just looks weird when they all attack at the same time) Rebalanced easier levels so they actually can somewhat serve a good challenge Resized hitbox of Mushrooms (so player can now properly die to a Mushroom when not bouncing on top of them) Moved melon in level 1-5 (for Ultra Hard and Extreme variants) to a harder-to-reach location (as it was too easy to reach the melon previously) You might think rebalancing levels would be a major change, but I honestly didn’t change much with each level. I mainly just moved traps/enemies around. Upcoming Additions Most of the time next week will be spent creating the first area’s boss fight. I won’t tell you what I plan to make for the boss fight, though. That would spoil everything. If you do want to view the spoilers, though I’ll provide a link to a Google Doc on the next devlog detailing everything about the upcoming boss fight. I suspect this boss will take more than 6 hours to make, so I’ll split it all into two devlogs (and also two weeks). Not much to say otherwise, though. Enjoy my (pretty horrible) gameplay below!
Devlog #9: The Last Challenge and Stat Board We’re nearing the end of this part of the journey. I can’t believe this is only the demo part of the entire game that I’m making. Demo Boss Fight This is the last challenge of the game. Like I said last devlog, I don’t want to spoil the boss fight, and I don’t see any way to censor text for Stardance. So here’s a Google Doc for those who’d rather just see the spoilers rather than find out by playing the game’s demo. I’m pretty happy with the boss fight as it is. I don’t believe I’ll need to rework it (except for balancing purposes). I did die a lot on the boss fight, though (19 deaths). Stat/Death Board At the end of the demo, I decided to let the player see their stats on the board, including the amount of time it took for them to finish the game, how many times they died to specific causes, etc. I did end up having to globally track every death and the cause of each death using an array (if you don’t know what that is, think of a buffet where you get to decide how much of each of the foods are in each area). Copyright Problems I recently learned more about copyright policy and it turns out I cannot use music my friend Rush made, even though he gave verbal permission. We appear to need some sort of agreement as well. But I don’t want to get too deep into the legal stuff, so I’m going to have to make my own track to replace the current one soon. Honestly, I might just attempt to use a CC0 track since I’m running out of time currently. Because of this issue, I muted the audio of the gameplay footage below too. Minor Details and Changes Not as much going around this week, but nevertheless, here’s most of the small changes: Added apples to all difficulty variants of levels 1-9 and 1-11 Added disappearing animation for the player that plays after the death animation (overall looks better in my opinion) Upcoming Additions Of course, there’s work that still needs to be done. First of all, I haven’t finished the settings menu yet (if you remember from devlog 6). There’s also some tracks in the game I need to make (for the boss fight, the area ambience, etc) And most importantly, we can’t forget about the commentary that occurs when you die to specific traps/enemies (which I’ve already started). I’m hoping I can release this game by late-September at the latest, along with working on some Stardance missions. I’d like to maximize my coding time before Stardance ends, despite the fact I’m busy with all the homework I’m getting. :(
Devlog #10: Music, Rebalancing, and “Voicelines” This will most likely be the final devlog. At least for Stardance. There’s so much more that will happen after Stardance ends (more info later). Playtester Feedback and Rebalancing I’ve gotten feedback from multiple playtesters (all of them are listed in the credits), and they’ve all said that there’s a big difficulty spike between levels 8 and 9 (or 10), so I had to make the levels easier by removing enemies and spikes, along with nerfing enemy hp, bullet fire rates, and bullet speed. I also had to adjust level 5 due to how small the bottom section is, which gives you barely any room to avoid the snails. For any playtesters who are reading this right now, thanks for playtesting and I hope you recover from your plant PTSD (from your 20-50+ deaths). “Voiceline” System and Adaptive Difficulty If only the dialogue was actually voiced. I don’t have anyone to voice act for me right now. But anyways, this voiceline system reacts to every level you enter and every death. It’ll either give tips on how to deal with whatever you’re facing or simply mock you. Here’s a couple of sample lines: “…And you’re having trouble with a stationary triangle in the ground. I repeat… A STATIONARY TRIANGLE IN THE GROUND!” (8th death to spikes) “Looking for an easy way to counter snails? It’s called ‘double-jumping’.” (3rd death to snails) “Outplanted by the plants…” (7th death to plants) “Those bees sure do sting… But they won’t last long when you ‘sting’ them back.” (1st death to bees) It will also change your difficulty for you when you’ve died too few or too many times on one level. I’m planning on giving the commentator a name. Maybe Domainus? We’ll find out later if it becomes canon or not. New Music Licensing Agreement Remember how in a previous devlog, I found out I couldn’t use Rush’s music for my game due to legal issues? That’s been fixed now, as both of us along with our parents signed an agreement. It’s not formal or anything, but from what I’ve researched, it should do the trick for now. After everyone signed the agreement, I added some new tracks to the BGM player: Beehold the Bullets (boss battle theme) UPC Test: PASS (boss victory theme) Void Hub (plays after beating the demo) Note: The gameplay footage below does not have audio, but the actual game will. Minor Details and Changes Last devlog, last changes… Added credits with playtesters, attribution, assets, and composers Updated README (still needs a slight update, will finish before I ship) Fixed audio sliders in settings menu starting at wrong positions Added “Reset All Settings” Added speedrun timer for Speedrun Mode in settings Stopped leftover bullets from killing you Started off player on Ultra Hard instead of Extreme on game startup Future of Universal Existence I plan to post future devlogs in a Discord server for anyone that’s interested. You’ll also be able to sign up to playtest future versions of the game and give feedback, along with participating in server events. You can join here: https://discord.gg/Ztc37dcu9 This link will expire soon, which is why I’ll paste another one later in the comments. Hope to see you around!
Ships:
Universal Existence is a 2d platformer with many mechanics that will be explored more in-depth and combined with other mechanics to make many interesting levels. Platform through 12 levels of the UPC (Universal Platforming Course) in the game’s demo. You can also get tips from Domainus, the creator of the universe and the manager of the UPC (Universal Platforming Course), or get yelled at for dying to a stationary triangle for the 8th time. There’s four unique difficulties, with your difficulty being adjusted to try and match your skill level. I found it challenging to make certain elements of the game like the settings menu (like the speedrun timer) and a couple of enemies (like the mushroom, which was hard to figure out when the player jumped on top of it and when it killed the player [I ended up having to adjust hitboxes several times]). I’m pretty proud of how I managed to make some pretty fun levels, such as level 6 (for providing just enough space for it to be possible, but still somewhat challenging) and level 11 (which involves knowing when to use each blaster and even has a cool level skip if you discover it [hint: one of Domainus’s voicelines reveals part of it]). Where to Play If you have a windows pc, you can download the game from the itch.io link below, if you want an executable. Just make sure to unzip the ZIP folder and open the .exe file (not the .console or .pck). Otherwise, you can play the game on any computer by clicking “Run Game” on itch.io. Keep in mind the game can be hard, especially during levels 9-12. Good luck! Also, if you have a controller, feel free to test it to see if it works with the game. Currently, the XBOX controller is partially supported (controllers cannot navigate the pause menu, but you can open it up by pressing Esc on keyboard or Menu button for Xbox controller). If you don’t want to play the game, here’s a 100% playthrough with all apples and secret melons collected. https://youtu.be/cXItOPMkMOI...
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Chess Bot by @akshayK | Stardance
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akshayK
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192
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T02:24:30Z", "hours": 26.0, "multiplier": 7.28, "payout": 192, "blessing": "neutral", "text": "This is a browser based chess engine, where you can play against a bot that I made. You can play with both the white and the black pieces. One challenge that was hard to fix was making the chessboard appear. I spend well over 2 hours trying to make it appear, and I finally got it to work because my CDN was not properly configured, and the one I downloaded was not the right version. I am proud of actually getting the chess bot to work, let alone making it to the point where it can actually beat me, and other bots on chess.com. You can play against this by going to the releases page and downloading the zip file. The index.html file houses the webpage where you can play against the chess bot. Good luck on beating my chess bot! (and don’t use stockfish :) )", "repo": "https://github.com/AkshayK-960/chessbot/", "demo": "https://chessbot-pi.vercel.app/"}]...
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[{"post_id": 78925, "ts": "202 [{"post_id": 78925, "ts": "2026-10-12T02:05:25Z", "hours": 1.7031, "text": "Devlog #8 I finally implemented playing both white and black for the chess bot! So, I think it is pretty much done. I also updated the README.md on Github so it aligns more with what actual readme files look like, and i polished some code so it is easier to tweak in case anyone wanted to do that. (everything is in script.js) Overall, I think this was a really fun journey and I definitely learned a lot about javascript, and about creating something efficient and fast. So, that’s pretty much it, you can play the bot on github, and I published a release for the chess bot. Have fun!"}, {"post_id": 73826, "ts": "2026-09-26T03:25:31Z", "hours": 1.2069, "text": "Devlog 7 I am finishing up the HTML layout and the content for my project, and I just now realized that the chessbot is broken again ;( So for the weekend, my first task will be to fix that (probably by getting the code from previous versions of the chess bot) and maybe some finshing touches on the CSS. I still haven’t writtin the README file yet. I will get to it soon. By the time I’m posting this, there are about 5 days until the deadline, so that would probably be one of the final things to add. PS: if you are close to done with your project, this is your reminder to lock in and ship the project, good luck :) Also the image is the website not working 😢"}, {"post_id": 66852, "ts": "2026-09-12T19:36:32Z", "hours": 1.5772, "text": "DEVLOG 6 I changed the CSS around a little bit, because it looked basic. Now, the website has a paper theme, so it looks easier on the eyes. I really like this theme because it looks polished (the chess board isn’t working in the picture, i’m working on fixing it.) The analysis link now works, and by clicking it, it redirects you to a lichess analysis board of the current game. The page looks plain, so if there is something I should add, you can tell me below. the only things I really need to add now is an option to play with the black pieces AND maybe add more in the “how it works’ section."}, {"post_id": 63645, "ts": "2026-09-07T15:51:35Z", "hours": 5.2158, "text": "Devlog 5 I finished implementing a new bitboard engine, since the old chess.js library was really slow, and it froze the screen. ALSO, the github link was not displaying the chessboard, and i spent well over 2 hours trying to debug this. But in the end, the chess bot would not work correctly if the board appears in the github website. So, for now, if you want to test the chess bot, you can click releases in the github and download & run the HTML file. I plan to let the player play the black side too, instead of only white. (I will update the github repo soon so there is an option to download) P.S. You can change the background image in the code, and I might make an option to change the image in the website soon)"}, {"post_id": 46658, "ts": "2026-08-14T02:43:57Z", "hours": 6.5964, "text": "Devlog #4 It’s been a while, but I’ve finally (mostly) finished with coding the chess bot. I might go back to it soon, but I want to focus more on the visuals, so I made a simple UI based on the chess.com/lichess layout. I also made it so you can customize the background by entering the image URL. I also implemented an evaluation engine (with a low depth) for a numerical value of the position on board. I wanted a higher evaluation depth, but it lags whenever it calculates the score. So, it should be either depth 2 or 3, even if the actual bot is thinking deeper. If you have any suggestions, you can comment them, and I will try to add them."}, {"post_id": 42290, "ts": "2026-08-06T22:35:01Z", "hours": 3.2325, "text": "Devlog 3: By now, I’ve realized that the github pages doesn’t work. :( But, I’m trying to fix it as of now. (You can download the github project and it works that way though) As for the actual game, I have improved it so that instead of a set depth, it searches for the best move for a set amount of time, and if there is still time left over from the search, it increases its depth by 1, and searches one more move deep. It normally searches 3-5 moves deep on my PC and ~3 moves on my chromebook. I tested it against the chess.com bots, and it beats the beginner and intermediate bots pretty consistently. I also played it against Wendy bot (1500 elo) and it won! (I did not expect it to win) Here’s the game, if anyone wants to analyze it themselves: [Event “Play vs Bot”] [Site “Chess.com”] [Date “2026.08.06”] [Round “-”] [White “Wendy-BOT”] [Black “Chess-Bot(Stardance)”] [Result “0-1”] [CurrentPosition “5k2/pp4R1/6P1/3pB3/4b2P/7K/1P4q1/8 w - - 11 52”] [Timezone “UTC”] [ECO “C61”] [ECOUrl “https://www.chess.com/openings/Ruy-Lopez-Opening-Birds-Defense-4.Nxd4-exd4-5.O-O”] [UTCDate “2026.08.06”] [UTCTime “21:56:10”] [WhiteElo “1500”] [BlackElo “172”] [TimeControl “?”] [Termination “Akshay Kommoju won by checkmate”] [StartTime “21:56:10”] [EndDate “2026.08.06”] [EndTime “22:16:01”] [Link “https://www.chess.com/analysis/game/computer/1894651872/review?move=27”] [WhiteUrl “https://images.chesscomfiles.com/uploads/v1/user/66746050.adfcf725.50x50o.d52666e0e879.png”] [WhiteCountry “3”] [WhiteTitle “”] [BlackUrl “https://www.chess.com/bundles/web/images/noavatar_l.84a92436.gif”] [BlackCountry “69”] [BlackTitle “”] e4 e5 2. Nf3 Nc6 3. Bb5 Nd4 4. Nxd4 exd4 5. O-O Qg5 6. Bd3 Nf6 7. f4 Qh4 8. e5 Nd5 9. Qf3 Nb6 10. c3 dxc3 11. Nxc3 Bc5+ 12. Kh1 O-O 13. Ne4 Bd4 14. g3 Qe7 15. Ng5 h6 16. Qe4 f5 17. Qxd4 hxg5 18. fxg5 c5 19. Qf4 Nd5 20. Bc4 Qe6 21. Bxd5 Qxd5+ 22. Rf3 Re8 23. d4 cxd4 24. Qxf5 d6 25. e6 Bxe6 26. Qd3 Bg4 27. Kg2 Bxf3+ 28. Kf2 Bh1 29. Qb3 Qxb3 30. axb3 d5 31. Bf4 Be4 32. Rd1 d3 33. h4 Re6 34. Rc1 Rb6 35. Ke3 Rxb3 36. Be5 Rf8 37. Rc7 Rf3+ 38. Kd2 Rf2+ 39. Ke1 d2+ 40. Kxf2 d1=Q 41. Rxg7+ Kf8 42. g6 Rf3+ 43. Kg2 Rf4+ 44. Kh3 Qf1+ 45. Kh2 Rxh4+ 46. gxh4 Qh1+ 47. Kg3 Qf3+ 48. Kh2 Qh1+ 49. Kg3 Qf3+ 50. Kh2 Qf2+ 51. Kh3 Qg2# 0-1"}, {"post_id": 36613, "ts": "2026-07-28T20:41:36Z", "hours": 4.7978, "text": "I finally coding a basic bot that plays against you. This plays legal moves, and has a move depth of 3. I implemented minimax and piece square tables, so it would play better moves quickly. There is also an option to export the game as a pgn or fen, so you can evaluate the chess bot as well as your accuracy. currently, even with move depth 3, it is slow, especially when there are a lot of moves it has to sort through, and I want to make it so the algorithm works faster, even on lower end devices. Also, the algorithm is pretty bad, (it got about 75% accuracy on chess.com analysis) so I also plan on improving it in the future."}, {"post_id": 28656, "ts": "2026-07-15T01:20:40Z", "hours": 2.0831, "text": "Devlog #1 My first goal in building a chess bot is to code the board and defining the rules. I used chessboard.js to make the board, and I will later implement rules, so both sides can only play legal moves, and also castling, en passant, etc."}]...
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Title: Chess Bot by @akshayK | Stardance
Devlogs: Title: Chess Bot by @akshayK | Stardance
Devlogs:
Devlog #1 My first goal in building a chess bot is to code the board and defining the rules. I used chessboard.js to make the board, and I will later implement rules, so both sides can only play legal moves, and also castling, en passant, etc.
I finally coding a basic bot that plays against you. This plays legal moves, and has a move depth of 3. I implemented minimax and piece square tables, so it would play better moves quickly. There is also an option to export the game as a pgn or fen, so you can evaluate the chess bot as well as your accuracy. currently, even with move depth 3, it is slow, especially when there are a lot of moves it has to sort through, and I want to make it so the algorithm works faster, even on lower end devices. Also, the algorithm is pretty bad, (it got about 75% accuracy on chess.com analysis) so I also plan on improving it in the future.
Devlog 3: By now, I’ve realized that the github pages doesn’t work. :( But, I’m trying to fix it as of now. (You can download the github project and it works that way though) As for the actual game, I have improved it so that instead of a set depth, it searches for the best move for a set amount of time, and if there is still time left over from the search, it increases its depth by 1, and searches one more move deep. It normally searches 3-5 moves deep on my PC and ~3 moves on my chromebook. I tested it against the chess.com bots, and it beats the beginner and intermediate bots pretty consistently. I also played it against Wendy bot (1500 elo) and it won! (I did not expect it to win) Here’s the game, if anyone wants to analyze it themselves: [Event “Play vs Bot”] [Site “Chess.com”] [Date “2026.08.06”] [Round “-”] [White “Wendy-BOT”] [Black “Chess-Bot(Stardance)”] [Result “0-1”] [CurrentPosition “5k2/pp4R1/6P1/3pB3/4b2P/7K/1P4q1/8 w - - 11 52”] [Timezone “UTC”] [ECO “C61”] [ECOUrl “https://www.chess.com/openings/Ruy-Lopez-Opening-Birds-Defense-4.Nxd4-exd4-5.O-O”] [UTCDate “2026.08.06”] [UTCTime “21:56:10”] [WhiteElo “1500”] [BlackElo “172”] [TimeControl “?”] [Termination “Akshay Kommoju won by checkmate”] [StartTime “21:56:10”] [EndDate “2026.08.06”] [EndTime “22:16:01”] [Link “https://www.chess.com/analysis/game/computer/1894651872/review?move=27”] [WhiteUrl “https://images.chesscomfiles.com/uploads/v1/user/66746050.adfcf725.50x50o.d52666e0e879.png”] [WhiteCountry “3”] [WhiteTitle “”] [BlackUrl “https://www.chess.com/bundles/web/images/noavatar_l.84a92436.gif”] [BlackCountry “69”] [BlackTitle “”] e4 e5 2. Nf3 Nc6 3. Bb5 Nd4 4. Nxd4 exd4 5. O-O Qg5 6. Bd3 Nf6 7. f4 Qh4 8. e5 Nd5 9. Qf3 Nb6 10. c3 dxc3 11. Nxc3 Bc5+ 12. Kh1 O-O 13. Ne4 Bd4 14. g3 Qe7 15. Ng5 h6 16. Qe4 f5 17. Qxd4 hxg5 18. fxg5 c5 19. Qf4 Nd5 20. Bc4 Qe6 21. Bxd5 Qxd5+ 22. Rf3 Re8 23. d4 cxd4 24. Qxf5 d6 25. e6 Bxe6 26. Qd3 Bg4 27. Kg2 Bxf3+ 28. Kf2 Bh1 29. Qb3 Qxb3 30. axb3 d5 31. Bf4 Be4 32. Rd1 d3 33. h4 Re6 34. Rc1 Rb6 35. Ke3 Rxb3 36. Be5 Rf8 37. Rc7 Rf3+ 38. Kd2 Rf2+ 39. Ke1 d2+ 40. Kxf2 d1=Q 41. Rxg7+ Kf8 42. g6 Rf3+ 43. Kg2 Rf4+ 44. Kh3 Qf1+ 45. Kh2 Rxh4+ 46. gxh4 Qh1+ 47. Kg3 Qf3+ 48. Kh2 Qh1+ 49. Kg3 Qf3+ 50. Kh2 Qf2+ 51. Kh3 Qg2# 0-1
Devlog #4 It’s been a while, but I’ve finally (mostly) finished with coding the chess bot. I might go back to it soon, but I want to focus more on the visuals, so I made a simple UI based on the chess.com/lichess layout. I also made it so you can customize the background by entering the image URL. I also implemented an evaluation engine (with a low depth) for a numerical value of the position on board. I wanted a higher evaluation depth, but it lags whenever it calculates the score. So, it should be either depth 2 or 3, even if the actual bot is thinking deeper. If you have any suggestions, you can comment them, and I will try to add them.
Devlog 5 I finished implementing a new bitboard engine, since the old chess.js library was really slow, and it froze the screen. ALSO, the github link was not displaying the chessboard, and i spent well over 2 hours trying to debug this. But in the end, the chess bot would not work correctly if the board appears in the github website. So, for now, if you want to test the chess bot, you can click releases in the github and download & run the HTML file. I plan to let the player play the black side too, instead of only white. (I will update the github repo soon so there is an option to download) P.S. You can change the background image in the code, and I might make an option to change the image in the website soon)
DEVLOG 6 I changed the CSS around a little bit, because it looked basic. Now, the website has a paper theme, so it looks easier on the eyes. I really like this theme because it looks polished (the chess board isn’t working in the picture, i’m working on fixing it.) The analysis link now works, and by clicking it, it redirects you to a lichess analysis board of the current game. The page looks plain, so if there is something I should add, you can tell me below. the only things I really need to add now is an option to play with the black pieces AND maybe add more in the “how it works’ section.
Devlog 7 I am finishing up the HTML layout and the content for my project, and I just now realized that the chessbot is broken again ;( So for the weekend, my first task will be to fix that (probably by getting the code from previous versions of the chess bot) and maybe some finshing touches on the CSS. I still haven’t writtin the README file yet. I will get to it soon. By the time I’m posting this, there are about 5 days until the deadline, so that would probably be one of the final things to add. PS: if you are close to done with your project, this is your reminder to lock in and ship the project, good luck :) Also the image is the website not working 😢
Devlog #8 I finally implemented playing both white and black for the chess bot! So, I think it is pretty much done. I also updated the README.md on Github so it aligns more with what actual readme files look like, and i polished some code so it is easier to tweak in case anyone wanted to do that. (everything is in script.js) Overall, I think this was a really fun journey and I definitely learned a lot about javascript, and about creating something efficient and fast. So, that’s pretty much it, you can play the bot on github, and I published a release for the chess bot. Have fun!
Ships:
This is a browser based chess engine, where you can play against a bot that I made. You can play with both the white and the black pieces. One challenge that was hard to fix was making the chessboard appear. I spend well over 2 hours trying to make it appear, and I finally got it to work because my CDN was not properly configured, and the one I downloaded was not the right version. I am proud of actually getting the chess bot to work, let alone making it to the point where it can actually beat me, and other bots on chess.com. You can play against this by going to the releases page and downloading the zip file. The index.html file houses the webpage where you can play against the chess bot. Good luck on beating my chess bot! (and don’t use stockfish :) )...
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P1ˣᵖ by @starvulkan | Stardance
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starvulkan
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1
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42.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T02:08:50Z", "hours": 42.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "P1xp!", "repo": "https://github.com/starvulkan/P1xp", "demo": "https://github.com/starvulkan/P1xp/releases/latest"}]...
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[{"post_id": 78921, "ts": "202 [{"post_id": 78921, "ts": "2026-10-12T01:53:55Z", "hours": 3.1594, "text": "vroom vroom, Devlog 15: STARVULKAN WINS THE MENTAL SANITY GRAND PRIX ! guysss FINALLYY, after weeks and weeks of slowly decaying into insanity, i’ve FINALLYY finished this very cool and amazing project!! im so happy with how things came along at the end, and I hope y’all can enjoy this silly little F1 project! testing during the race went as smooth the smooth operator 55 himself before 2026, with basically one lone issue, that being the app struggling to refresh the race weekend post race (throughout the whole developing process my biggest enemy was that ending transition huh). that’s now fixed, it now uses storage to know if to refresh. wrote the whole readme today as well, by far the most effort i’ve ever made for a readme, but i had to cuz this project means quite a lot to me. and as a final feature, cuz if i didnt i would get exterminated from this planet by the copyright agents, i added the possibility for you to choose your track images for the hero! since i had to delete the hero images that came bundled before cuz copyright and redistribution and stuff, the app, by default, now comes with no hero image, just a silly gradient. you, the user, now have the power of choosing the circuit hero image, bring your own from whatever source! details on how to do this in the readme! and yea! like that, i’m finally shipping this project of mine! thanks to y’all that have followed the whole development process and my (alleged) suffering and gave your amazing support! it truly means a lot to me 💖."}, {"post_id": 78530, "ts": "2026-10-11T03:31:16Z", "hours": 2.2725, "text": "vroom vroom, Devlog 14: WE’RE NEARLY THEREEE!! im sooo closee to finishing this projectt! im actually soo happy with how things are coming along! although working on this messed up my sleep schedule very badly its really all been worth it. singapore quali testing went better than i expected, with the issues really just being the join live button hiding behind the hero cuz i forgot how to do basic css and the session end and live mode exit feeling very jarring as it ended immediately when the session ended, which combined with the F1 TV broadcast being off by aprox. 30 seconds, made the transition feel off. both of these have been fixed (more info below)! once again, im too tired to write another explanation for all the changes and updates i did, so its time to let github release notes me speak lol updates and changes in this build (tag 1.0.0-beta) 1. After a session ends, the app no longer leaves live mode immediately, rather it freezes final data (after 5 mins of wait to ensure all data is final) and waits until the user manually clicks exit live. this is to avoid the transition from live mode back to countdown from being very jarring, especially considering that F1 TV stream is delayed by a varying number of seconds. 2. added car status badges in the tower (these indicate if a car/driver is out, retired, in pit, or eliminated, and greys them out accordingly)! 3. animations in the tower! these indicate when a driver changes positions (either by overtaking/getting overtaken in race/sprint, or setting faster laps in practice/qualis). by obvious reasons, these project better in live mode than in demo mode (the whole thing is sped up x3, its an animation party lol). also didnt mention this in github but i added an about button in the app so its easier to find the build version yes you heard that right, this aint a DEV build, im confident enough in this build to finally upgrade the app to beta! if everything goes well tomorrow during the race, im finally releasing v1 and shipping this project! and if you ask why i just tested with quali and not with the sprint as i promised, eeeeh i may or may not have completely missed my alarm and slept through the sprint… DONT BLAME ME IM TIRED AF"}, {"post_id": 78212, "ts": "2026-10-09T23:53:23Z", "hours": 3.3825, "text": "vroom vroom, Devlog 13: post-singapore sprint quali testing! basically every feature worked during this test, but at the end of SQ2 the app decided to kill my hopes and dreams by exiting live mode mid-session, but i think ive found the fix (hopefully). once again, since ive not slept for over 30 hours atp, i am too tired to rewrite a new explanation for all the changes i did during this time period, so imma think smarter, not harder by recycling my very good and thorough explanation i used for the github release notes lol these are the changes and updates in this new build (DEV_0.3.0): 1. Instead of using an automatic switcher (which proved to give lots of errors) to switch between live mode and countdown, now you can enter/exit live mode through a button (when there’s an ongoing live session). 2. lap counter for races & sprints (only available in live mode). 3. Track map and live mode changes & updates (using MultiView’s API): better circuit outlines and color change for better visibility, track map broadcast orientation, numbered corners, sector flag zones, and pit loss with safety car and VSC figures. and yea, that’s that! now imma go get some real good sleep before waking up at 3 am AGAIN to test with the sprint race why do i do this to myself"}, {"post_id": 78051, "ts": "2026-10-09T11:51:21Z", "hours": 1.5442, "text": "vroom vroom, Devlog 12: post-singapore fp1 testing! WOW THE THING THAT DOES THE LIVE THING WORKS (kinda ig but YAYY nonetheless i wont have to experience more unnecessary mental decay !! ) had to fix a few things, some are bigger issues than others but i think i have permanent solutions for those (hopefully)! as described in the new github repo pre-release (tag DEV_0.2.0), main changes include: updates to the track map (had rendering issues and is incapable of projecting driver position dots without a F1 TV subscription token, so it’s stuck as a simple track map for now, I might add the option to connect to your F1 TV subscription in a future update). driver acronym fix (due to update overwrite blanking the driver acronyms were turning into their number fallbacks mid-session). proper session ending (now you should NOT have to wait an eternity for the app to leave live mode after a session ends, i hope!). i really didnt feel like writing another explanation for that lol ive barely slept tonight and sprint quali is in about 40 mins, so yea no more sleeping for me yayyy endme . so yea, its time for testing round 2! lets see how that goes."}, {"post_id": 78005, "ts": "2026-10-09T04:49:58Z", "hours": 1.4967, "text": "vroom vroom, Devlog 11.5: get lance strolled so major oversight, two issues that i completely forgot to fix before packaging came to my mind again. specifically: 1. the app was incapable of entering live mode on a fresh install during race weekend, cuz the cache was never created. 2. in case of a delay, cuz the live mode timer follows the predicted end time, the app would exit live mode before the session itself actually finished. these two are now fixed. now, the schedule comes bundled with the build, and proper processing in case of delay was added, only downside is that the app will take long to exit live mode, as it will stay waiting for signals after a session finishes, as this is the sacrifice to avoid, yk, leaving the whole session while its going on! installers for this build (DEV_0.1.1) are also now available in the repo. we will be back in 3 hours…"}, {"post_id": 77601, "ts": "2026-10-07T16:22:54Z", "hours": 0.8322, "text": "vroom vroom, Devlog 11: short n’ sweet short work session today i added an offline fallback to the drivers list in setup, as that was the only openf1-dependent item that still didnt have a fallback. it is also capable of self-updating. most importantly tho, i packaged the app itself! runners and installers are now available in the github repo (pre-release tag DEV_0.1.0), so feel free to try them out and to help out identifying bugs during the live testing this week in singapore! available for windows, macOS, and linux!"}, {"post_id": 77377, "ts": "2026-10-06T18:19:27Z", "hours": 1.1767, "text": "vroom vroom, Devlog 10.5: debugging dewormers this is a short one, just added a few visual debuggers in live stream mode in case of unexpected inchidents during live testing. i really dont have a good image for this devlog, so take the countdown to the day in which the f1 gods will decide to either keep me alive or to kill me."}, {"post_id": 77214, "ts": "2026-10-06T03:39:52Z", "hours": 5.4253, "text": "vroom vroom, Devlog 10: ITS LIGHTS OUT AND AWAY WE GO (untested) pt.2 yes im very creative with my devlog names and like in pt.1, ive just finished my longest work session EVER. but the process sure makes it worth it. first and foremost, the electron stuff is ready, so P1xp is now capable of invading your desktop! isnt that so cool? the new live session data fetcher is now ready to be tested! its, in short, a signalR core client in the electron main process that connects straight to f1’s own live timing feed, which is hosted in their servers. unlike openf1, this one is free and requires no account to access live data. due to f1’s feed being completely different from openf1’s as it sends partial deltas (so one driver and one field at a time), a naive merge wipes data it didnt mention. so, ive created a new converter that keeps a cache per driver and always emits complete rows, so the timing tower, track map, radio, and race control panes all project live data without a single change to any of them directly. in demo mode, the circuit outline for the track map comes from replaying a lap of position data. when live, theres no history. instead, the app accumulates each car’s trail as it goes and draws the whole circuit in roughly the first minute of running. IN THEORY (again), this should be a definite, fully functional build of P1xp. like before, i still need to test it live, so this week’s singapore gp will be my new test dummy. i created a recorder in the client thats capable of dumping every raw frame f1 sends to a file, plus a tool that reads a recording back and summarises what arrived. this allows me to have a recorded copy of singapore fp1 i can use as a permanent test fixture in case something doesnt work as intended during live testing. i really hope this works, im slowly going insane…"}, {"post_id": 76878, "ts": "2026-10-04T22:16:21Z", "hours": 4.5525, "text": "vroom vroom, Devlog 9: WE’RE BACK TO RACING!! so since i’ve only been able to work in short bursts of time over the past few days, progress had been very slow and not very devlog worthy, until today! i’ve been working on getting the most important OpenF1-dependent items to work offline, so in case of request blocks, they can still work just fine. this includes mainly the season calendar and the demo. the calendar now gets cached in storage for offline access. it is also able to update its contents by fetching from OpenF1 when possible, which helps make it proof to unexpected race calendar changes. for the demo, i created a .MJS file to create a .JSON file that saves the data from silverstone 2025 used in the demo. this allows the demo to always run offline and separate from openf1, instead of fetching data every time its used. this also allows the demo to run waaay faster than before, and makes it always available, even when openf1 blocks access to historical data when a live session is active. as a bonus, i also fixed the timing tower to actually differentiate between a race and practices/qualis, so for the latter it orders positions by best lap and show gaps to pole instead of race intervals, which are used for just the race itself. next up, i need to prepare the electron scaffolding for the app, as in order to fetch live data from F1 directly i need it to run as a desktop app. F1’s server doesnt send CORS headers, so browsers refuse to read it, but CORS is a browser rule, and electron’s main process is just node, so this allows a desktop app to connect where a webpage cant. and i need this to actually get the live session feed working, cuz as i said before… you mean i cant see LIVE data in the f1 LIVE experience app?! what kind of scam is this?!?!"}, {"post_id": 74717, "ts": "2026-09-28T02:04:18Z", "hours": 2.0064, "text": "vroom vroom, Devlog 8: HOW CAN YOU BE SO USELESS MAN?!?! pt.2 im backk! well technically ive been working a bit this whole time ive just not devlogged yet, so its time to report what has happened in the past few days! so as i mentioned last time, i tried to test with baku fp3, quali, and race, but my plan got cut short right in fp3. sooo due to my bad habit of not investigating deeply and not reading details, i didnt realize that OpenF1 doesnt give out LIVE session data to non-authorized users just historical data, which means there’s a paywall, stardance’s biggest enemy … soo effectively the project became useless in its current state. to add insult to injury, OpenF1 blocks all non-authorized requests to their servers when there’s a live session going on, so the whole app stops working when a live session begins lol you mean i cant see LIVE data in the f1 LIVE experience app?! what kind of scam is this?!?! if i had just investigated a bit further i would have found out that F1 themselves give out live session data for free. thing is, i can’t fetch this through web, so i will have to lock the app to desktop upon release. as for what ive actually done until now, i created a .json that saves the 2026 & 2027 calendars locally so it can fallback to that version when OpenF1 locks their servers and the home menu stops fetching data from them directly. this .json will also be capable of updating its contents when its fetching live from OpenF1, so in case of small inchidents (ahem war) that cause a race to be cancelled or changed of location (i sure love the bahrain gp in malaysia), the local calendar.json can update."}, {"post_id": 73429, "ts": "2026-09-25T02:20:58Z", "hours": 4.8192, "text": "vroom vroom, Devlog 7: ITS LIGHTS OUT AND AWAY WE GO (untested) FINALLYYY, after my longest work session ever, I got the live f1 session stream working*, with all the features i previously mentioned (time and position tower with wheel stats, race control, track map, team radios, and allocated space for F1 TV live stream if you are a subscriber)! *: the live stream was tested using past race data from silverstone 2025 (you can demo test the stream with the same data using the Demo option). It fetches the most eventful 10 minutes from this race, and plays them at 3x speed, so you can test most of the live stream features in less than 6 minutes! I still have to test the live stream with actual live session data from OpenF1, so i’ll use baku FP3, quali, and race to do this. You can join the testing and try P1xp out for the first time too, as all these changes are now public in the github pages deployment! If everything goes well during live testing, this version will be shipped! We’re so closeee!"}, {"post_id": 72533, "ts": "2026-09-23T04:47:23Z", "hours": 3.7092, "text": "vroom vroom, Devlog 6: less is more not a lot of visible progress today, but certainly a bunch of invisible developments! so most of the backend javascript scripts for the livestream session components (time and position tower, session data logger, track map) were programmed today. The possibility for a livestream demo was also added, to make it possible to test the livestream display screen even when a live f1 session isn’t going on at that time. This demo uses Silverstone 2025 for its race data, as it was quite a interesting and complete race with most of the data points that can be demoed and displayed by P1xp. tomorrow, i’ll edit and prepare the main 3 files (index.html, style.css, main.js) to use these scripts so these features can be deployed. i mean, its like the main selling point it would be outrageous if they weren’t available by the time baku fp1 starts, right? …right?"}, {"post_id": 72093, "ts": "2026-09-22T04:47:14Z", "hours": 1.0178, "text": "vroom vroom, Devlog 5: IMAGESSS!! so although once again my schedule really limited what i was able to do today, i was able to keep my promise and now there’s track display images in the countdown! woww so cool! added images for the tracks in the 2026 & 2027 calendars."}, {"post_id": 71589, "ts": "2026-09-21T03:28:01Z", "hours": 1.7422, "text": "vroom vroom: Devlog 4: hi starvulkan, my name is progress! i finally locked in and finished the stylesheet from its incomplete state, which means we have the first functioning deploy up now! tomorrow’s mission is to get good-looking track images for the big blank space on top of the countdown. i mean, its screaming to put an image on it!"}, {"post_id": 70956, "ts": "2026-09-20T03:08:22Z", "hours": 1.9233, "text": "vroom vroom, Devlog 3: wow… its… incomplete?!? yeaaa so due to my very fun schedule i didnt finish what i had intended to do today… i did finish index.html and the main JS script, so 2/3 ig! i really could only start the css stylesheet due to time, so im hopefully finishing that tomorrow, as well as actually testing if what i already did um… works. if everything goes well, the first actual deployed build should be up by tomorrow, so lets hope for the best! no updates to the github repo today, i want to finish these 3 fully first before committing and pushing."}, {"post_id": 70417, "ts": "2026-09-19T04:39:41Z", "hours": 1.2761, "text": "vroom vroom, Devlog 2: how can you be so useless man?! yeaa so my school made my free time vanish by adding so much stuff to do out of the blue, so yeaa kinda didnt do much today lol most importantly, the JavaScript base for the first time setup got done today, so thats something i guess… if my schedule allows it tomorrow i should start working on, yk, the actual main stuff (index.html, main.js, and style.css stuff). also i need to fix the currently broken deploy, as i have not updated the main files from their original vite templates state."}, {"post_id": 69961, "ts": "2026-09-18T04:04:00Z", "hours": 1.3525, "text": "vroom vroom, Devlog 1: the fun stuff so the idea for P1xp is to provide an unique way to experience F1, right from your pc. using data from openF1, it can show data like track info, current session positions, conditions, etc. If you are an F1 TV user (you’ll be able to determine all this through first time settings), you’ll get an allocated space in the app to place your F1 TV window to watch both the live stream and the session data simultaneously. if you are a F1 TV Premium user, you’ll also get a double allocated space to place the onboard cam for your favorite driver (also chosen through first time settings, this will matter for theming!). and speaking of theming, the app will offer multiple app themes and skins based on your favorite team chosen! today i did the vite scaffolding and the other fun environment setups and configs, and i programmed the JS controllers and bones for the team themes and the session schedules. it got too late to keep working on the rest, and i have homeworks to do soooo… i’ll work on the main functionality stuff tomorrow once im recharged lol. i need to get this app working before next thursday cuz the last F1 race weekend before Stardance ends is next week (welcome to skibidi toilet baku my dudesss 🔥🔥🔥) and after that its gonna be basically impossible to test the app. so yea i have a week to finish this! time to speedrunnnn"}]...
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Title: P1ˣᵖ by @starvulkan | Stardance
Devlogs:
v Title: P1ˣᵖ by @starvulkan | Stardance
Devlogs:
vroom vroom, Devlog 1: the fun stuff so the idea for P1xp is to provide an unique way to experience F1, right from your pc. using data from openF1, it can show data like track info, current session positions, conditions, etc. If you are an F1 TV user (you’ll be able to determine all this through first time settings), you’ll get an allocated space in the app to place your F1 TV window to watch both the live stream and the session data simultaneously. if you are a F1 TV Premium user, you’ll also get a double allocated space to place the onboard cam for your favorite driver (also chosen through first time settings, this will matter for theming!). and speaking of theming, the app will offer multiple app themes and skins based on your favorite team chosen! today i did the vite scaffolding and the other fun environment setups and configs, and i programmed the JS controllers and bones for the team themes and the session schedules. it got too late to keep working on the rest, and i have homeworks to do soooo… i’ll work on the main functionality stuff tomorrow once im recharged lol. i need to get this app working before next thursday cuz the last F1 race weekend before Stardance ends is next week (welcome to skibidi toilet baku my dudesss 🔥🔥🔥) and after that its gonna be basically impossible to test the app. so yea i have a week to finish this! time to speedrunnnn
vroom vroom, Devlog 2: how can you be so useless man?! yeaa so my school made my free time vanish by adding so much stuff to do out of the blue, so yeaa kinda didnt do much today lol most importantly, the JavaScript base for the first time setup got done today, so thats something i guess… if my schedule allows it tomorrow i should start working on, yk, the actual main stuff (index.html, main.js, and style.css stuff). also i need to fix the currently broken deploy, as i have not updated the main files from their original vite templates state.
vroom vroom, Devlog 3: wow… its… incomplete?!? yeaaa so due to my very fun schedule i didnt finish what i had intended to do today… i did finish index.html and the main JS script, so 2/3 ig! i really could only start the css stylesheet due to time, so im hopefully finishing that tomorrow, as well as actually testing if what i already did um… works. if everything goes well, the first actual deployed build should be up by tomorrow, so lets hope for the best! no updates to the github repo today, i want to finish these 3 fully first before committing and pushing.
vroom vroom: Devlog 4: hi starvulkan, my name is progress! i finally locked in and finished the stylesheet from its incomplete state, which means we have the first functioning deploy up now! tomorrow’s mission is to get good-looking track images for the big blank space on top of the countdown. i mean, its screaming to put an image on it!
vroom vroom, Devlog 5: IMAGESSS!! so although once again my schedule really limited what i was able to do today, i was able to keep my promise and now there’s track display images in the countdown! woww so cool! added images for the tracks in the 2026 & 2027 calendars.
vroom vroom, Devlog 6: less is more not a lot of visible progress today, but certainly a bunch of invisible developments! so most of the backend javascript scripts for the livestream session components (time and position tower, session data logger, track map) were programmed today. The possibility for a livestream demo was also added, to make it possible to test the livestream display screen even when a live f1 session isn’t going on at that time. This demo uses Silverstone 2025 for its race data, as it was quite a interesting and complete race with most of the data points that can be demoed and displayed by P1xp. tomorrow, i’ll edit and prepare the main 3 files (index.html, style.css, main.js) to use these scripts so these features can be deployed. i mean, its like the main selling point it would be outrageous if they weren’t available by the time baku fp1 starts, right? …right?
vroom vroom, Devlog 7: ITS LIGHTS OUT AND AWAY WE GO (untested) FINALLYYY, after my longest work session ever, I got the live f1 session stream working*, with all the features i previously mentioned (time and position tower with wheel stats, race control, track map, team radios, and allocated space for F1 TV live stream if you are a subscriber)! *: the live stream was tested using past race data from silverstone 2025 (you can demo test the stream with the same data using the Demo option). It fetches the most eventful 10 minutes from this race, and plays them at 3x speed, so you can test most of the live stream features in less than 6 minutes! I still have to test the live stream with actual live session data from OpenF1, so i’ll use baku FP3, quali, and race to do this. You can join the testing and try P1xp out for the first time too, as all these changes are now public in the github pages deployment! If everything goes well during live testing, this version will be shipped! We’re so closeee!
vroom vroom, Devlog 8: HOW CAN YOU BE SO USELESS MAN?!?! pt.2 im backk! well technically ive been working a bit this whole time ive just not devlogged yet, so its time to report what has happened in the past few days! so as i mentioned last time, i tried to test with baku fp3, quali, and race, but my plan got cut short right in fp3. sooo due to my bad habit of not investigating deeply and not reading details, i didnt realize that OpenF1 doesnt give out LIVE session data to non-authorized users just historical data, which means there’s a paywall, stardance’s biggest enemy … soo effectively the project became useless in its current state. to add insult to injury, OpenF1 blocks all non-authorized requests to their servers when there’s a live session going on, so the whole app stops working when a live session begins lol you mean i cant see LIVE data in the f1 LIVE experience app?! what kind of scam is this?!?! if i had just investigated a bit further i would have found out that F1 themselves give out live session data for free. thing is, i can’t fetch this through web, so i will have to lock the app to desktop upon release. as for what ive actually done until now, i created a .json that saves the 2026 & 2027 calendars locally so it can fallback to that version when OpenF1 locks their servers and the home menu stops fetching data from them directly. this .json will also be capable of updating its contents when its fetching live from OpenF1, so in case of small inchidents (ahem war) that cause a race to be cancelled or changed of location (i sure love the bahrain gp in malaysia), the local calendar.json can update.
vroom vroom, Devlog 9: WE’RE BACK TO RACING!! so since i’ve only been able to work in short bursts of time over the past few days, progress had been very slow and not very devlog worthy, until today! i’ve been working on getting the most important OpenF1-dependent items to work offline, so in case of request blocks, they can still work just fine. this includes mainly the season calendar and the demo. the calendar now gets cached in storage for offline access. it is also able to update its contents by fetching from OpenF1 when possible, which helps make it proof to unexpected race calendar changes. for the demo, i created a .MJS file to create a .JSON file that saves the data from silverstone 2025 used in the demo. this allows the demo to always run offline and separate from openf1, instead of fetching data every time its used. this also allows the demo to run waaay faster than before, and makes it always available, even when openf1 blocks access to historical data when a live session is active. as a bonus, i also fixed the timing tower to actually differentiate between a race and practices/qualis, so for the latter it orders positions by best lap and show gaps to pole instead of race intervals, which are used for just the race itself. next up, i need to prepare the electron scaffolding for the app, as in order to fetch live data from F1 directly i need it to run as a desktop app. F1’s server doesnt send CORS headers, so browsers refuse to read it, but CORS is a browser rule, and electron’s main process is just node, so this allows a desktop app to connect where a webpage cant. and i need this to actually get the live session feed working, cuz as i said before… you mean i cant see LIVE data in the f1 LIVE experience app?! what kind of scam is this?!?!
vroom vroom, Devlog 10: ITS LIGHTS OUT AND AWAY WE GO (untested) pt.2 yes im very creative with my devlog names and like in pt.1, ive just finished my longest work session EVER. but the process sure makes it worth it. first and foremost, the electron stuff is ready, so P1xp is now capable of invading your desktop! isnt that so cool? the new live session data fetcher is now ready to be tested! its, in short, a signalR core client in the electron main process that connects straight to f1’s own live timing feed, which is hosted in their servers. unlike openf1, this one is free and requires no account to access live data. due to f1’s feed being completely different from openf1’s as it sends partial deltas (so one driver and one field at a time), a naive merge wipes data it didnt mention. so, ive created a new converter that keeps a cache per driver and always emits complete rows, so the timing tower, track map, radio, and race control panes all project live data without a single change to any of them directly. in demo mode, the circuit outline for the track map comes from replaying a lap of position data. when live, theres no history. instead, the app accumulates each car’s trail as it goes and draws the whole circuit in roughly the first minute of running. IN THEORY (again), this should be a definite, fully functional build of P1xp. like before, i still need to test it live, so this week’s singapore gp will be my new test dummy. i created a recorder in the client thats capable of dumping every raw frame f1 sends to a file, plus a tool that reads a recording back and summarises what arrived. this allows me to have a recorded copy of singapore fp1 i can use as a permanent test fixture in case something doesnt work as intended during live testing. i really hope this works, im slowly going insane…
vroom vroom, Devlog 10.5: debugging dewormers this is a short one, just added a few visual debuggers in live stream mode in case of unexpected inchidents during live testing. i really dont have a good image for this devlog, so take the countdown to the day in which the f1 gods will decide to either keep me alive or to kill me.
vroom vroom, Devlog 11: short n’ sweet short work session today i added an offline fallback to the drivers list in setup, as that was the only openf1-dependent item that still didnt have a fallback. it is also capable of self-updating. most importantly tho, i packaged the app itself! runners and installers are now available in the github repo (pre-release tag DEV_0.1.0), so feel free to try them out and to help out identifying bugs during the live testing this week in singapore! available for windows, macOS, and linux!
vroom vroom, Devlog 11.5: get lance strolled so major oversight, two issues that i completely forgot to fix before packaging came to my mind again. specifically: 1. the app was incapable of entering live mode on a fresh install during race weekend, cuz the cache was never created. 2. in case of a delay, cuz the live mode timer follows the predicted end time, the app would exit live mode before the session itself actually finished. these two are now fixed. now, the schedule comes bundled with the build, and proper processing in case of delay was added, only downside is that the app will take long to exit live mode, as it will stay waiting for signals after a session finishes, as this is the sacrifice to avoid, yk, leaving the whole session while its going on! installers for this build (DEV_0.1.1) are also now available in the repo. we will be back in 3 hours…
vroom vroom, Devlog 12: post-singapore fp1 testing! WOW THE THING THAT DOES THE LIVE THING WORKS (kinda ig but YAYY nonetheless i wont have to experience more unnecessary mental decay !! ) had to fix a few things, some are bigger issues than others but i think i have permanent solutions for those (hopefully)! as described in the new github repo pre-release (tag DEV_0.2.0), main changes include: updates to the track map (had rendering issues and is incapable of projecting driver position dots without a F1 TV subscription token, so it’s stuck as a simple track map for now, I might add the option to connect to your F1 TV subscription in a future update). driver acronym fix (due to update overwrite blanking the driver acronyms were turning into their number fallbacks mid-session). proper session ending (now you should NOT have to wait an eternity for the app to leave live mode after a session ends, i hope!). i really didnt feel like writing another explanation for that lol ive barely slept tonight and sprint quali is in about 40 mins, so yea no more sleeping for me yayyy endme . so yea, its time for testing round 2! lets see how that goes.
vroom vroom, Devlog 13: post-singapore sprint quali testing! basically every feature worked during this test, but at the end of SQ2 the app decided to kill my hopes and dreams by exiting live mode mid-session, but i think ive found the fix (hopefully). once again, since ive not slept for over 30 hours atp, i am too tired to rewrite a new explanation for all the changes i did during this time period, so imma think smarter, not harder by recycling my very good and thorough explanation i used for the github release notes lol these are the changes and updates in this new build (DEV_0.3.0): 1. Instead of using an automatic switcher (which proved to give lots of errors) to switch between live mode and countdown, now you can enter/exit live mode through a button (when there’s an ongoing live session). 2. lap counter for races & sprints (only available in live mode). 3. Track map and live mode changes & updates (using MultiView’s API): better circuit outlines and color change for better visibility, track map broadcast orientation, numbered corners, sector flag zones, and pit loss with safety car and VSC figures. and yea, that’s that! now imma go get some real good sleep before waking up at 3 am AGAIN to test with the sprint race why do i do this to myself
vroom vroom, Devlog 14: WE’RE NEARLY THEREEE!! im sooo closee to finishing this projectt! im actually soo happy with how things are coming along! although working on this messed up my sleep schedule very badly its really all been worth it. singapore quali testing went better than i expected, with the issues really just being the join live button hiding behind the hero cuz i forgot how to do basic css and the session end and live mode exit feeling very jarring as it ended immediately when the session ended, which combined with the F1 TV broadcast being off by aprox. 30 seconds, made the transition feel off. both of these have been fixed (more info below)! once again, im too tired to write another explanation for all the changes and updates i did, so its time to let github release notes me speak lol updates and changes in this build (tag 1.0.0-beta) 1. After a session ends, the app no longer leaves live mode immediately, rather it freezes final data (after 5 mins of wait to ensure all data is final) and waits until the user manually clicks exit live. this is to avoid the transition from live mode back to countdown from being very jarring, especially considering that F1 TV stream is delayed by a varying number of seconds. 2. added car status badges in the tower (these indicate if a car/driver is out, retired, in pit, or eliminated, and greys them out accordingly)! 3. animations in the tower! these indicate when a driver changes positions (either by overtaking/getting overtaken in race/sprint, or setting faster laps in practice/qualis). by obvious reasons, these project better in live mode than in demo mode (the whole thing is sped up x3, its an animation party lol). also didnt mention this in github but i added an about button in the app so its easier to find the build version yes you heard that right, this aint a DEV build, im confident enough in this build to finally upgrade the app to beta! if everything goes well tomorrow during the race, im finally releasing v1 and shipping this project! and if you ask why i just tested with quali and not with the sprint as i promised, eeeeh i may or may not have completely missed my alarm and slept through the sprint… DONT BLAME ME IM TIRED AF
vroom vroom, Devlog 15: STARVULKAN WINS THE MENTAL SANITY GRAND PRIX ! guysss FINALLYY, after weeks and weeks of slowly decaying into insanity, i’ve FINALLYY finished this very cool and amazing project!! im so happy with how things came along at the end, and I hope y’all can enjoy this silly little F1 project! testing during the race went as smooth the smooth operator 55 himself before 2026, with basically one lone issue, that being the app struggling to refresh the race weekend post race (throughout the whole developing process my biggest enemy was that ending transition huh). that’s now fixed, it now uses storage to know if to refresh. wrote the whole readme today as well, by far the most effort i’ve ever made for a readme, but i had to cuz this project means quite a lot to me. and as a final feature, cuz if i didnt i would get exterminated from this planet by the copyright agents, i added the possibility for you to choose your track images for the hero! since i had to delete the hero images that came bundled before cuz copyright and redistribution and stuff, the app, by default, now comes with no hero image, just a silly gradient. you, the user, now have the power of choosing the circuit hero image, bring your own from whatever source! details on how to do this in the readme! and yea! like that, i’m finally shipping this project of mine! thanks to y’all that have followed the whole development process and my (alleged) suffering and gave your amazing support! it truly means a lot to me 💖.
Ships:
P1xp!...
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1792814007.9703429
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1792900407.9703429
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68513
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My own site! by @flatsoda | Stardance
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flatsoda
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T01:38:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first website. It is a site that gives and introduction about me a displays the things is like!", "repo": "https://github.com/flatcherrysoda/personal-website", "demo": "https://flatcherrysoda.github.io/personal-website/"}]...
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[{"post_id": 78915, "ts": "202 [{"post_id": 78915, "ts": "2026-10-12T01:03:50Z", "hours": 3.8986, "text": "I finished up my website!! I didn’t really know what to put on it. So I just put the things I like. It took me like wayyy to long to figure out how to make the image hover titles … and the worst part is that it was broken just because I spelt something wrong. :[ but my site is now up!!!"}, {"post_id": 77714, "ts": "2026-10-08T02:13:55Z", "hours": 0.6344, "text": "I made the first into page for my website. This is my first time using HTML and CSS, W3Schools & google helped a lot lol :D."}]...
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Title: My own site! by @flatsoda | Stardance
Devl Title: My own site! by @flatsoda | Stardance
Devlogs:
I made the first into page for my website. This is my first time using HTML and CSS, W3Schools & google helped a lot lol :D.
I finished up my website!! I didn’t really know what to put on it. So I just put the things I like. It took me like wayyy to long to figure out how to make the image hover titles … and the worst part is that it was broken just because I spelt something wrong. :[ but my site is now up!!!
Ships:
I made my first website. It is a site that gives and introduction about me a displays the things is like!...
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1792817468.213217
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1792903868.213217
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68902
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Calculator by @Yare | Stardance
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Yare
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1
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3.0
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3
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T22:45:11Z", "hours": 3.0, "multiplier": 1.12, "payout": 3, "blessing": "neutral", "text": "I made a calculator for the first time using mostly HTML, CSS, and JavaScript. While I do have past experience using HTML and CSS, I am not too familiar with JavaScript so defining the buttons was harder than it should have been.", "repo": "https://github.com/Yare746/Calculator-2", "demo": "https://yare746.github.io/Calculator-2/"}]...
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[{"post_id": 78892, "ts": "202 [{"post_id": 78892, "ts": "2026-10-11T22:13:51Z", "hours": 1.1822, "text": "After the whole incident last time I tried to redeem myself making a better calculator-like layout for my buttons and defined them . I also made the text that appeared at the top to show itself in a way that it seems as if someone is typing it in, and used the setTimeout to get rid of the letters after 20 seconds giving someone time to read it before it disappears. I at first wanted to make the numbers that appear in the display box or the intro sentences to have the same color animation as the buttons or the border of the display box but ultimately just chose to give it a text-shadow to make both pop out more. I kind of wanted to add a little bit of more interactive affects, but I may just submit it now and wait for feedback."}, {"post_id": 78636, "ts": "2026-10-11T04:25:16Z", "hours": 0.4519, "text": "Soo, I have to admit that there were a few bumps. I thought that I was having trouble syncing the commits from VS Code to the GitHub Platform and spent the majority of my time trying to figure out what was wrong. It turns out that I was looking at the wrong repository for GitHub and everything was working perfectly. While it may say I spent 27 minutes coding, I spent maybe an hour debugging and going back and forth between the two platforms. : I"}, {"post_id": 78255, "ts": "2026-10-10T05:07:04Z", "hours": 1.3086, "text": "This is the very first time I am making a calculator so please stand by. I wanted to make one that wasn’t so bland so I used the @keyframes to make the animation for the borders of the buttons and display box. I still haven’t had the buttons defined yet in JavaScript so I will work on that tomorrow as well as some animation changes to the dialogue that is above the display box of the calculator. I don’t know what else to add to this project , but I will try to brainstorm for anything unique that I can add for now."}]...
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Title: Calculator by @Yare | Stardance
Devlogs:
T Title: Calculator by @Yare | Stardance
Devlogs:
This is the very first time I am making a calculator so please stand by. I wanted to make one that wasn’t so bland so I used the @keyframes to make the animation for the borders of the buttons and display box. I still haven’t had the buttons defined yet in JavaScript so I will work on that tomorrow as well as some animation changes to the dialogue that is above the display box of the calculator. I don’t know what else to add to this project , but I will try to brainstorm for anything unique that I can add for now.
Soo, I have to admit that there were a few bumps. I thought that I was having trouble syncing the commits from VS Code to the GitHub Platform and spent the majority of my time trying to figure out what was wrong. It turns out that I was looking at the wrong repository for GitHub and everything was working perfectly. While it may say I spent 27 minutes coding, I spent maybe an hour debugging and going back and forth between the two platforms. : I
After the whole incident last time I tried to redeem myself making a better calculator-like layout for my buttons and defined them . I also made the text that appeared at the top to show itself in a way that it seems as if someone is typing it in, and used the setTimeout to get rid of the letters after 20 seconds giving someone time to read it before it disappears. I at first wanted to make the numbers that appear in the display box or the intro sentences to have the same color animation as the buttons or the border of the display box but ultimately just chose to give it a text-shadow to make both pop out more. I kind of wanted to add a little bit of more interactive affects, but I may just submit it now and wait for feedback.
Ships:
I made a calculator for the first time using mostly HTML, CSS, and JavaScript. While I do have past experience using HTML and CSS, I am not too familiar with JavaScript so defining the buttons was harder than it should have been....
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1792817490.4115736
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1792903890.4115736
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30832
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Drone Sim V2 by @NamanS | Stardance
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NamanS
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T22:26:48Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built a quadrotor simulator in MATLAB. The drone starts at the origin and flies through four gates, and the simulator checks whether it actually passed through each one. It’s a 12-state model: position, velocity, roll/pitch/yaw, and spin rates, with torque-driven attitude control instead of a point that can push in any direction. The flight path is made of cubic polynomials between waypoints, and each leg’s timing comes from the distance between gates and a target speed of 2 m/s. I also built an interactive 3D viewer with play/pause, a timeline slider, and several camera angles, including a chase camera (which is my favourite). Gates turn yellow if the drone passes through them and red if it misses. What was challenging? This was my first time working with vectors, matrices, and MATLAB entirely, so a lot of it was learning as I went. The hardest bug was in the attitude controller. The drone would spiral in a tightening orbit around a waypoint, and adding more damping made it worse. The real problem was that the attitude loop wasn’t reacting fast enough to keep up with the position loop. I also had a mix-up where my error vector and spin-rate vector were stacked in different orders, so the controller was fixing the wrong axis. What are you proud of? I built it up in stages and tested each piece by hand before moving on, from a 1D hover to full torque-driven rotation. Other than that I’m just proud of getting a finished project. What should people know to test it? You can watch the flight on the demo site: https://nam2302.github.io/Drone-Simulation-2/ To run it yourself, you need MATLAB with UAV Toolbox. Download the repo, open it in MATLAB, and run main.m. It simulates the flight, prints a gate pass report, and opens the interactive viewer. Try editing the waypoints at the top of main.m, or change the gains (Kp, Kd, Kr, Kw) and see how the flight changes. The inertia values are placeholders, and the gains are hand-tuned, so some waypoint layouts may miss gates.", "repo": "https://github.com/Nam2302/Drone-Simulation-2", "demo": "https://nam2302.github.io/Drone-Simulation-2/"}]...
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[{"post_id": 51838, "ts": "202 [{"post_id": 51838, "ts": "2026-08-21T18:15:51Z", "hours": 1.2639, "text": "Devlog #5 I moved from fixed-duration legs to distance-based dynamic timing, replacing the flat 5-second-per-leg assumption from Devlog #4 with per-leg durations computed from waypoint spacing and a target cruise speed. I added a speed constant (2 m/s) and used it to compute t_segment as an array instead of a scalar. Each leg’s duration is now distance / speed between its start and end waypoints, so longer legs take proportionally longer instead of every leg getting the same fixed window. I also updated the interior-waypoint velocity estimate to divide by the sum of the adjacent leg durations (t_segment(i-1) + t_segment(i)) instead of 2 * t_segment, since that shortcut only made sense when every leg was the same length. I dropped mass to 0.5 kg to better match a real small-quadrotor class, and lowered Kp/Kd as a starting point since neither the old gains nor the old fixed timing apply anymore. Bugs I didn’t hit any major bugs during this section. Where it stands now Leg duration now reflects actual waypoint spacing instead of an arbitrary constant, which should reduce the unnatural sameness of a drone crawling across a short hop and sprinting across a long one in the same 5 seconds. Next up Re-tune Kp/Kd/Kr/Kw against the new mass and dynamic timing before drawing conclusions from the plots. I will also look into MATLAB’s UAV Toolbox with a built-in quadrotor animation/scene viewer that can consume my state trajectory directly."}, {"post_id": 50450, "ts": "2026-08-19T16:46:28Z", "hours": 2.0558, "text": "Devlog #4 I moved from simple point-to-point waypoint chasing to smooth polynomial trajectory generation between waypoints, replacing the threshold-based switching from Devlog #3 with time-based tracking of a continuously moving target. New machinery I built cubicTrajectory.m, which solves a 4x4 system of equations for the coefficients of a cubic polynomial connecting a start point to an end point over a fixed duration, with velocity constrained to zero at both ends of each leg. I also built evalCubic.m, which evaluates that polynomial’s position and velocity at any given time. I tested both standalone before touching the main dynamics. I stored all the coefficients in one array, coeffs_all, indexed by [coefficient, axis, leg], and built a loop that chains legs together so each leg starts exactly where the previous one ended. Bugs The very first version of the leg/local-time lookup accidentally dropped global time from the local-time calculation entirely, leaving the “current time within this leg” frozen at a constant for the whole leg instead of counting up. This meant the drone’s target wasn’t moving during a leg at all, it only jumped once per leg, which produced a single sharp overshoot spike instead of a tracked path. The simulation’s total time span hadn’t been updated to match the total trajectory duration, cutting the run short by a full leg. Where it stands now With both fixed, the drone tracks a moving position and velocity target through all four waypoints instead of chasing a static point. Spin rate and attitude plots show a clean repeating pattern, a spike at each leg transition that damps out before the next one, rather than instability or runaway spiraling. Next up Because every leg currently forces velocity to zero at both ends, the drone still fully stops at every intermediate waypoint before accelerating into the next leg, which is what’s producing the repeating spikes rather than a truly smooth flight. Next is allowing interior waypoints to have nonzero passthrough velocity (estimated from neighboring waypoints), plus adding acceleration feedforward into the force calculation so the controller anticipates the trajectory instead of only reacting to error. After that, the plan is still to move toward true minimum-snap trajectories."}, {"post_id": 36824, "ts": "2026-07-29T03:57:38Z", "hours": 1.2503, "text": "Devlog #3 I replaced the attitude lag from Devlog #2 with real rotational dynamics such as torque, inertia, and actual angular acceleration. Previously, I was assuming that attitude eventually catches up. New states and new physics The state vector went from 9 to 12: added p, q, r, the drone’s spin rate around its own x, y, and z axes. These are the rotational equivalent of vx, vy, vz, just measuring how fast orientation is changing instead of how fast position is changing. I added an inertia matrix, a diagonal 3x3 of made-up placeholder numbers representing how hard it is to spin the drone around each axis, similar to mass. The output is torque instead of thrust, and it feeds into torque divided by inertia to produce angular acceleration. Bugs The desired-attitude error vector and the spin-rate vector were stacked in different orders (theta/phi/psi vs. p/q/r, which is roll/pitch/yaw), so the controller was correcting the wrong axis against the wrong spin rate. The drone would approach a waypoint and then spiral into a slowly tightening orbit around it instead of settling, and in one attempt, diverged outward entirely. It reproduced the same spiral with a single fixed target and no waypoint switching at all. I found that the actual fix wasn’t more damping. Increasing the damping gain alone made it worse, not better. The real issue was that the attitude loop needed to react faster overall to keep pace with how aggressively the position loop was demanding tilt changes. Increasing the correction gain substantially fixed it for now. Where it stands now With gains rebalanced, the drone flies a full waypoint sequence with real torque-driven attitude dynamics. Spin rates spike on each maneuver and cleanly damp back to zero. One nice side effect of finally having real dynamics is that the path through a waypoint now visibly curves rather than shooting straight there, because aggressive tilting to accelerate sideways steals from the vertical thrust component. Next up Everything from here is trajectory generation such as replacing simple point-to-point waypoint chasing with differential-flatness-based polynomial paths. The journey has been difficult so far, especially as this is my first time interacting with vectors and matrices (3b1b’s linear algebra series is the only thing helping me out). Nevertheless, I am persevered to get a finished project."}, {"post_id": 36225, "ts": "2026-07-28T05:05:44Z", "hours": 0.8258, "text": "Devlog #2 I added real orientation states (φ, θ, ψ) and made thrust act along a single body axis instead of the free-vector cheat I’d been using. This is the point where the sim actually starts being a quadrotor. Building the rotation matrix Before touching the dynamics at all, I built a rotation matrix that converts “straight up, from the drone’s own perspective” into “which way that is, in world coordinates.” A quadrotor only ever pushes along its own up-direction, so the only way it moves sideways is by tilting, which redirects that one push. I built the matrix as three separate small rotations (yaw, roll, pitch) multiplied together, one for each axis, in a fixed order. I tested it with a small function, bodyZAxis(phi, theta, psi), against three hand-checks: Level (phi=theta=psi=0) → straight up, unchanged. Small roll → a small tilt in y, x untouched. Small pitch → a small tilt in x, y untouched. All three passed, which confirmed the rotation math was doing what it was supposed to before wiring it into anything else. Wiring it into droneDynamics The state vector went from 6 to 9: position, velocity, and now phi/theta/psi. The control loop has split into: Outer loop (same PID idea as before) computes a desired force vector, F_des, from position/velocity error plus a gravity feedforward term. That desired force gets converted into a desired tilt angle, using a small-angle approximation (the sideways component of a tilted thrust vector is roughly thrust * angle, solved backwards for angle given how much sideways force we want). Clamped to ±0.5 rad so a big position error can’t force a nonsensical tilt. The actual attitude states lag toward that desired tilt with a simple first-order lag (same idea as the motor lag in my old Python project, just applied to orientation instead of thrust). Actual thrust direction is computed from the real (possibly still-lagging) attitude, not the desired one. Bugs, in the order I found them Sign error on the gravity feedforward in F_des, which had gravity pulling the “cancel gravity” term the wrong way. Sign error on the final acceleration line, where I used the wrong sign on gravity there too, which sent the drone climbing to hundreds of meters instead of hovering. A big position error was asking for tilts of multiple radians (past 90°), which is physically meaningless and was part of what caused the runaway climb. Fixed with the clamp mentioned above. Where it stands now With the signs fixed and the tilt clamped, the drone tracks through the same waypoint list as before, but now via real (if simplified) attitude dynamics. I can see roll and pitch spike up during each leg of the trip and settle back down as it arrives at a waypoint, instead of the instant, direction-agnostic thrust from the old model. Next up This 9-state model is still leaning on a simplified attitude lag instead of real rotational physics, with no torques, no moment of inertia, no angular velocity states. The next real step is adding those (a 12-state model), replacing the lag with actual torque-driven rotation. After that, there is differential flatness and real trajectory generation, which is the actual point of this whole project"}, {"post_id": 31494, "ts": "2026-07-19T22:15:02Z", "hours": 1.0189, "text": "Devlog #1 I’ve built a drone sim before, such as a Python project with Plotly animations, PD control, motor lag, drag, the works. It looked good, but it had a problem where the “drone” was really just a point that could apply force in any direction, instantly. Real quadrotors can’t do that, because they only push one way (straight up from their own frame) and have to physically rotate to redirect that push. I’m now pushing myself to build a research-style quadrotor simulator in MATLAB. The plan: Start with a 9-state model: position, velocity, and orientation (roll/pitch/yaw). Verify a hover with a basic PID controller first. Later, move to trajectory planning using differential flatness (generating smooth polynomial paths and computing the forces needed to fly them) Eventually stress-test trajectories by speeding them up / slowing them down and watching what that does to the required forces. In this devlog, I covered: Milestone 1: 1D hover Before touching 3D, I built the simplest possible version, a single point that can only move up and down, controlled by: thrust = mass gravity + Kp error - Kd*velocity Using MATLAB’s ode45 to integrate [z; vz] forward in time. I learned what an ODE solver does. Milestone 2: 3D Next step: extend to a full 3D position [x,y,z,vx,vy,vz], but still letting the controller output force in any direction. This is the same “free vector” simplification my old Python sim used, kept on purpose this time as an isolated stepping stone. The goal was to prove the PID math generalizes to 3D before adding the complexity of real attitude dynamics on top. In my first test, the drone was pointed at a single fixed target. It gave a perfectly straight line, and it took me a second to realize that wasn’t a bug: since x, y, and z all use identical gains and start at rest, they move in lockstep, always in the same ratio to the target. Milestone 3: chasing waypoints I added a list of waypoints instead of one static target, with the controller switching to the next point once it gets within a 0.5 m of the current one. This needed a persistent variable inside the dynamics function to track which waypoint index it’s on, since ode45 calls that function many times per step and nothing about waypoint progress lives in the physical state vector itself. This gave path that actually bends at each waypoint instead of a straight shot. The corners are sharp however, instead of being smooth. Next up I’m going to be adding adding real orientation states (φ, θ, ψ) and constraining thrust to act along a single body axis, the way an actual quadrotor works. That’s the point where this stops being a point-mass simulation and starts being a quadrotor simulation."}]...
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Title: Drone Sim V2 by @NamanS | Stardance
Devlog Title: Drone Sim V2 by @NamanS | Stardance
Devlogs:
Devlog #1 I’ve built a drone sim before, such as a Python project with Plotly animations, PD control, motor lag, drag, the works. It looked good, but it had a problem where the “drone” was really just a point that could apply force in any direction, instantly. Real quadrotors can’t do that, because they only push one way (straight up from their own frame) and have to physically rotate to redirect that push. I’m now pushing myself to build a research-style quadrotor simulator in MATLAB. The plan: Start with a 9-state model: position, velocity, and orientation (roll/pitch/yaw). Verify a hover with a basic PID controller first. Later, move to trajectory planning using differential flatness (generating smooth polynomial paths and computing the forces needed to fly them) Eventually stress-test trajectories by speeding them up / slowing them down and watching what that does to the required forces. In this devlog, I covered: Milestone 1: 1D hover Before touching 3D, I built the simplest possible version, a single point that can only move up and down, controlled by: thrust = mass gravity + Kp error - Kd*velocity Using MATLAB’s ode45 to integrate [z; vz] forward in time. I learned what an ODE solver does. Milestone 2: 3D Next step: extend to a full 3D position [x,y,z,vx,vy,vz], but still letting the controller output force in any direction. This is the same “free vector” simplification my old Python sim used, kept on purpose this time as an isolated stepping stone. The goal was to prove the PID math generalizes to 3D before adding the complexity of real attitude dynamics on top. In my first test, the drone was pointed at a single fixed target. It gave a perfectly straight line, and it took me a second to realize that wasn’t a bug: since x, y, and z all use identical gains and start at rest, they move in lockstep, always in the same ratio to the target. Milestone 3: chasing waypoints I added a list of waypoints instead of one static target, with the controller switching to the next point once it gets within a 0.5 m of the current one. This needed a persistent variable inside the dynamics function to track which waypoint index it’s on, since ode45 calls that function many times per step and nothing about waypoint progress lives in the physical state vector itself. This gave path that actually bends at each waypoint instead of a straight shot. The corners are sharp however, instead of being smooth. Next up I’m going to be adding adding real orientation states (φ, θ, ψ) and constraining thrust to act along a single body axis, the way an actual quadrotor works. That’s the point where this stops being a point-mass simulation and starts being a quadrotor simulation.
Devlog #2 I added real orientation states (φ, θ, ψ) and made thrust act along a single body axis instead of the free-vector cheat I’d been using. This is the point where the sim actually starts being a quadrotor. Building the rotation matrix Before touching the dynamics at all, I built a rotation matrix that converts “straight up, from the drone’s own perspective” into “which way that is, in world coordinates.” A quadrotor only ever pushes along its own up-direction, so the only way it moves sideways is by tilting, which redirects that one push. I built the matrix as three separate small rotations (yaw, roll, pitch) multiplied together, one for each axis, in a fixed order. I tested it with a small function, bodyZAxis(phi, theta, psi), against three hand-checks: Level (phi=theta=psi=0) → straight up, unchanged. Small roll → a small tilt in y, x untouched. Small pitch → a small tilt in x, y untouched. All three passed, which confirmed the rotation math was doing what it was supposed to before wiring it into anything else. Wiring it into droneDynamics The state vector went from 6 to 9: position, velocity, and now phi/theta/psi. The control loop has split into: Outer loop (same PID idea as before) computes a desired force vector, F_des, from position/velocity error plus a gravity feedforward term. That desired force gets converted into a desired tilt angle, using a small-angle approximation (the sideways component of a tilted thrust vector is roughly thrust * angle, solved backwards for angle given how much sideways force we want). Clamped to ±0.5 rad so a big position error can’t force a nonsensical tilt. The actual attitude states lag toward that desired tilt with a simple first-order lag (same idea as the motor lag in my old Python project, just applied to orientation instead of thrust). Actual thrust direction is computed from the real (possibly still-lagging) attitude, not the desired one. Bugs, in the order I found them Sign error on the gravity feedforward in F_des, which had gravity pulling the “cancel gravity” term the wrong way. Sign error on the final acceleration line, where I used the wrong sign on gravity there too, which sent the drone climbing to hundreds of meters instead of hovering. A big position error was asking for tilts of multiple radians (past 90°), which is physically meaningless and was part of what caused the runaway climb. Fixed with the clamp mentioned above. Where it stands now With the signs fixed and the tilt clamped, the drone tracks through the same waypoint list as before, but now via real (if simplified) attitude dynamics. I can see roll and pitch spike up during each leg of the trip and settle back down as it arrives at a waypoint, instead of the instant, direction-agnostic thrust from the old model. Next up This 9-state model is still leaning on a simplified attitude lag instead of real rotational physics, with no torques, no moment of inertia, no angular velocity states. The next real step is adding those (a 12-state model), replacing the lag with actual torque-driven rotation. After that, there is differential flatness and real trajectory generation, which is the actual point of this whole project
Devlog #3 I replaced the attitude lag from Devlog #2 with real rotational dynamics such as torque, inertia, and actual angular acceleration. Previously, I was assuming that attitude eventually catches up. New states and new physics The state vector went from 9 to 12: added p, q, r, the drone’s spin rate around its own x, y, and z axes. These are the rotational equivalent of vx, vy, vz, just measuring how fast orientation is changing instead of how fast position is changing. I added an inertia matrix, a diagonal 3x3 of made-up placeholder numbers representing how hard it is to spin the drone around each axis, similar to mass. The output is torque instead of thrust, and it feeds into torque divided by inertia to produce angular acceleration. Bugs The desired-attitude error vector and the spin-rate vector were stacked in different orders (theta/phi/psi vs. p/q/r, which is roll/pitch/yaw), so the controller was correcting the wrong axis against the wrong spin rate. The drone would approach a waypoint and then spiral into a slowly tightening orbit around it instead of settling, and in one attempt, diverged outward entirely. It reproduced the same spiral with a single fixed target and no waypoint switching at all. I found that the actual fix wasn’t more damping. Increasing the damping gain alone made it worse, not better. The real issue was that the attitude loop needed to react faster overall to keep pace with how aggressively the position loop was demanding tilt changes. Increasing the correction gain substantially fixed it for now. Where it stands now With gains rebalanced, the drone flies a full waypoint sequence with real torque-driven attitude dynamics. Spin rates spike on each maneuver and cleanly damp back to zero. One nice side effect of finally having real dynamics is that the path through a waypoint now visibly curves rather than shooting straight there, because aggressive tilting to accelerate sideways steals from the vertical thrust component. Next up Everything from here is trajectory generation such as replacing simple point-to-point waypoint chasing with differential-flatness-based polynomial paths. The journey has been difficult so far, especially as this is my first time interacting with vectors and matrices (3b1b’s linear algebra series is the only thing helping me out). Nevertheless, I am persevered to get a finished project.
Devlog #4 I moved from simple point-to-point waypoint chasing to smooth polynomial trajectory generation between waypoints, replacing the threshold-based switching from Devlog #3 with time-based tracking of a continuously moving target. New machinery I built cubicTrajectory.m, which solves a 4x4 system of equations for the coefficients of a cubic polynomial connecting a start point to an end point over a fixed duration, with velocity constrained to zero at both ends of each leg. I also built evalCubic.m, which evaluates that polynomial’s position and velocity at any given time. I tested both standalone before touching the main dynamics. I stored all the coefficients in one array, coeffs_all, indexed by [coefficient, axis, leg], and built a loop that chains legs together so each leg starts exactly where the previous one ended. Bugs The very first version of the leg/local-time lookup accidentally dropped global time from the local-time calculation entirely, leaving the “current time within this leg” frozen at a constant for the whole leg instead of counting up. This meant the drone’s target wasn’t moving during a leg at all, it only jumped once per leg, which produced a single sharp overshoot spike instead of a tracked path. The simulation’s total time span hadn’t been updated to match the total trajectory duration, cutting the run short by a full leg. Where it stands now With both fixed, the drone tracks a moving position and velocity target through all four waypoints instead of chasing a static point. Spin rate and attitude plots show a clean repeating pattern, a spike at each leg transition that damps out before the next one, rather than instability or runaway spiraling. Next up Because every leg currently forces velocity to zero at both ends, the drone still fully stops at every intermediate waypoint before accelerating into the next leg, which is what’s producing the repeating spikes rather than a truly smooth flight. Next is allowing interior waypoints to have nonzero passthrough velocity (estimated from neighboring waypoints), plus adding acceleration feedforward into the force calculation so the controller anticipates the trajectory instead of only reacting to error. After that, the plan is still to move toward true minimum-snap trajectories.
Devlog #5 I moved from fixed-duration legs to distance-based dynamic timing, replacing the flat 5-second-per-leg assumption from Devlog #4 with per-leg durations computed from waypoint spacing and a target cruise speed. I added a speed constant (2 m/s) and used it to compute t_segment as an array instead of a scalar. Each leg’s duration is now distance / speed between its start and end waypoints, so longer legs take proportionally longer instead of every leg getting the same fixed window. I also updated the interior-waypoint velocity estimate to divide by the sum of the adjacent leg durations (t_segment(i-1) + t_segment(i)) instead of 2 * t_segment, since that shortcut only made sense when every leg was the same length. I dropped mass to 0.5 kg to better match a real small-quadrotor class, and lowered Kp/Kd as a starting point since neither the old gains nor the old fixed timing apply anymore. Bugs I didn’t hit any major bugs during this section. Where it stands now Leg duration now reflects actual waypoint spacing instead of an arbitrary constant, which should reduce the unnatural sameness of a drone crawling across a short hop and sprinting across a long one in the same 5 seconds. Next up Re-tune Kp/Kd/Kr/Kw against the new mass and dynamic timing before drawing conclusions from the plots. I will also look into MATLAB’s UAV Toolbox with a built-in quadrotor animation/scene viewer that can consume my state trajectory directly.
Ships:
What did you make? I built a quadrotor simulator in MATLAB. The drone starts at the origin and flies through four gates, and the simulator checks whether it actually passed through each one. It’s a 12-state model: position, velocity, roll/pitch/yaw, and spin rates, with torque-driven attitude control instead of a point that can push in any direction. The flight path is made of cubic polynomials between waypoints, and each leg’s timing comes from the distance between gates and a target speed of 2 m/s. I also built an interactive 3D viewer with play/pause, a timeline slider, and several camera angles, including a chase camera (which is my favourite). Gates turn yellow if the drone passes through them and red if it misses. What was challenging? This was my first time working with vectors, matrices, and MATLAB entirely, so a lot of it was learning as I went. The hardest bug was in the attitude controller. The drone would spiral in a tightening orbit around a waypoint, and adding more damping made it worse. The real problem was that the attitude loop wasn’t reacting fast enough to keep up with the position loop. I also had a mix-up where my error vector and spin-rate vector were stacked in different orders, so the controller was fixing the wrong axis. What are you proud of? I built it up in stages and tested each piece by hand before moving on, from a 1D hover to full torque-driven rotation. Other than that I’m just proud of getting a finished project. What should people know to test it? You can watch the flight on the demo site: https://nam2302.github.io/Drone-Simulation-2/ To run it yourself, you need MATLAB with UAV Toolbox. Download the repo, open it in MATLAB, and run main.m. It simulates the flight, prints a gate pass report, and opens the interactive viewer. Try editing the waypoints at the top of main.m, or change the gains (Kp, Kd, Kr, Kw) and see how the flight changes. The inertia values are placeholders, and the gains are hand-tuned, so some waypoint layouts may miss gates....
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1792856833.8600283
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1792943233.8600283
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9936
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Relay by @InvalidJoker | Stardance
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InvalidJoker
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2
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27.0
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411
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T21:09:50Z", "hours": 9.0, "multiplier": 17.24, "payout": 161, "blessing": "neutral", "text": "Relay v2? (if we can call it like that) Now that the base was solid and we had most of the features I focused on refining everything so I did exactly that: New UI Mutli Regional Relays Auto Updater QoL changes in general Have fun and try it out now: https://github.com/InvalidJoker/relay/tree/main#installation", "repo": "https://github.com/InvalidJoker/relay", "demo": "https://relay.koder.wtf"}, {"ship_num": 2, "ts": "2026-06-20T09:23:45Z", "hours": 18.0, "multiplier": 14.37, "payout": 250, "blessing": "neutral", "text": "Relay’s first ship I think Relay is finally ready for its first-ever ship! You can find instructions on how to use it at https://relay.koder.wtf For a long time, I’ve been looking for a nice solution to tunnel my local Minecraft servers and websites so I could share them with friends, and Relay is exactly that. Obviously, Relay isn’t even close to being finished yet and will continue to receive updates over time. :D So yeah, go ahead and give it a try! :p", "repo": "https://github.com/InvalidJoker/relay", "demo": "https://relay.koder.wtf"}]...
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[{"post_id": 78872, "ts": "202 [{"post_id": 78872, "ts": "2026-10-11T20:45:08Z", "hours": 4.1264, "text": "Scaling Relay improve http performance add region based relay deployments some ui improvements add auto updater support Relay now supports choosing the best relay between multiple relays per “host”. Obv. we give you the freedom to say that you just want to have relay x and every feature we previously had will works as usual. I obv. did some more small changes as you can see above"}, {"post_id": 78115, "ts": "2026-10-09T16:31:40Z", "hours": 5.1892, "text": "Relay Rebranding I’ve completely rewritten the Relay website in Nuxt, fixing many bugs along the way and giving it a more polished, modern design that better fits the project. Check it out now at: https://relay.koder.wtf/"}, {"post_id": 12429, "ts": "2026-06-20T08:59:53Z", "hours": 2.8692, "text": "Relay is now public I think Relay has reached a point where I’m comfortable letting other people try it out. It’s now available at https://relay.koder.wtf/dashboard . The CLI supports Windows, macOS, and Linux, and can be installed with a simple script ( https://relay.koder.wtf/#how-it-works ). Currently, each user gets 2 reserved ports, 3 subdomains, and 1 completely custom domain. There’s still plenty of work ahead. Over the coming weeks, I’ll continue improving Relay and completely rework the dashboard, as it doesn’t look quite as polished as I’d like yet. I also plan to add a way for users to request additional subdomains directly through the platform. For now, I’d love for people to try it out and share their feedback."}, {"post_id": 11257, "ts": "2026-06-18T12:37:43Z", "hours": 6.2831, "text": "First Working Version I’ve got a first real version of Relay up and running :D The dashboard works, and both the HTTP and TCP proxy are stable. Next up is mostly cleanup: polishing the frontend, improving the CLI tools, and finally implementing run configurations so you can have a relay.toml file in your project and don’t have to type the entire command every time. After that, I’ll put together a demo deployment so people can actually try it out and break it a bit."}, {"post_id": 7483, "ts": "2026-06-12T14:20:09Z", "hours": 4.9442, "text": "I’ve started working on the frontend for Relay and made some structural changes. One major change is the removal of the dedicated Rust backend. All functionality is now handled directly within the Svelte application, simplifying development and deployment complexity. For the UI, I chose a minimal design built with shadcn-svelte. This gives Relay a clean, modern look. Upcoming Features: The dashboard will soon allow you to: Create and manage custom domains and subdomains Reserve specific ports for your projects, so you don’t have to send new ports to your friends everytime More updates soon :D"}, {"post_id": 4414, "ts": "2026-06-07T18:51:59Z", "hours": 2.6497, "text": "I wanted the CLI to be as intuitive as possible, so I came up with the following design. I’ve also made progress on building the Relay server itself. It now includes a communication layer for interacting with the CLI and supports client authentication."}, {"post_id": 4094, "ts": "2026-06-07T09:08:17Z", "hours": 0.7886, "text": "What is Relay? Relay is a TCP tunneling service. Unlike many other services on the market, it will be open-source and free to use (with some limitations, of course). We also plan to offer unique features, such as persistent domains, so your friends won’t have to update the URL every time they want to visit your site. Relay is currently a work in progress, so don’t expect anything too crazy just yet. I’ll keep you updated :)"}]...
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Title: Relay by @InvalidJoker | Stardance
Devlogs Title: Relay by @InvalidJoker | Stardance
Devlogs:
What is Relay? Relay is a TCP tunneling service. Unlike many other services on the market, it will be open-source and free to use (with some limitations, of course). We also plan to offer unique features, such as persistent domains, so your friends won’t have to update the URL every time they want to visit your site. Relay is currently a work in progress, so don’t expect anything too crazy just yet. I’ll keep you updated :)
I wanted the CLI to be as intuitive as possible, so I came up with the following design. I’ve also made progress on building the Relay server itself. It now includes a communication layer for interacting with the CLI and supports client authentication.
I’ve started working on the frontend for Relay and made some structural changes. One major change is the removal of the dedicated Rust backend. All functionality is now handled directly within the Svelte application, simplifying development and deployment complexity. For the UI, I chose a minimal design built with shadcn-svelte. This gives Relay a clean, modern look. Upcoming Features: The dashboard will soon allow you to: Create and manage custom domains and subdomains Reserve specific ports for your projects, so you don’t have to send new ports to your friends everytime More updates soon :D
First Working Version I’ve got a first real version of Relay up and running :D The dashboard works, and both the HTTP and TCP proxy are stable. Next up is mostly cleanup: polishing the frontend, improving the CLI tools, and finally implementing run configurations so you can have a relay.toml file in your project and don’t have to type the entire command every time. After that, I’ll put together a demo deployment so people can actually try it out and break it a bit.
Relay is now public I think Relay has reached a point where I’m comfortable letting other people try it out. It’s now available at https://relay.koder.wtf/dashboard . The CLI supports Windows, macOS, and Linux, and can be installed with a simple script ( https://relay.koder.wtf/#how-it-works ). Currently, each user gets 2 reserved ports, 3 subdomains, and 1 completely custom domain. There’s still plenty of work ahead. Over the coming weeks, I’ll continue improving Relay and completely rework the dashboard, as it doesn’t look quite as polished as I’d like yet. I also plan to add a way for users to request additional subdomains directly through the platform. For now, I’d love for people to try it out and share their feedback.
Relay Rebranding I’ve completely rewritten the Relay website in Nuxt, fixing many bugs along the way and giving it a more polished, modern design that better fits the project. Check it out now at: https://relay.koder.wtf/
Scaling Relay improve http performance add region based relay deployments some ui improvements add auto updater support Relay now supports choosing the best relay between multiple relays per “host”. Obv. we give you the freedom to say that you just want to have relay x and every feature we previously had will works as usual. I obv. did some more small changes as you can see above
Ships:
Relay’s first ship I think Relay is finally ready for its first-ever ship! You can find instructions on how to use it at https://relay.koder.wtf For a long time, I’ve been looking for a nice solution to tunnel my local Minecraft servers and websites so I could share them with friends, and Relay is exactly that. Obviously, Relay isn’t even close to being finished yet and will continue to receive updates over time. :D So yeah, go ahead and give it a try! :p
Relay v2? (if we can call it like that) Now that the base was solid and we had most of the features I focused on refining everything so I did exactly that: New UI Mutli Regional Relays Auto Updater QoL changes in general Have fun and try it out now: https://github.com/InvalidJoker/relay/tree/main#installation...
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1792849752.9650612
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1792936152.9650612
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50075
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sten0 by @pizzalover125 | Stardance
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pizzalover125
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1
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22.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T20:59:07Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "an open source steno keyboard for under $20 :)", "repo": "https://github.com/pizzalover125/sten0", "demo": ""}]...
|
[{"post_id": 55818, "ts": "202 [{"post_id": 55818, "ts": "2024-07-01T00:00:00Z", "hours": 0.5, "text": "found a keycap model that works!!! (after going through another 2) LETS GO IM SO HAPPY RN ITS UNBELIEVABLE THEY FIT PERFECTLY im so so happy"}, {"post_id": 55816, "ts": "2024-06-28T00:00:00Z", "hours": 2.0, "text": "I wasn’t sure if my white filament was enough so i switched it to black but it didn’t end up working after multiple failed prints so im moving back to black ok it printed but it doesn’t fit need to tweak the model i printed a keycap it fits! didn’t like the design tho going to use this simple one: https://www.printables.com/model/700878-simple-choc-v1-flat-keycaps/files printed! looks super clean redesigning the thing now wait nvm i can just cutout the pins it fits! WHAAAT THE KEEB DOESN’T WORK ANYMORE NOOOOOOOOOOO fixed it! it was a messy solder connectionm shoutout to @Naytik on slack for the help"}, {"post_id": 55817, "ts": "2024-06-26T00:00:00Z", "hours": 2.0, "text": "last night, i printed the top plate that I CADded to add it, i needed to remove the keycaps unfortunately, the keycaps got stuck so i have to replace those switches asked to buy solder wick tried a bunch of things before asking like using glue or the leg of a diode while the wick is being shipped by AMZN, i’ll design the top plate looks pretty clean! it doesn’t work asked in Slack ok apparently i had to wash the bed did that! reprinted printed perfectly! however, it its too flimsy and the screws dont fit reprinting the model with bigger screw holes and more thickness did it! for 30 minutes, i tried screwing it in with my screws from AMZN but then i realized i got the wrong type of screw i needed self tapping i went to lowes and got some it worked awesome! except it broke the 3d print ok remodeled it voila!"}, {"post_id": 55815, "ts": "2024-06-02T00:00:00Z", "hours": 0.25, "text": "Raygen told me to update it with more details on my exact layout sounds like a great idea so ill do it! experimenting with https://stenokeyboards.com/products/the-uni-v4 and https://opensteno.org/demo/ done! i have both QWERTY and STENO will update README with more info"}, {"post_id": 55814, "ts": "2024-05-23T00:00:00Z", "hours": 4.0, "text": "added 1mm more of spacing but now i can’t 3d print it. im thinking to reduce space between Pico and rest made it smaller + moved diodes to back only 249mm wide dimensions: 249x37, 141x26 3d modeling time w cutout and i made a render! nvm i need screws apparently ahhhhhh have to redesign it again wait let me create BOM $53 flat is pretty good ngl ok back to case design watching this https://www.youtube.com/watch?v=cLz7wpwAEoI learned a lot about how to make it exposed PCB but ill just have a front panel ig going to use https://kbplate.ai03.com/ for cutouts ok i have no idea on how to do this idk what dimensions to use i have all of it imported; asked on Slack on how to do it; will continue work after actually let me fully prepare the BOM lets ring up the PCB cost on JLC $21.08… nice! let me create BOM.csv ok going to upload all PCB files through a Codespace added everything except the CAD and CAD images in README time to go back to doing CAD! (started 220) watching https://www.youtube.com/watch?v=7azQkSu0m_U not helpful at all manually did it cool section view ok i made it so the holes are invis cutout in middle also going to test out micro-usb cable it fits! voila! ok preparing for submission again"}, {"post_id": 55813, "ts": "2024-05-22T00:00:00Z", "hours": 3.0, "text": "ok time to make a better CAD! im thinking i’ll do a simpler backplate design with a cool frontplate so its basically a sandwich nvm this is too hard im switching to exposed PCB style time to look for inspo watching https://www.youtube.com/watch?v=82yD0RMeEw8 i came up with the following but it doesn’t seem like enough OMG IVE BEEN TRYING TO MAKE A CUTOUT FOR USB AND ITS NOT WORKING AHHHHH going to redo the PCB layout making it low profile now removing encoders; bulky and don’t look good hotswap also cause why not nvm no hotswap cause i don’t really need it personally using only what i need routed but just realized its not symetrical 😭 ok figuring out how to round corners figured it out! you just use arcs and move the lines acon was right; this feels super nice ok time for routing! OMG I DID IT WITH 0 VIAS im going to create a cool render now first i added back silkscreen art renders are awesome there were these random “K”s next to the diodes, so I removed them need to figure out where mounting holes go wait i dont need them cause i can just press fit with supports created dimensions according to my calculations, i need two rectangles; one that is 252x35 and another that is 147x26. 1mm filets idk if this will work added things in middle: added cutout! going to render this keys may not be able to be pressed"}, {"post_id": 55812, "ts": "2024-05-21T00:00:00Z", "hours": 1.0, "text": "project got rejected… 😭 got rejected for design which i can understand need to make design more cohesive no exposed PCB ig ok ill make basic face plate then ill spice it up nvm ill just create a cool render the encoder keeps bugging out; need a fix tried like 5 diff models and tweaked a bunch of settings and it worked!"}, {"post_id": 55810, "ts": "2024-05-17T00:00:00Z", "hours": 3.0, "text": "started off with a BOM wait if I get some more switches I can build 2 keyboards ok $6 more for +1 keyboard is not bad soooooo that comes down to $67.64 for two keebs or $33.82 for two doesn’t include 3d printed case but thats not too bad acon told me to look at other keyboard companies polish #1: logo on back watched https://www.youtube.com/watch?v=YR1xkOp5U1g just realized I forgot screws in BOM ok apparently i can just use M2x3 without any hex nuts. adding to BOM ok $80.43 now; still cheaper than an Asterik ok going to scroll more on hardware.hackclub.com wait b4 that I wanted to round all corners wait i don’t need mounting holes if tolerance is tight enough idk ill still keep them rounded literally every corner idk what else to make this polished ok ive seen so many other keyboards and don’t see how mine isn’t as polished… made PCB shorter ok im going to reroute everything to make routing better moving two diodes below encoders bc they seem kinda weird looks better rerouted everything! ok imma make a 3d model of the key + keycap WHY ALL KEYCAPS ARE SLANTED OMG MGOMOGMOGMOGM looks pretty slick NGL ill create a rotary encoder w/ cap as well time for render! not working on render? ok its fine added README… ready to submit!"}, {"post_id": 55811, "ts": "2024-05-17T00:00:00Z", "hours": 0.25, "text": "after I uploaded the thing on Slack, Taran told me I needed some sort of support for the pins after a lot of help by him, I made the thing below: Taran said it looks good so okay he said to extrude something on bottom ill do that later ok turns out i also need standoffs for OLED will do wait i can’t extrude a logo or something on bottom bc im splitting it in half"}, {"post_id": 55809, "ts": "2024-05-16T00:00:00Z", "hours": 2.0, "text": "BRUHHHH MY WHOLE JOURNAL for today GOT DELETED basically, I was learning how to Render KiCad It was this crazy thing where I had to downgrade KiCAD to 9.0 and then upgrade to 10.0 I downloaded Blender and Fusion and tried to Render but it wasn’t working I watched like 5 YT videos trying to figure it out So I ultimately decided to have no render I added mounting holes + logos made back panel tried to export from KiCAD as STEP but it doesn’t work? ok that was a weird bug; i just had to redraw the outline pretty basic, ngl idk where to add polish first im going to add keycaps to make it look better nvm no keycaps bc very tedious asked for help on Slack: https://hackclub.slack.com/archives/C0B0CADUV3P/p1778990312121819 what do we think? it looks pretty sick ngl idk what else to add for polish will look at approved keebs on hardware.hackclub.com liked https://github.com/KaiPereira/PR1SM , https://github.com/sudo-apt-install-tap/TaoTeChing , https://github.com/code2344/SplitCodeBoard , https://github.com/meepodeep/ErgoDecks ok all of them are pretty standard and i lowk didn’t gain much inspiration note to self: need to split the keyboard in half to print it wait I can just do that in the Bambu Slicer; ok ill just do that ok i think plan now is to finalize and then submit start w/ BOM im genuinely shocked by this time to see JLC.. doesn’t work? ok time to sleep; will see tmrw"}, {"post_id": 55807, "ts": "2024-05-15T00:00:00Z", "hours": 0.83, "text": "new day; no school! wanted to fully figure out the firmware aspect found the NKRO layout for https://nolltronics.com/product/picosteno/ NKRO is basically a setting you can change on your QWERTY keyboard to actually register all the keys you press at the same time basically, ill code firmware w/ regular QMK/KMK and itll be normal keyboard firmware. user runs Plover software on their computer Plover converts each regular key press to steno this way, I can have the OLED + rotary encoders be super easy to code up i removed the labels from the front + back silkscreen to make it look better / cleaner ill do only firmware today i created the keymap: column 1: Q W E R T Y U I Y P [ column 2: A S D F T O J K L ; ’ column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ this looks super simple but it isn’t bc i messed up in schematic / placement and some of the keys were swapped around; instead of rerouting, imo fixing it in firmware is better and faster and thats what I did wait nvm i messed up; this should be good: column 1: Q W E R T Y U I Y P column 2: A S D F T O J K L ; column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ [ im creating firware w help of Claude (pretty hard to do firmware w/o parts)"}, {"post_id": 55808, "ts": "2024-05-15T00:00:00Z", "hours": 0.25, "text": "adding the mounting holes watching https://www.youtube.com/watch?v=TDL3USgDEM0 realized I only have to press “a” and add M2 hole need to position it properly i want to make the PCB black (or white i haven’t chosen yet) looks pretty mid ngl okay time to do case idk what software to use ehhh ill just design a logo today time to hop on figma nvm my internet went out??????????? why did this happen to me uhhhh ig i can’t do much so ill end it here for today… unless it comes back"}, {"post_id": 55806, "ts": "2024-05-14T00:00:00Z", "hours": 2.25, "text": "before starting the schematic, I wanted to look at other open source Steno boards found https://plover.wiki/index.php/DIY_steno_writers they are cool, but none of them have encoders or OLEDs omg i just realized my layout is off i need another two keys on the left side i did not expect almost all steno keyboards to be not aligned? thats actually so weird, but ill change my design i also need to move the bottom row down by 1 unit how did i make all these mistakes wow ok that was ez to fix time to hop on KiCad watching https://www.youtube.com/watch?v=8WXpGTIbxlQ to learn a little bit got matrix done using this https://pip-assets.raspberrypi.com/categories/610-raspberry-pi-pico/documents/RP-008309-DS-1-Pico-R3-A4-Pinout.pdf?disposition=inline schematic done! it was pretty ez assigned footprint spent 5 minutes looking for EC11 + cherry mx footrpints but realized they were built in after alex told me time to start PCB! finished the keys, encoders, and pico placement; need to do diodes + OLED routing time! oops forgot to flip the diodes… ill do that rn! routed! added 3d models for keys took so long for no reason added all the other 3d models… these were shorter! aight going to call it for a day but great progress today!"}, {"post_id": 55805, "ts": "2024-05-13T00:00:00Z", "hours": 0.5, "text": "thought about required costs decided to make BOM for some reason im going to source a lot of parts from Amazon Aliexpress has misdelievered packages lot easier to get parts, replace parts, etc. i alr have a bunch of Picos lying around so i’ll use one of those PCB probably going to be around $20 realized i need to figure out firmware because it is complex found Plover (most popular firmware) ok this is a bit weird but basically I can program the keyboard firmware to be like a regular keyboard but Plover will translate the regular keypresses to Steno (in this image, I would set the top left key on my PCB to be a “W” on QWERTY which would be translate to the “T” sound on Steno ok i basically have firmware figured out! ill use a 7*4 matrix layout so I can get the 2 rotary encoders and make them keys i tried to draw out the matrix but its hard so ill prob just figure which keys are what after schematic done nvm ill use 3x10 cause its easier and i have enough keys and it would be easier to route"}, {"post_id": 55804, "ts": "2024-05-12T00:00:00Z", "hours": 0.5, "text": "created idea after seeing StenoKeyboard’s outrageous pricing on https://stenokeyboards.com/products/the-uni-v4 i’ve seen videos of people typing at crazy speeds with steno what if i made a cheap steno keyboard? v1 is going to be basic but i want v2 to be hotswap + RGB i could still do hotswap with this thing called “mill-max sockets” they basically plug the PCB holes and make a regular MX footprint become hotswappable require kapton tape ok ill decide this later created the thing below was originally going to copy the StenoKeyboards layout but Taran told me to make it more unique so I tried doing that ok ill first design w/o LEDs and then add them in v2 goal of this project is to be ultra-polished in every way possible want some sick renders"}]...
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Title: sten0 by @pizzalover125 | Stardance
Devlog Title: sten0 by @pizzalover125 | Stardance
Devlogs:
created idea after seeing StenoKeyboard’s outrageous pricing on https://stenokeyboards.com/products/the-uni-v4 i’ve seen videos of people typing at crazy speeds with steno what if i made a cheap steno keyboard? v1 is going to be basic but i want v2 to be hotswap + RGB i could still do hotswap with this thing called “mill-max sockets” they basically plug the PCB holes and make a regular MX footprint become hotswappable require kapton tape ok ill decide this later created the thing below was originally going to copy the StenoKeyboards layout but Taran told me to make it more unique so I tried doing that ok ill first design w/o LEDs and then add them in v2 goal of this project is to be ultra-polished in every way possible want some sick renders
thought about required costs decided to make BOM for some reason im going to source a lot of parts from Amazon Aliexpress has misdelievered packages lot easier to get parts, replace parts, etc. i alr have a bunch of Picos lying around so i’ll use one of those PCB probably going to be around $20 realized i need to figure out firmware because it is complex found Plover (most popular firmware) ok this is a bit weird but basically I can program the keyboard firmware to be like a regular keyboard but Plover will translate the regular keypresses to Steno (in this image, I would set the top left key on my PCB to be a “W” on QWERTY which would be translate to the “T” sound on Steno ok i basically have firmware figured out! ill use a 7*4 matrix layout so I can get the 2 rotary encoders and make them keys i tried to draw out the matrix but its hard so ill prob just figure which keys are what after schematic done nvm ill use 3x10 cause its easier and i have enough keys and it would be easier to route
before starting the schematic, I wanted to look at other open source Steno boards found https://plover.wiki/index.php/DIY_steno_writers they are cool, but none of them have encoders or OLEDs omg i just realized my layout is off i need another two keys on the left side i did not expect almost all steno keyboards to be not aligned? thats actually so weird, but ill change my design i also need to move the bottom row down by 1 unit how did i make all these mistakes wow ok that was ez to fix time to hop on KiCad watching https://www.youtube.com/watch?v=8WXpGTIbxlQ to learn a little bit got matrix done using this https://pip-assets.raspberrypi.com/categories/610-raspberry-pi-pico/documents/RP-008309-DS-1-Pico-R3-A4-Pinout.pdf?disposition=inline schematic done! it was pretty ez assigned footprint spent 5 minutes looking for EC11 + cherry mx footrpints but realized they were built in after alex told me time to start PCB! finished the keys, encoders, and pico placement; need to do diodes + OLED routing time! oops forgot to flip the diodes… ill do that rn! routed! added 3d models for keys took so long for no reason added all the other 3d models… these were shorter! aight going to call it for a day but great progress today!
adding the mounting holes watching https://www.youtube.com/watch?v=TDL3USgDEM0 realized I only have to press “a” and add M2 hole need to position it properly i want to make the PCB black (or white i haven’t chosen yet) looks pretty mid ngl okay time to do case idk what software to use ehhh ill just design a logo today time to hop on figma nvm my internet went out??????????? why did this happen to me uhhhh ig i can’t do much so ill end it here for today… unless it comes back
new day; no school! wanted to fully figure out the firmware aspect found the NKRO layout for https://nolltronics.com/product/picosteno/ NKRO is basically a setting you can change on your QWERTY keyboard to actually register all the keys you press at the same time basically, ill code firmware w/ regular QMK/KMK and itll be normal keyboard firmware. user runs Plover software on their computer Plover converts each regular key press to steno this way, I can have the OLED + rotary encoders be super easy to code up i removed the labels from the front + back silkscreen to make it look better / cleaner ill do only firmware today i created the keymap: column 1: Q W E R T Y U I Y P [ column 2: A S D F T O J K L ; ’ column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ this looks super simple but it isn’t bc i messed up in schematic / placement and some of the keys were swapped around; instead of rerouting, imo fixing it in firmware is better and faster and thats what I did wait nvm i messed up; this should be good: column 1: Q W E R T Y U I Y P column 2: A S D F T O J K L ; column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ [ im creating firware w help of Claude (pretty hard to do firmware w/o parts)
BRUHHHH MY WHOLE JOURNAL for today GOT DELETED basically, I was learning how to Render KiCad It was this crazy thing where I had to downgrade KiCAD to 9.0 and then upgrade to 10.0 I downloaded Blender and Fusion and tried to Render but it wasn’t working I watched like 5 YT videos trying to figure it out So I ultimately decided to have no render I added mounting holes + logos made back panel tried to export from KiCAD as STEP but it doesn’t work? ok that was a weird bug; i just had to redraw the outline pretty basic, ngl idk where to add polish first im going to add keycaps to make it look better nvm no keycaps bc very tedious asked for help on Slack: https://hackclub.slack.com/archives/C0B0CADUV3P/p1778990312121819 what do we think? it looks pretty sick ngl idk what else to add for polish will look at approved keebs on hardware.hackclub.com liked https://github.com/KaiPereira/PR1SM , https://github.com/sudo-apt-install-tap/TaoTeChing , https://github.com/code2344/SplitCodeBoard , https://github.com/meepodeep/ErgoDecks ok all of them are pretty standard and i lowk didn’t gain much inspiration note to self: need to split the keyboard in half to print it wait I can just do that in the Bambu Slicer; ok ill just do that ok i think plan now is to finalize and then submit start w/ BOM im genuinely shocked by this time to see JLC.. doesn’t work? ok time to sleep; will see tmrw
after I uploaded the thing on Slack, Taran told me I needed some sort of support for the pins after a lot of help by him, I made the thing below: Taran said it looks good so okay he said to extrude something on bottom ill do that later ok turns out i also need standoffs for OLED will do wait i can’t extrude a logo or something on bottom bc im splitting it in half
started off with a BOM wait if I get some more switches I can build 2 keyboards ok $6 more for +1 keyboard is not bad soooooo that comes down to $67.64 for two keebs or $33.82 for two doesn’t include 3d printed case but thats not too bad acon told me to look at other keyboard companies polish #1: logo on back watched https://www.youtube.com/watch?v=YR1xkOp5U1g just realized I forgot screws in BOM ok apparently i can just use M2x3 without any hex nuts. adding to BOM ok $80.43 now; still cheaper than an Asterik ok going to scroll more on hardware.hackclub.com wait b4 that I wanted to round all corners wait i don’t need mounting holes if tolerance is tight enough idk ill still keep them rounded literally every corner idk what else to make this polished ok ive seen so many other keyboards and don’t see how mine isn’t as polished… made PCB shorter ok im going to reroute everything to make routing better moving two diodes below encoders bc they seem kinda weird looks better rerouted everything! ok imma make a 3d model of the key + keycap WHY ALL KEYCAPS ARE SLANTED OMG MGOMOGMOGMOGM looks pretty slick NGL ill create a rotary encoder w/ cap as well time for render! not working on render? ok its fine added README… ready to submit!
project got rejected… 😭 got rejected for design which i can understand need to make design more cohesive no exposed PCB ig ok ill make basic face plate then ill spice it up nvm ill just create a cool render the encoder keeps bugging out; need a fix tried like 5 diff models and tweaked a bunch of settings and it worked!
ok time to make a better CAD! im thinking i’ll do a simpler backplate design with a cool frontplate so its basically a sandwich nvm this is too hard im switching to exposed PCB style time to look for inspo watching https://www.youtube.com/watch?v=82yD0RMeEw8 i came up with the following but it doesn’t seem like enough OMG IVE BEEN TRYING TO MAKE A CUTOUT FOR USB AND ITS NOT WORKING AHHHHH going to redo the PCB layout making it low profile now removing encoders; bulky and don’t look good hotswap also cause why not nvm no hotswap cause i don’t really need it personally using only what i need routed but just realized its not symetrical 😭 ok figuring out how to round corners figured it out! you just use arcs and move the lines acon was right; this feels super nice ok time for routing! OMG I DID IT WITH 0 VIAS im going to create a cool render now first i added back silkscreen art renders are awesome there were these random “K”s next to the diodes, so I removed them need to figure out where mounting holes go wait i dont need them cause i can just press fit with supports created dimensions according to my calculations, i need two rectangles; one that is 252x35 and another that is 147x26. 1mm filets idk if this will work added things in middle: added cutout! going to render this keys may not be able to be pressed
added 1mm more of spacing but now i can’t 3d print it. im thinking to reduce space between Pico and rest made it smaller + moved diodes to back only 249mm wide dimensions: 249x37, 141x26 3d modeling time w cutout and i made a render! nvm i need screws apparently ahhhhhh have to redesign it again wait let me create BOM $53 flat is pretty good ngl ok back to case design watching this https://www.youtube.com/watch?v=cLz7wpwAEoI learned a lot about how to make it exposed PCB but ill just have a front panel ig going to use https://kbplate.ai03.com/ for cutouts ok i have no idea on how to do this idk what dimensions to use i have all of it imported; asked on Slack on how to do it; will continue work after actually let me fully prepare the BOM lets ring up the PCB cost on JLC $21.08… nice! let me create BOM.csv ok going to upload all PCB files through a Codespace added everything except the CAD and CAD images in README time to go back to doing CAD! (started 220) watching https://www.youtube.com/watch?v=7azQkSu0m_U not helpful at all manually did it cool section view ok i made it so the holes are invis cutout in middle also going to test out micro-usb cable it fits! voila! ok preparing for submission again
Raygen told me to update it with more details on my exact layout sounds like a great idea so ill do it! experimenting with https://stenokeyboards.com/products/the-uni-v4 and https://opensteno.org/demo/ done! i have both QWERTY and STENO will update README with more info
last night, i printed the top plate that I CADded to add it, i needed to remove the keycaps unfortunately, the keycaps got stuck so i have to replace those switches asked to buy solder wick tried a bunch of things before asking like using glue or the leg of a diode while the wick is being shipped by AMZN, i’ll design the top plate looks pretty clean! it doesn’t work asked in Slack ok apparently i had to wash the bed did that! reprinted printed perfectly! however, it its too flimsy and the screws dont fit reprinting the model with bigger screw holes and more thickness did it! for 30 minutes, i tried screwing it in with my screws from AMZN but then i realized i got the wrong type of screw i needed self tapping i went to lowes and got some it worked awesome! except it broke the 3d print ok remodeled it voila!
I wasn’t sure if my white filament was enough so i switched it to black but it didn’t end up working after multiple failed prints so im moving back to black ok it printed but it doesn’t fit need to tweak the model i printed a keycap it fits! didn’t like the design tho going to use this simple one: https://www.printables.com/model/700878-simple-choc-v1-flat-keycaps/files printed! looks super clean redesigning the thing now wait nvm i can just cutout the pins it fits! WHAAAT THE KEEB DOESN’T WORK ANYMORE NOOOOOOOOOOO fixed it! it was a messy solder connectionm shoutout to @Naytik on slack for the help
found a keycap model that works!!! (after going through another 2) LETS GO IM SO HAPPY RN ITS UNBELIEVABLE THEY FIT PERFECTLY im so so happy
Ships:
an open source steno keyboard for under $20 :)...
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1792399744.005869
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1793263744.005869
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27322
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Bazaar Tracker HSB by @SagittaJL | Stardance
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SagittaJL
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1
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48.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T20:56:51Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a live Hypixel SkyBlock Bazaar tracker that ranks 1200+ items using my own Gamma and Omega market metrics. The hardest part was dealing with Hypixel’s item data and getting custom item icons to work reliably. I’m most proud that it went from a small Python script into a full Flask website that’s now live. You can try searching for items, changing tax/Omega settings, and switching backgrounds in the settings menu. This is for all the SkyBlock buffs.", "repo": "https://github.com/linjeffrey21-creator/BazaarTracker", "demo": "https://bazaar-tracker-ten.vercel.app/"}]...
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[{"post_id": 78875, "ts": "202 [{"post_id": 78875, "ts": "2026-10-11T20:54:39Z", "hours": 0.4081, "text": "Project is live on Render!"}, {"post_id": 78852, "ts": "2026-10-11T19:30:12Z", "hours": 13.8189, "text": "The Bazaar Tracker looks better off now with live item data, ranking, search, taxes, custom Gamma/Omega scores, item icons, and a background picker. My next step is to host it somewhere so other people can actually use it."}, {"post_id": 72086, "ts": "2026-09-22T04:22:54Z", "hours": 2.4642, "text": "Put the backend on a website now, working on the aesthetics but first time with YouTube"}, {"post_id": 71641, "ts": "2026-09-21T06:38:25Z", "hours": 30.8742, "text": "Working on a Search Feature to Expand the Catalog"}, {"post_id": 18576, "ts": "2026-06-29T19:27:44Z", "hours": 0.0692, "text": "This started as a script to list Hypixel SkyBlock reforge stones by category. Then, I decided to turn it into a full-on demand & stability scoring system for the Bazaar. It’s still in the works, as I don’t have many products being tracked right now. There’s a custom Demand Score (γ) for every item and a Stability Score (Ω) for each item. The program also spits out a Top 20 list of the most liquid, most in-demand flips, ranked by gamma."}]...
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Title: Bazaar Tracker HSB by @SagittaJL | Stardanc Title: Bazaar Tracker HSB by @SagittaJL | Stardance
Devlogs:
This started as a script to list Hypixel SkyBlock reforge stones by category. Then, I decided to turn it into a full-on demand & stability scoring system for the Bazaar. It’s still in the works, as I don’t have many products being tracked right now. There’s a custom Demand Score (γ) for every item and a Stability Score (Ω) for each item. The program also spits out a Top 20 list of the most liquid, most in-demand flips, ranked by gamma.
Working on a Search Feature to Expand the Catalog
Put the backend on a website now, working on the aesthetics but first time with YouTube
The Bazaar Tracker looks better off now with live item data, ranking, search, taxes, custom Gamma/Omega scores, item icons, and a background picker. My next step is to host it somewhere so other people can actually use it.
Project is live on Render!
Ships:
I built a live Hypixel SkyBlock Bazaar tracker that ranks 1200+ items using my own Gamma and Omega market metrics. The hardest part was dealing with Hypixel’s item data and getting custom item icons to work reliably. I’m most proud that it went from a small Python script into a full Flask website that’s now live. You can try searching for items, changing tax/Omega settings, and switching backgrounds in the settings menu. This is for all the SkyBlock buffs....
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1792853295.7896483
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1792939695.7896483
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68348
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GravOS by @obedot | Stardance
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obedot
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T19:44:41Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "GravOS is now complete! I made a simple web-based operating system with a basic desktop UI. GravOS is about a robot named Grav, who is a character from my game SuperOrbital. Grav is an assistant that helps the main character on their journey. One of the things I found challenging was making the scrolling work correctly inside the apps. When the text wouldn’t fit inside the window, it would just overflow past the boundaries of the window instead of creating a scrollbar and clipping the content. Eventually I figured it out by changing the css display property from block to flex. I am very proud of the parallaxing background, because I think it looks really cool unique. The images themselves were copied over from my other project, but getting the scrolling to work correctly took a bit of time. You can test the project by clicking the Try Project link. You can click on the buttons on the bottom bar such as “Welcome”, “Check Out SuperOrbital” and “Todo List” to open up the apps, and click the X icon in the top right corner of the window to close it. You can drag windows around by clicking and dragging on the top part of the window.", "repo": "https://github.com/ObedH/GravOS", "demo": "https://obedh.github.io/GravOS/"}]...
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[{"post_id": 78850, "ts": "202 [{"post_id": 78850, "ts": "2026-10-11T19:20:52Z", "hours": 0.6978, "text": "Added a space-themed parallaxing background and a todo list app Making the background was a little bit tricky. I originally made the shader for a different project, SuperOrbital. I used Godot’s movie maker to render the three different parallax layers to images, then I used css to make the images repeat and slide at different speeds. The todo list was really quite easy to make, it’s just a list of checkboxes and text input fields."}, {"post_id": 78826, "ts": "2026-10-11T18:16:53Z", "hours": 0.3225, "text": "Added a new window which tells you about SuperOrbital It took me a while to get the scrolling working on the windows, but I have now successfully added a second functional application which can show you one of my other projects. SuperOrbital is a game I made in Godot for stardance, and it’s basically the theme of this WebOS."}, {"post_id": 77950, "ts": "2026-10-08T22:50:26Z", "hours": 0.9628, "text": "Added an app that lets you check out SuperOrbital (another game I made) The scrollbar is acting weird, and the text overflows, but I couldn’t figure out how to fix it."}, {"post_id": 77683, "ts": "2026-10-07T21:07:04Z", "hours": 2.0906, "text": "I set up the basic desktop interface (mostly just following the WebOS tutorial at this stage) I just got started on GravOS, a web OS about a fictional robot assistant named Grav. Grav is a character in SuperOrbital, which is another one of my stardance projects. Here, I made a simple background and a window that can open and close. I used the WebOS tutorial to learn how to use HTML and CSS, and I found it very helpful."}]...
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Title: GravOS by @obedot | Stardance
Devlogs:
I s Title: GravOS by @obedot | Stardance
Devlogs:
I set up the basic desktop interface (mostly just following the WebOS tutorial at this stage) I just got started on GravOS, a web OS about a fictional robot assistant named Grav. Grav is a character in SuperOrbital, which is another one of my stardance projects. Here, I made a simple background and a window that can open and close. I used the WebOS tutorial to learn how to use HTML and CSS, and I found it very helpful.
Added an app that lets you check out SuperOrbital (another game I made) The scrollbar is acting weird, and the text overflows, but I couldn’t figure out how to fix it.
Added a new window which tells you about SuperOrbital It took me a while to get the scrolling working on the windows, but I have now successfully added a second functional application which can show you one of my other projects. SuperOrbital is a game I made in Godot for stardance, and it’s basically the theme of this WebOS.
Added a space-themed parallaxing background and a todo list app Making the background was a little bit tricky. I originally made the shader for a different project, SuperOrbital. I used Godot’s movie maker to render the three different parallax layers to images, then I used css to make the images repeat and slide at different speeds. The todo list was really quite easy to make, it’s just a list of checkboxes and text input fields.
Ships:
GravOS is now complete! I made a simple web-based operating system with a basic desktop UI. GravOS is about a robot named Grav, who is a character from my game SuperOrbital. Grav is an assistant that helps the main character on their journey. One of the things I found challenging was making the scrolling work correctly inside the apps. When the text wouldn’t fit inside the window, it would just overflow past the boundaries of the window instead of creating a scrollbar and clipping the content. Eventually I figured it out by changing the css display property from block to flex. I am very proud of the parallaxing background, because I think it looks really cool unique. The images themselves were copied over from my other project, but getting the scrolling to work correctly took a bit of time. You can test the project by clicking the Try Project link. You can click on the buttons on the bottom bar such as “Welcome”, “Check Out SuperOrbital” and “Todo List” to open up the apps, and click the X icon in the top right corner of the window to close it. You can drag windows around by clicking and dragging on the top part of the window....
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1792817689.2498443
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1792904089.2498443
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68977
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Upvotes by @404_ | Stardance
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404_
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1
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4.0
|
39
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T19:31:13Z", "hours": 4.0, "multiplier": 10.93, "payout": 39, "blessing": "neutral", "text": "I made Upvotes, a reddit-like social media platform that has no hate! The backend was probably the most difficult part. I really like the way that I designed the frontend! You need to create an account to use it, but your email remains anonymous!", "repo": "https://github.com/DecisionProblem/Upvotes/", "demo": "https://upvotes-nine.vercel.app/"}]...
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[{"post_id": 78849, "ts": "202 [{"post_id": 78849, "ts": "2026-10-11T19:18:06Z", "hours": 1.0803, "text": "I finally finished the platform, almost ready to ship! You can try it now."}, {"post_id": 78762, "ts": "2026-10-11T15:04:34Z", "hours": 1.7322, "text": "Just finished the HTML, JS, and backend"}, {"post_id": 78349, "ts": "2026-10-10T15:03:31Z", "hours": 0.7508, "text": "Wrote all of the CSS for the page"}]...
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Title: Upvotes by @404_ | Stardance
Devlogs:
Wrot Title: Upvotes by @404_ | Stardance
Devlogs:
Wrote all of the CSS for the page
Just finished the HTML, JS, and backend
I finally finished the platform, almost ready to ship! You can try it now.
Ships:
I made Upvotes, a reddit-like social media platform that has no hate! The backend was probably the most difficult part. I really like the way that I designed the frontend! You need to create an account to use it, but your email remains anonymous!...
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1792817494.439464
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1792903894.439464
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67994
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AstroSpark WebOS by @MasterCoder | Stardance
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MasterCoder
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1
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6.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T19:17:47Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a WebOS that sparks the galaxy!!! My main toughest challenges were coding the ISS tracker, adding the cursor hover detection dock magnification, and creating a settings app. Plus, if you click the top AstroSparkOS text in the top bar, it will open a hidden app called Who Am I that gives details of me.", "repo": "https://github.com/MasterCoder360/AstroSpark", "demo": "https://mastercoder360.github.io/AstroSpark/"}]...
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[{"post_id": 78846, "ts": "202 [{"post_id": 78846, "ts": "2026-10-11T19:12:50Z", "hours": 2.7931, "text": "Hi again! Welcome back to my final devlog! I finally wrote my README and I added a calendar, files cabinet, and settings app. I updated the startup boot and added an AI generated logo. New settings features include, changing the background, changing the window tint, increasing or decreasing window opacity with a slider, changing the icon size in dock, and reset to the defaults button. As I said this is my final devlog, so I will mention all my other features too. I also changed the code so that when you click AstroSparkOS in the top-right of the bar it will open a hidden app called Who Am I. There are drag-able windows, glassy effects, live backgrounds, and more features coming in Web OS 2!!! I aslo added a video instead of a picture to demonstrate features below!"}, {"post_id": 77893, "ts": "2026-10-08T17:55:13Z", "hours": 0.9692, "text": "Welcome back! After about an hour more of coding. I changed the app emojis to colored icons. The ISS tracker took a lot of time and google searches for building a real ISS tracker from an API. After I added it, I had a huge blob of bugs and needed AI to debug it. I updated the web browser app, added a notes app, calculator app, and a terminal app. I also coded a launcher."}, {"post_id": 77168, "ts": "2026-10-05T21:31:18Z", "hours": 2.375, "text": "I am working on AstroSpark Web OS. An OS that sparks the galaxy! I only added a top menu bar, bottom app dock. And 4 apps, Welcome App, Flexbox Froggy, NASA Spaceship Tracker, and a iframe-based web browser. It includes a live Black Hole background too. I will keep actively developing this app."}]...
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Title: AstroSpark WebOS by @MasterCoder | Stardanc Title: AstroSpark WebOS by @MasterCoder | Stardance
Devlogs:
I am working on AstroSpark Web OS. An OS that sparks the galaxy! I only added a top menu bar, bottom app dock. And 4 apps, Welcome App, Flexbox Froggy, NASA Spaceship Tracker, and a iframe-based web browser. It includes a live Black Hole background too. I will keep actively developing this app.
Welcome back! After about an hour more of coding. I changed the app emojis to colored icons. The ISS tracker took a lot of time and google searches for building a real ISS tracker from an API. After I added it, I had a huge blob of bugs and needed AI to debug it. I updated the web browser app, added a notes app, calculator app, and a terminal app. I also coded a launcher.
Hi again! Welcome back to my final devlog! I finally wrote my README and I added a calendar, files cabinet, and settings app. I updated the startup boot and added an AI generated logo. New settings features include, changing the background, changing the window tint, increasing or decreasing window opacity with a slider, changing the icon size in dock, and reset to the defaults button. As I said this is my final devlog, so I will mention all my other features too. I also changed the code so that when you click AstroSparkOS in the top-right of the bar it will open a hidden app called Who Am I. There are drag-able windows, glassy effects, live backgrounds, and more features coming in Web OS 2!!! I aslo added a video instead of a picture to demonstrate features below!
Ships:
I created a WebOS that sparks the galaxy!!! My main toughest challenges were coding the ISS tracker, adding the cursor hover detection dock magnification, and creating a settings app. Plus, if you click the top AstroSparkOS text in the top bar, it will open a hidden app called Who Am I that gives details of me....
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1792817447.6884649
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1792903847.6884649
|
|
42654
|
multipad by @lukas_gye2 | Stardance
|
lukas_gye2
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T19:04:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A 3x4 Numpad witha second layer used for other controles", "repo": "https://github.com/luklab63/hack-pad", "demo": ""}]...
|
[{"post_id": 78842, "ts": "202 [{"post_id": 78842, "ts": "2026-10-11T19:03:07Z", "hours": 0.6164, "text": "Finished the Hackpad"}, {"post_id": 41556, "ts": "2026-08-05T20:55:10Z", "hours": 2.7006, "text": "finished working on the FIrmware today"}, {"post_id": 40418, "ts": "2026-08-03T22:10:53Z", "hours": 2.6167, "text": "finished 3D modeling"}, {"post_id": 38945, "ts": "2026-08-01T15:38:36Z", "hours": 1.7894, "text": "Finished working on the PCB"}, {"post_id": 38874, "ts": "2026-08-01T13:10:36Z", "hours": 2.5833, "text": "working on PCB. having some issues with the footprints for the LEDs"}]...
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Title: multipad by @lukas_gye2 | Stardance
Devlog Title: multipad by @lukas_gye2 | Stardance
Devlogs:
working on PCB. having some issues with the footprints for the LEDs
Finished working on the PCB
finished 3D modeling
finished working on the FIrmware today
Finished the Hackpad
Ships:
A 3x4 Numpad witha second layer used for other controles...
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1792853366.5903392
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1792939766.5903392
|
|
51969
|
coffeeTracker by @skyFonix | Stardance
|
skyFonix
|
1
|
38.0
|
388
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T18:48:25Z", "hours": 38.0, "multiplier": 8.44, "payout": 388, "blessing": "neutral", "text": "coffeeTracker The reason The reason I made this project was because my dad asked me whether I could develop a solution for tracking coffee usage at his workplace, because it was a real mess without a central system. Features User account registration without any permission First user to register automatically becomes the admin Everyone else has to be approved by the admin if the account wasn’t created from the admin dashboard The whole system works based on pools, every coffee machine at an office is considered a pool, each of them have a separate transaction list. Every user has a different balance for all of them! Clear UI with big buttons for the four main functions Drink (“Ivás”): The user can either choose a predefined strength of coffee or can enter a custom amount in gramms, people can only drink from a pool if the user has enough money to pay for the coffee and the pool has enough coffee to drink from Add coffee (“Kávé hozzáadása”): The user can register coffee that they bought with their own money!. They need to enter the amount and cost of it! Add money (“Pénz hozzáadása”): The user can register a money only transaction, the system treats it differently to a coffee add transaction, since it doesn’t physically add coffee to the pool Use Money (“Pénz felhasználása”): Since the system treats money only and coffee transactions this serves the function of using up the funds from money only transactions in the pool! Any transaction can be edited: Users can only edit their transactions for a limited time, while admins can edit all transactions at any point in time right from the dashboard! Profile pictures: Any user can set a profile picture, it has no usefulness, but it’s fun. Admins can administer profile pics to any user these pictures can also be removed! Upcoming features: Statistics: These aren’t implemented yet, because I’m not sure what will be needed in everyday usage, so I decided it’s better to let the environment decide. Difficulties: One of the biggest challenges of this project was the logic behind handling and updating transactions and pool balances I also found working with modals a bit inconvenient and ugly at times, but got used to them by the end Demo: https://democoffee.cigoria.eu ADMIN User: demoadmin Password: password USER User: demouser Password: password1", "repo": "https://github.com/FonixPython/coffeeTracker", "demo": "https://democoffee.cigoria.eu"}]...
|
[{"post_id": 78795, "ts": "202 [{"post_id": 78795, "ts": "2026-10-11T16:58:47Z", "hours": 6.9053, "text": "Final devlog before first ship! I translated the whole thing to Hungarian because the environment that it will be used in required it! I implemented a money usage transaction I also implemented editing of transactions for both users and admins, admins can edit transaction anytime, users can only edit transactions the hour after it was made! QR support was also implemented, these can be printed out and when scanned they bring the user right to the correct pool for quick transactions"}, {"post_id": 71142, "ts": "2026-09-20T10:52:55Z", "hours": 9.0417, "text": "It seems like I’m still keeping my track record of not making enough devlogs. Things that have changed since last time: I added support for profile pictures A top bar was added for access to the admin panel, user editor and the logout button! I started making the home page functional, adding coffee, adding money and drinking coffee are now functional! Challenging things: As per usual my procrastination did not help the progress of the project I spent the last half an hour figuring out why the checks for drinking coffee weren’t working, it turned out to be quite a dumb mistake Things left to do: Use money from pool function Edit transaction for users and admins Generate QR code for pool with a printable .pdf Statistics: Coffee drinking leader board Coffee buying leader board Monthly drinking summaries Drinking frequency stats throughout the day Display amount of money actually spent on coffee and amount of money that’s just money"}, {"post_id": 67364, "ts": "2026-09-13T13:25:23Z", "hours": 2.86, "text": "Accounts can finally be properly edited from the admin panel, next up is the profile picture support!"}, {"post_id": 66777, "ts": "2026-09-12T17:43:33Z", "hours": 9.7572, "text": "Damn it, I’m devloging almost 10 hours of work again! I everything I did was on the admin page side of things, forgot to devlog tho… Admin can create, edit and delete pools Admin can create, edit and delete coffee variations (how strong a coffee can be) Admin can register, accept, edit and delete users Currently the most challenging part of this project is battling my ADHD brain and trying not to procrastinate on it. :("}, {"post_id": 53987, "ts": "2026-08-24T18:23:40Z", "hours": 6.5903, "text": "Big devlog - backend work mostly finished Things added Authentication systems with tokens stored inside of a cookie CRUD for pools for admins CRUD for transactions for admins and users CRUD for variations for admins Frontend Tasks Connect the login page to backend Connect user dashboard to backend Add modals to user dashboard Add notifications to user dashboard Connect admin dashboard to backend Create statistics diagrams Backend Tasks Profile picture support, db table already there, but uploads and such aren’t yet implemented, I’m unsure of when to handle them"}, {"post_id": 51257, "ts": "2026-08-20T19:53:10Z", "hours": 1.8378, "text": "Finished with the basic design of the user dashboard! Also optimized it for mobile devices, since that’s going to be the primary target device!"}, {"post_id": 51182, "ts": "2026-08-20T18:00:46Z", "hours": 0.8058, "text": "Login panel design finished"}, {"post_id": 51092, "ts": "2026-08-20T16:17:02Z", "hours": 0.4714, "text": "Finished with schema design!"}]...
|
Title: coffeeTracker by @skyFonix | Stardance
Dev Title: coffeeTracker by @skyFonix | Stardance
Devlogs:
Finished with schema design!
Login panel design finished
Finished with the basic design of the user dashboard! Also optimized it for mobile devices, since that’s going to be the primary target device!
Big devlog - backend work mostly finished Things added Authentication systems with tokens stored inside of a cookie CRUD for pools for admins CRUD for transactions for admins and users CRUD for variations for admins Frontend Tasks Connect the login page to backend Connect user dashboard to backend Add modals to user dashboard Add notifications to user dashboard Connect admin dashboard to backend Create statistics diagrams Backend Tasks Profile picture support, db table already there, but uploads and such aren’t yet implemented, I’m unsure of when to handle them
Damn it, I’m devloging almost 10 hours of work again! I everything I did was on the admin page side of things, forgot to devlog tho… Admin can create, edit and delete pools Admin can create, edit and delete coffee variations (how strong a coffee can be) Admin can register, accept, edit and delete users Currently the most challenging part of this project is battling my ADHD brain and trying not to procrastinate on it. :(
Accounts can finally be properly edited from the admin panel, next up is the profile picture support!
It seems like I’m still keeping my track record of not making enough devlogs. Things that have changed since last time: I added support for profile pictures A top bar was added for access to the admin panel, user editor and the logout button! I started making the home page functional, adding coffee, adding money and drinking coffee are now functional! Challenging things: As per usual my procrastination did not help the progress of the project I spent the last half an hour figuring out why the checks for drinking coffee weren’t working, it turned out to be quite a dumb mistake Things left to do: Use money from pool function Edit transaction for users and admins Generate QR code for pool with a printable .pdf Statistics: Coffee drinking leader board Coffee buying leader board Monthly drinking summaries Drinking frequency stats throughout the day Display amount of money actually spent on coffee and amount of money that’s just money
Final devlog before first ship! I translated the whole thing to Hungarian because the environment that it will be used in required it! I implemented a money usage transaction I also implemented editing of transactions for both users and admins, admins can edit transaction anytime, users can only edit transactions the hour after it was made! QR support was also implemented, these can be printed out and when scanned they bring the user right to the correct pool for quick transactions
Ships:
coffeeTracker The reason The reason I made this project was because my dad asked me whether I could develop a solution for tracking coffee usage at his workplace, because it was a real mess without a central system. Features User account registration without any permission First user to register automatically becomes the admin Everyone else has to be approved by the admin if the account wasn’t created from the admin dashboard The whole system works based on pools, every coffee machine at an office is considered a pool, each of them have a separate transaction list. Every user has a different balance for all of them! Clear UI with big buttons for the four main functions Drink (“Ivás”): The user can either choose a predefined strength of coffee or can enter a custom amount in gramms, people can only drink from a pool if the user has enough money to pay for the coffee and the pool has enough coffee to drink from Add coffee (“Kávé hozzáadása”): The user can register coffee that they bought with their own money!. They need to enter the amount and cost of it! Add money (“Pénz hozzáadása”): The user can register a money only transaction, the system treats it differently to a coffee add transaction, since it doesn’t physically add coffee to the pool Use Money (“Pénz felhasználása”): Since the system treats money only and coffee transactions this serves the function of using up the funds from money only transactions in the pool! Any transaction can be edited: Users can only edit their transactions for a limited time, while admins can edit all transactions at any point in time right from the dashboard! Profile pictures: Any user can set a profile picture, it has no usefulness, but it’s fun. Admins can administer profile pics to any user these pictures can also be removed! Upcoming features: Statistics: These aren’t implemented yet, because I’m not sure what will be needed in everyday usage, so I decided it’s better to let the environment decide. Difficulties: One of the biggest challenges of this project was the logic behind handling and updating transactions and pool balances I also found working with modals a bit inconvenient and ugly at times, but got used to them by the end Demo: https://democoffee.cigoria.eu ADMIN User: demoadmin Password: password USER User: demouser Password: password1...
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1792853771.131
|
1792940171.131
|
|
67934
|
Pip The Mouse: Desktop Edition by @j4y_boi | Stard Pip The Mouse: Desktop Edition by @j4y_boi | Stardance...
|
j4y_boi
|
1
|
14.0
|
157
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T18:23:54Z", "hours": 14.0, "multiplier": 10.93, "payout": 157, "blessing": "neutral", "text": "I made Pip the Mouse as a Desktop pet! Pip the Mouse was originally one of my first game projects ever, and to celebrate it’s one year anniversary (and to participate in this challange) I turned him into a pet that wanders around on your desktop! You can feed him, play with him and throw him around! You can download him from the itch.io page: https://j4y-boi.itch.io/pip-the-mouse-desktop-edition (Link to message in #playground-ships: https://hackclub.slack.com/archives/C0C51NCK1DG/p1791742520319769 )", "repo": "https://github.com/j4y-boi/pip-the-mouse-desktop-pet/", "demo": "https://j4y-boi.itch.io/pip-the-mouse-desktop-edition"}]...
|
[{"post_id": 78822, "ts": "202 [{"post_id": 78822, "ts": "2026-10-11T18:08:37Z", "hours": 1.5486, "text": "What did I do? I made an itch.io page: https://j4y-boi.itch.io/pip-the-mouse-desktop-edition I made a trailer! (I had to compress the video to upload it here, it may have better quality on Youtube): https://www.youtube.com/watch?v=o3zFl_8S51Q What remains? Nothing, I’m shipping soon!"}, {"post_id": 78478, "ts": "2026-10-10T22:11:04Z", "hours": 3.6553, "text": "What did I do? Fixed a lot of physics related bugs (and probably also created a ton, but I don’t have the willpower to search for them) Pip turns a bit during dragging (such dramatic change) What remains? The itch.io page"}, {"post_id": 77947, "ts": "2026-10-08T22:21:28Z", "hours": 1.9022, "text": "What did I do? Improve Stats/Settings menu further Fixed misc. bugs related to food physics Added smoke to the items that dissapear from the clear button What remains? Fixing Pip’s physics bugs"}, {"post_id": 77700, "ts": "2026-10-07T23:44:59Z", "hours": 1.5503, "text": "What did I do? Added saving Updated Stats menu a bit Added clear button (not visible in screenshot) What remains? Fixing collision detection when somethings on top of Pip Particles General QOL and UX improvements"}, {"post_id": 77424, "ts": "2026-10-06T22:41:42Z", "hours": 0.9092, "text": "What did I do? Fixed Pip being an immovable object Added play and feed features Added extra animations What remains? Save files Clear screen button (to remove excess food and ball)"}, {"post_id": 77164, "ts": "2026-10-05T20:58:30Z", "hours": 1.7386, "text": "What did I do? GUI can now be enabled without game being active window Clickthrough What remains? Pip actually eating the food and interacting with the ball Save files extra idle animations fixing pip being immovable object"}, {"post_id": 76873, "ts": "2026-10-04T21:51:47Z", "hours": 0.275, "text": "What did I do? fixed some misc bugs related to dragging food around What remains? Check last devlog"}, {"post_id": 76858, "ts": "2026-10-04T20:49:58Z", "hours": 2.7461, "text": "What did I do? First gameplay elements implemented art added GUI largely functional What remains? Pip actually eating the food Play feature Save files Clickthrough (The game is currently running as a fullscreen application)"}]...
|
Title: Pip The Mouse: Desktop Edition by @j4y_boi Title: Pip The Mouse: Desktop Edition by @j4y_boi | Stardance
Devlogs:
What did I do? First gameplay elements implemented art added GUI largely functional What remains? Pip actually eating the food Play feature Save files Clickthrough (The game is currently running as a fullscreen application)
What did I do? fixed some misc bugs related to dragging food around What remains? Check last devlog
What did I do? GUI can now be enabled without game being active window Clickthrough What remains? Pip actually eating the food and interacting with the ball Save files extra idle animations fixing pip being immovable object
What did I do? Fixed Pip being an immovable object Added play and feed features Added extra animations What remains? Save files Clear screen button (to remove excess food and ball)
What did I do? Added saving Updated Stats menu a bit Added clear button (not visible in screenshot) What remains? Fixing collision detection when somethings on top of Pip Particles General QOL and UX improvements
What did I do? Improve Stats/Settings menu further Fixed misc. bugs related to food physics Added smoke to the items that dissapear from the clear button What remains? Fixing Pip’s physics bugs
What did I do? Fixed a lot of physics related bugs (and probably also created a ton, but I don’t have the willpower to search for them) Pip turns a bit during dragging (such dramatic change) What remains? The itch.io page
What did I do? I made an itch.io page: https://j4y-boi.itch.io/pip-the-mouse-desktop-edition I made a trailer! (I had to compress the video to upload it here, it may have better quality on Youtube): https://www.youtube.com/watch?v=o3zFl_8S51Q What remains? Nothing, I’m shipping soon!
Ships:
I made Pip the Mouse as a Desktop pet! Pip the Mouse was originally one of my first game projects ever, and to celebrate it’s one year anniversary (and to participate in this challange) I turned him into a pet that wanders around on your desktop! You can feed him, play with him and throw him around! You can download him from the itch.io page: https://j4y-boi.itch.io/pip-the-mouse-desktop-edition (Link to message in #playground-ships: https://hackclub.slack.com/archives/C0C51NCK1DG/p1791742520319769 )...
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1792817441.6723764
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1792903841.6723764
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|
68273
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GalaxyOS by @Siyam | Stardance
|
Siyam
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2
|
8.0
|
8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T17:51:57Z", "hours": 2.0, "multiplier": 6.24, "payout": 8, "blessing": "neutral", "text": "#WebOS 2 I have updated the WebOS into WebOS 2, Here is what i changed, 1, Added a Calculator which is really works 2, Updated the window style and its header 3, added a google search option 4, instead just one wallpaper, i used a api key to fetch new wallpaper every time. 5, updated the color and design of quick notes. 6, made every css, js, html files separated from each other. it helps to solve erros more fast and easily 7, updated the Guide into a welcome page", "repo": "https://github.com/Tanzil-Alam/WebOS", "demo": "https://tanzil-alam.github.io/WebOS/"}, {"ship_num": 2, "ts": "2026-10-09T15:13:56Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built a WebOS that runs in Website. It has 3 built in apps, They are the Guide, Flappy Bird, Notepad. Its a simple project. Anyone can play this by clicking in the logo. The Javascript part was most challenging for me, it was very hard to write.", "repo": "https://github.com/Tanzil-Alam/WebOS", "demo": "https://tanzil-alam.github.io/WebOS/"}]...
|
[{"post_id": 78810, "ts": "202 [{"post_id": 78810, "ts": "2026-10-11T17:50:26Z", "hours": 1.2628, "text": "#WebOS 2 I have updated the WebOS into WebOS 2, Here is what i changed, 1, Added a Calculator which is really works 2, Updated the window style and its header 3, added a google search option 4, instead just one wallpaper, i used a api key to fetch new wallpaper every time. 5, updated the color and design of quick notes. 6, made every css, js, html files separated from each other. it helps to solve erros more fast and easily 7, updated the Guide into a welcome page"}, {"post_id": 78730, "ts": "2026-10-11T12:42:56Z", "hours": 1.1194, "text": "Added a API Key for my background image, now it fetches new images everytime. Also added 2 new apps that is a calculator and a painter. I will make the apps working and usable now, and also i have made style and script files to make my index html short and clean. Iam also trying to redesign my windows look."}, {"post_id": 78087, "ts": "2026-10-09T15:06:43Z", "hours": 1.4075, "text": "I Have removed extra features, and kept only 3. It has a flappy bird Game and Notepad And a Guide. The Windows are drag-able. I made that the windows just play other html’s as a app."}, {"post_id": 78031, "ts": "2026-10-09T08:21:56Z", "hours": 0.5939, "text": "Trying to make the windows work, but its very hard."}, {"post_id": 77883, "ts": "2026-10-08T17:24:19Z", "hours": 1.2117, "text": "Added the icons, made the links active and added hover effect on them."}, {"post_id": 77847, "ts": "2026-10-08T14:51:40Z", "hours": 1.4881, "text": "The old image was AI generated, it was not acceptable. So, i just changed the background image. I have made some div boxes, and fixed their Size, Colour, Location. I selected the colour a little transparent by up-downing the colour of style. I used simple java to get time and date, fixed the date and time at top div. Also added a settings and fixed its location, currently the settings don’t work, but i will update it soon. I used a image as settings icon, and made a same div case for it."}, {"post_id": 77757, "ts": "2026-10-08T05:33:01Z", "hours": 1.2244, "text": "Added a background image. and added shortcuts on top."}]...
|
Title: GalaxyOS by @Siyam | Stardance
Devlogs:
Ad Title: GalaxyOS by @Siyam | Stardance
Devlogs:
Added a background image. and added shortcuts on top.
The old image was AI generated, it was not acceptable. So, i just changed the background image. I have made some div boxes, and fixed their Size, Colour, Location. I selected the colour a little transparent by up-downing the colour of style. I used simple java to get time and date, fixed the date and time at top div. Also added a settings and fixed its location, currently the settings don’t work, but i will update it soon. I used a image as settings icon, and made a same div case for it.
Added the icons, made the links active and added hover effect on them.
Trying to make the windows work, but its very hard.
I Have removed extra features, and kept only 3. It has a flappy bird Game and Notepad And a Guide. The Windows are drag-able. I made that the windows just play other html’s as a app.
Added a API Key for my background image, now it fetches new images everytime. Also added 2 new apps that is a calculator and a painter. I will make the apps working and usable now, and also i have made style and script files to make my index html short and clean. Iam also trying to redesign my windows look.
#WebOS 2 I have updated the WebOS into WebOS 2, Here is what i changed, 1, Added a Calculator which is really works 2, Updated the window style and its header 3, added a google search option 4, instead just one wallpaper, i used a api key to fetch new wallpaper every time. 5, updated the color and design of quick notes. 6, made every css, js, html files separated from each other. it helps to solve erros more fast and easily 7, updated the Guide into a welcome page
Ships:
I have built a WebOS that runs in Website. It has 3 built in apps, They are the Guide, Flappy Bird, Notepad. Its a simple project. Anyone can play this by clicking in the logo. The Javascript part was most challenging for me, it was very hard to write.
#WebOS 2 I have updated the WebOS into WebOS 2, Here is what i changed, 1, Added a Calculator which is really works 2, Updated the window style and its header 3, added a google search option 4, instead just one wallpaper, i used a api key to fetch new wallpaper every time. 5, updated the color and design of quick notes. 6, made every css, js, html files separated from each other. it helps to solve erros more fast and easily 7, updated the Guide into a welcome page...
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1792817675.1361248
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1792904075.1361248
|
|
68250
|
Abdul's Site by @SpaceRanger | Stardance
|
SpaceRanger
|
1
|
3.0
|
12
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T17:25:47Z", "hours": 3.0, "multiplier": 3.43, "payout": 12, "blessing": "neutral", "text": "Made my personal website. Been meaning to for a while. It’s Nothing special, But it’s all I need.", "repo": "https://github.com/abdulgafarabdurrasheed/Abdul-s-Website", "demo": "https://devabdulsite.netlify.app/"}]...
|
[{"post_id": 78801, "ts": "202 [{"post_id": 78801, "ts": "2026-10-11T17:14:47Z", "hours": 0.2814, "text": "Final tweaks. Ready to ship now."}, {"post_id": 78786, "ts": "2026-10-11T16:28:33Z", "hours": 0.6397, "text": "Changelog tweaks and updates ( 668bf78 ) section info and general styling ( 4d03cc2 ) fixed naming issue ( 703ca92 ) fix deploying failed cause of fsevents ( fe68974 ) Added detailing to the Site. My escapades are now details on there. Ready to ship, but I Just need to do one more thing."}, {"post_id": 77410, "ts": "2026-10-06T21:16:05Z", "hours": 0.5447, "text": "Added Nav Icons thant remain when Nav is collapsed(AI did most of this). Now I can actually begin filling in info. Changelog added nav icons ( 9afecd8 )"}, {"post_id": 77389, "ts": "2026-10-06T19:27:43Z", "hours": 0.455, "text": "Changelog added video background ( 5b61f31 ) Site now uses Video Background from different anime. Spent atleast 2 hours sourcing for, and editing videos. TCH"}, {"post_id": 77296, "ts": "2026-10-06T13:53:57Z", "hours": 1.5481, "text": "Changelog collapsible navbar ( 5a5e017 ) I have been able to acheive a collapsible Navbar. Crazy how much I have forgotten basic things lol. Always happens."}]...
|
Title: Abdul's Site by @SpaceRanger | Stardanc Title: Abdul's Site by @SpaceRanger | Stardance
Devlogs:
Changelog collapsible navbar ( 5a5e017 ) I have been able to acheive a collapsible Navbar. Crazy how much I have forgotten basic things lol. Always happens.
Changelog added video background ( 5b61f31 ) Site now uses Video Background from different anime. Spent atleast 2 hours sourcing for, and editing videos. TCH
Added Nav Icons thant remain when Nav is collapsed(AI did most of this). Now I can actually begin filling in info. Changelog added nav icons ( 9afecd8 )
Changelog tweaks and updates ( 668bf78 ) section info and general styling ( 4d03cc2 ) fixed naming issue ( 703ca92 ) fix deploying failed cause of fsevents ( fe68974 ) Added detailing to the Site. My escapades are now details on there. Ready to ship, but I Just need to do one more thing.
Final tweaks. Ready to ship now.
Ships:
Made my personal website. Been meaning to for a while. It’s Nothing special, But it’s all I need....
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1792817463.9372087
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1792903863.9372087
|
|
68064
|
COMPUTER SCIENCE IP by @cosmic79conqueror | Starda COMPUTER SCIENCE IP by @cosmic79conqueror | Stardance...
|
cosmic79conqueror
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T17:10:45Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my Computer Science IP Project !! the problem statement: CREATE A MENU DRIVEN PYTHON PROGRAM AND USE A BACKEND LIKE SQL TO STORE THE INFORMATION. not all the features have been implemented and are kept for future versions Here, I will be using the terminal itself to run the code and not go for any UI creation as it makes the project a lot simpler and makes me confident that i can answer any viva questions that come my way. The main idea: I am a JEE advanced aspirant. I have an error logger powered by ai agent already there. So i will use this chance to make a tool so that i can rate how proficient i am at each subject….. I will be mainely using foreign keys and primary keys to ensure smoothness.. i initially thought of creating N tables for N subjects but i was adviced against it so here i will have 4 tables to prevent clash if ever 2 people create the same subject. Requirements and how to run: You must have a mysql server installed Clone this repository by running the following command: git clone https://github.com/Abhrajit-Gogoi/cs_ip run the install.py file. This initialises the database and tables. It will ask for database name change it to you preference. If your sql username and password are different, change it in line 7 of install.py python install.py demo VIDEO: This was made for my shcool computer science ip project so I had to create a full report on it too along with this :( too much extra work uffff!!!", "repo": "https://github.com/Abhrajit-Gogoi/cs_ip", "demo": "https://github.com/Abhrajit-Gogoi/cs_ip/blob/main/demo.gif"}]...
|
[{"post_id": 78796, "ts": "202 [{"post_id": 78796, "ts": "2026-10-11T17:05:16Z", "hours": 0.2567, "text": "done and ready to shipppp i am finally done with this!!! phew and it is ready to ship although few features are left"}, {"post_id": 78676, "ts": "2026-10-11T08:42:57Z", "hours": 1.0408, "text": "there was a mapping bug again made the changes to the chp table so as to include which all users can access which subjects"}, {"post_id": 78527, "ts": "2026-10-11T03:25:19Z", "hours": 0.8283, "text": "created a file where you can run to initialise You can run this file to like initialise all the required stuff like database and tbales……"}, {"post_id": 78029, "ts": "2026-10-09T07:36:33Z", "hours": 1.2583, "text": "added 3 funcitons now moving on to make the main execution loop but i keep running into some logical error. the loop just shuts down automatically"}, {"post_id": 77750, "ts": "2026-10-08T04:58:05Z", "hours": 3.0428, "text": "I ran into a mapping problem the original structure i decided to use had complicated mapping and i ended up entangled in it. so i went back dropped all the tables and rewrote the structure scratch up so now it is a linear mapping rather than many to one mapping"}, {"post_id": 77264, "ts": "2026-10-06T10:55:14Z", "hours": 1.7625, "text": "done!!! finally finished manually making the whole flowchart and getting it to fit on a pdf. the hard part was how branched it gets even for projects like these which are dirst simple…. I dont want to have to make a flowchart for my college projects in the futture 😭"}, {"post_id": 77226, "ts": "2026-10-06T05:30:28Z", "hours": 0.9294, "text": "created flowchart part 1 Created the actual digital version of the flowchart i sketched out in app.diagrams.net well half of it till now rest of the work is going to have to wait for timorrow……. Phew school stuff is hard work 🥹🥹"}, {"post_id": 77221, "ts": "2026-10-06T04:30:05Z", "hours": 0.4725, "text": "created the flow chart of the project on notebook I forgot to turn on the lapse until i was almost done with it most of the part was missed and this thing is so ragebaiting. “YOU HAVE TO MAKE A FLOW CHART EXPLAINING EACH AND EVERY THING INCLUDING ALL THE FUNCTIONS” 🙄🙄"}, {"post_id": 77004, "ts": "2026-10-05T10:39:19Z", "hours": 1.8117, "text": "😭 I should’ve paid mor attention in CS class I got a broken sql server which took GODDAM 2 WHOLE CS HOURS!!!! HOW IS IT SO HARD TO SET THIS UP NOT TO MENTION I HAVE TO CREATE AN ENTIRE PROJECT ON IT"}]...
|
Title: COMPUTER SCIENCE IP by @cosmic79conqueror | Title: COMPUTER SCIENCE IP by @cosmic79conqueror | Stardance
Devlogs:
😭 I should’ve paid mor attention in CS class I got a broken sql server which took GODDAM 2 WHOLE CS HOURS!!!! HOW IS IT SO HARD TO SET THIS UP NOT TO MENTION I HAVE TO CREATE AN ENTIRE PROJECT ON IT
created the flow chart of the project on notebook I forgot to turn on the lapse until i was almost done with it most of the part was missed and this thing is so ragebaiting. “YOU HAVE TO MAKE A FLOW CHART EXPLAINING EACH AND EVERY THING INCLUDING ALL THE FUNCTIONS” 🙄🙄
created flowchart part 1 Created the actual digital version of the flowchart i sketched out in app.diagrams.net well half of it till now rest of the work is going to have to wait for timorrow……. Phew school stuff is hard work 🥹🥹
done!!! finally finished manually making the whole flowchart and getting it to fit on a pdf. the hard part was how branched it gets even for projects like these which are dirst simple…. I dont want to have to make a flowchart for my college projects in the futture 😭
I ran into a mapping problem the original structure i decided to use had complicated mapping and i ended up entangled in it. so i went back dropped all the tables and rewrote the structure scratch up so now it is a linear mapping rather than many to one mapping
added 3 funcitons now moving on to make the main execution loop but i keep running into some logical error. the loop just shuts down automatically
created a file where you can run to initialise You can run this file to like initialise all the required stuff like database and tbales……
there was a mapping bug again made the changes to the chp table so as to include which all users can access which subjects
done and ready to shipppp i am finally done with this!!! phew and it is ready to ship although few features are left
Ships:
This is my Computer Science IP Project !! the problem statement: CREATE A MENU DRIVEN PYTHON PROGRAM AND USE A BACKEND LIKE SQL TO STORE THE INFORMATION. not all the features have been implemented and are kept for future versions Here, I will be using the terminal itself to run the code and not go for any UI creation as it makes the project a lot simpler and makes me confident that i can answer any viva questions that come my way. The main idea: I am a JEE advanced aspirant. I have an error logger powered by ai agent already there. So i will use this chance to make a tool so that i can rate how proficient i am at each subject….. I will be mainely using foreign keys and primary keys to ensure smoothness.. i initially thought of creating N tables for N subjects but i was adviced against it so here i will have 4 tables to prevent clash if ever 2 people create the same subject. Requirements and how to run: You must have a mysql server installed Clone this repository by running the following command: git clone https://github.com/Abhrajit-Gogoi/cs_ip run the install.py file. This initialises the database and tables. It will ask for database name change it to you preference. If your sql username and password are different, change it in line 7 of install.py python install.py demo VIDEO: This was made for my shcool computer science ip project so I had to create a full report on it too along with this :( too much extra work uffff!!!...
|
1792817453.7547345
|
1792903853.7547345
|
|
68049
|
WebTab by @Siyam | Stardance
|
Siyam
|
4
|
4.0
|
4
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T15:39:45Z", "hours": 0.0, "multiplier": 4.22, "payout": 1, "blessing": "neutral", "text": "That was my old project. its WebTab, Like a tab in website. i updated that, “Refactored the project structure by moving CSS and JS out of the HTML file, and included a polite voter notification asking users to support me as a beginner developer.” Please give me better ratings, i’am begginer.", "repo": "https://github.com/Tanzil-Alam/WebTab", "demo": "https://tanzil-alam.github.io/WebTab/"}, {"ship_num": 2, "ts": "2026-10-10T19:45:09Z", "hours": 1.0, "multiplier": 1.52, "payout": 1, "blessing": "neutral", "text": "Added dynamic background images using the Unsplash API in JavaScript to give the UI a fresh look. The background now updates automatically on every page reload, or manually whenever you click the settings icon. It’s a small touch that makes the app feel much more alive.", "repo": "https://github.com/Tanzil-Alam/WebTab", "demo": "https://tanzil-alam.github.io/WebTab/"}, {"ship_num": 3, "ts": "2026-10-09T09:10:52Z", "hours": 1.0, "multiplier": 1.52, "payout": 2, "blessing": "neutral", "text": "WebTab WebTab is a self-contained browser start page that combines a dark glassmorphism aesthetic with practical daily navigation. Structurally, the HTML separates the display into a fixed background layer holding the wallpaper and an overlay canvas, along with a vertically centered container housing a digital clock, a direct Google search form, and a row of quick-access shortcut buttons. Visually, the CSS color system builds depth by layering translucent white surfaces with varying opacities and backdrop blurs over a deep black canvas, accented by soft border highlights and responsive hover transitions. Under the hood, plain JavaScript powers the experience without external dependencies: it updates the digital clock and localized date every second, parses bookmark domain names to dynamically fetch crisp icons from Google’s favicon service, and drives a lightweight canvas animation loop that renders and continuously cycles drifting star particles across the screen.Also added notes. It also has a settings button, if i click on settings, the background images switch. It has Moon and galaxy based background images. The button uses, css and js to switch the images smoothly.", "repo": "https://github.com/Tanzil-Alam/WebTab", "demo": "https://tanzil-alam.github.io/WebTab/"}, {"ship_num": 4, "ts": "2026-10-05T18:42:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WebTab is a self-contained browser start page that combines a dark glassmorphism aesthetic with practical daily navigation. Structurally, the HTML separates the display into a fixed background layer holding the wallpaper and an overlay canvas, along with a vertically centered container housing a digital clock, a direct Google search form, and a row of quick-access shortcut buttons. Visually, the CSS color system builds depth by layering translucent white surfaces with varying opacities and backdrop blurs over a deep black canvas, accented by soft border highlights and responsive hover transitions. Under the hood, plain JavaScript powers the experience without external dependencies: it updates the digital clock and localized date every second, parses bookmark domain names to dynamically fetch crisp icons from Google’s favicon service, and drives a lightweight canvas animation loop that renders and continuously cycles drifting star particles across the screen.Also added notes.", "repo": "https://github.com/Tanzil-Alam/WebTab", "demo": "https://tanzil-alam.github.io/WebTab/"}]...
|
[{"post_id": 78712, "ts": "202 [{"post_id": 78712, "ts": "2026-10-11T11:51:28Z", "hours": 0.2867, "text": "Refactored the project structure by moving CSS and JS out of the HTML file, and included a polite voter notification asking users to support me as a beginner developer."}, {"post_id": 78428, "ts": "2026-10-10T19:40:11Z", "hours": 0.7178, "text": "Added dynamic background images using the Unsplash API in JavaScript to give the UI a fresh look. The background now updates automatically on every page reload, or manually whenever you click the settings icon. It’s a small touch that makes the app feel much more alive!"}, {"post_id": 78034, "ts": "2026-10-09T09:07:21Z", "hours": 1.0297, "text": "Placed a settings button in the top-right corner (12px offset) that toggles between 3 different background images on click. I also added the live site link to the README so anyone can check out the update."}, {"post_id": 77126, "ts": "2026-10-05T18:40:51Z", "hours": 0.7178, "text": "Built new shortcut controls and a live clock widget into the interface. I’ve also deployed the latest build using GitHub Pages, so feel free to test it out live at WebTab"}, {"post_id": 77111, "ts": "2026-10-05T17:34:36Z", "hours": 1.6825, "text": "Added an interactive moving particle effect to the background and integrated a search engine directly into the interface. It brings a whole new level of polish and utility to the dashboard! Check it out live on WebTab"}]...
|
Title: WebTab by @Siyam | Stardance
Devlogs:
Adde Title: WebTab by @Siyam | Stardance
Devlogs:
Added an interactive moving particle effect to the background and integrated a search engine directly into the interface. It brings a whole new level of polish and utility to the dashboard! Check it out live on WebTab
Built new shortcut controls and a live clock widget into the interface. I’ve also deployed the latest build using GitHub Pages, so feel free to test it out live at WebTab
Placed a settings button in the top-right corner (12px offset) that toggles between 3 different background images on click. I also added the live site link to the README so anyone can check out the update.
Added dynamic background images using the Unsplash API in JavaScript to give the UI a fresh look. The background now updates automatically on every page reload, or manually whenever you click the settings icon. It’s a small touch that makes the app feel much more alive!
Refactored the project structure by moving CSS and JS out of the HTML file, and included a polite voter notification asking users to support me as a beginner developer.
Ships:
WebTab is a self-contained browser start page that combines a dark glassmorphism aesthetic with practical daily navigation. Structurally, the HTML separates the display into a fixed background layer holding the wallpaper and an overlay canvas, along with a vertically centered container housing a digital clock, a direct Google search form, and a row of quick-access shortcut buttons. Visually, the CSS color system builds depth by layering translucent white surfaces with varying opacities and backdrop blurs over a deep black canvas, accented by soft border highlights and responsive hover transitions. Under the hood, plain JavaScript powers the experience without external dependencies: it updates the digital clock and localized date every second, parses bookmark domain names to dynamically fetch crisp icons from Google’s favicon service, and drives a lightweight canvas animation loop that renders and continuously cycles drifting star particles across the screen.Also added notes.
WebTab WebTab is a self-contained browser start page that combines a dark glassmorphism aesthetic with practical daily navigation. Structurally, the HTML separates the display into a fixed background layer holding the wallpaper and an overlay canvas, along with a vertically centered container housing a digital clock, a direct Google search form, and a row of quick-access shortcut buttons. Visually, the CSS color system builds depth by layering translucent white surfaces with varying opacities and backdrop blurs over a deep black canvas, accented by soft border highlights and responsive hover transitions. Under the hood, plain JavaScript powers the experience without external dependencies: it updates the digital clock and localized date every second, parses bookmark domain names to dynamically fetch crisp icons from Google’s favicon service, and drives a lightweight canvas animation loop that renders and continuously cycles drifting star particles across the screen.Also added notes. It also has a settings button, if i click on settings, the background images switch. It has Moon and galaxy based background images. The button uses, css and js to switch the images smoothly.
Added dynamic background images using the Unsplash API in JavaScript to give the UI a fresh look. The background now updates automatically on every page reload, or manually whenever you click the settings icon. It’s a small touch that makes the app feel much more alive.
That was my old project. its WebTab, Like a tab in website. i updated that, “Refactored the project structure by moving CSS and JS out of the HTML file, and included a polite voter notification asking users to support me as a beginner developer.” Please give me better ratings, i’am begginer....
|
1792817450.5913548
|
1792903850.5913548
|
|
60103
|
Artemis 2 Rocket by @javin_wittig | Stardance
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javin_wittig
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T15:28:15Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I modeled the launch of the Artemis II rocket in Blender. One of the biggest challenges was creating the fire and smoke simulations, which I’m really proud of! The project also includes an interactive 3D website where I showcase my Blender scene.", "repo": "https://github.com/javinwittig/artemis-2-launch-3d", "demo": "https://javinwittig.github.io/artemis-2-launch-3d/"}]...
|
[{"post_id": 78764, "ts": "202 [{"post_id": 78764, "ts": "2026-10-11T15:17:38Z", "hours": 4.5083, "text": "I am finally finished with my project. I also created an interactive website for my szene: https://javinwittig.github.io/artemis-2-launch-3d/"}, {"post_id": 72388, "ts": "2026-09-22T20:07:56Z", "hours": 2.0036, "text": "Modeling the surroundings of my scene"}, {"post_id": 71219, "ts": "2026-09-20T14:02:10Z", "hours": 2.6636, "text": "still improving the flames and smoke in my Blender project"}, {"post_id": 70539, "ts": "2026-09-19T10:25:28Z", "hours": 3.02, "text": "Simulating the flames and smoke of a rocket launch"}, {"post_id": 64692, "ts": "2026-09-09T09:12:32Z", "hours": 2.4747, "text": "Modeling NASA’s Artemis 2 rocket and launchpad scene in Blender"}]...
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Title: Artemis 2 Rocket by @javin_wittig | Stardan Title: Artemis 2 Rocket by @javin_wittig | Stardance
Devlogs:
Modeling NASA’s Artemis 2 rocket and launchpad scene in Blender
Simulating the flames and smoke of a rocket launch
still improving the flames and smoke in my Blender project
Modeling the surroundings of my scene
I am finally finished with my project. I also created an interactive website for my szene: https://javinwittig.github.io/artemis-2-launch-3d/
Ships:
I modeled the launch of the Artemis II rocket in Blender. One of the biggest challenges was creating the fire and smoke simulations, which I’m really proud of! The project also includes an interactive 3D website where I showcase my Blender scene....
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1792813701.8767138
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1792900101.8767138
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69049
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Wish sender by @sarthak_jnj | Stardance
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sarthak_jnj
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1
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4.35
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T14:16:50Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is supposed to be a bot that automatically runs with your device startup, checks it’s own history and then executes the command to send a specific message & image to a defined contact on WhatsApp. I personally kept it at 9 days as a small fun project to tease a friend during a 9-day long indian traditional festival. The messages, phone number, file location and photos can easily be replaced. The difficulty for me was the new experience, making projects itself is a new thing for me I’ve recently added to my timeline, and i prefer hardware mostly so I’m not much experienced with software work and working with so many libraries, that’s why this project is more of a reminder that “you have to do this today too. just keep an eye if something goes wrong” rather than something dealing with itself in the background. What i am proud of can be that i learnt the JSON thing for this project solely but practice rather than any theory reading. and even tho i used an AI to guide me, i genuinely found a lot of troubles and came up with 3-4 creative workarounds by the end and completely made the structure myself even if i asked the specific commands from AI. For those trying this, it is easy to use as it is, just make sure you already have logged into WhatsApp, adjust the pixel locations according to your device as given in README.md, increase time.sleep() if you think your device/network is taking too long. adjust the file location before running it and don’t use it to actually mess with someone, it’s supposed to be something for a joke, not to irritate anyone (unless they’re a close friend)", "repo": "https://github.com/Sarthak-jnj/Just-a-wishing-bot", "demo": "https://github.com/Sarthak-jnj/Just-a-wishing-bot/blob/main/Demo.zip"}]...
|
[{"post_id": 81289, "ts": "202 [{"post_id": 81289, "ts": "2026-10-20T17:20:08Z", "hours": 0.3531, "text": "Just worked up with a needed demo to quick install the files."}, {"post_id": 78728, "ts": "2026-10-11T12:36:51Z", "hours": 1.4719, "text": "Devlog Post-final Yeah…..so i discovered some more issues. primarily the WhatsApp’s internal safeguard to prevent automated bots from attaching files. had to work around that. should definetly be final devlog tho."}, {"post_id": 78665, "ts": "2026-10-11T07:05:07Z", "hours": 0.4492, "text": "Devlog final: Finished it up and set the GitHub repository, although forgot to record that on lapse. run a test once to ensure it’s working too. Link on the project page"}, {"post_id": 78424, "ts": "2026-10-10T19:29:56Z", "hours": 1.8186, "text": "Devlog 1 Pretty much completed the thing; it took me more time than expected. Since it’s late, I’ll just finish up a few remaining adjustments tomorrow morning and post a GitHub repo. A basic WhatsApp bot that scans the date every time you turn your computer on and will send a wish to any defined number through WhatsApp, if you turn your pc on a second time the same day it won’t trigger. Feel free to use it as a meme with friends or genuinely with family (once i finish up tomorrow). Was kinda a micro-fun-project, nothing serious."}]...
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Title: Wish sender by @sarthak_jnj | Stardance
De Title: Wish sender by @sarthak_jnj | Stardance
Devlogs:
Devlog 1 Pretty much completed the thing; it took me more time than expected. Since it’s late, I’ll just finish up a few remaining adjustments tomorrow morning and post a GitHub repo. A basic WhatsApp bot that scans the date every time you turn your computer on and will send a wish to any defined number through WhatsApp, if you turn your pc on a second time the same day it won’t trigger. Feel free to use it as a meme with friends or genuinely with family (once i finish up tomorrow). Was kinda a micro-fun-project, nothing serious.
Devlog final: Finished it up and set the GitHub repository, although forgot to record that on lapse. run a test once to ensure it’s working too. Link on the project page
Devlog Post-final Yeah…..so i discovered some more issues. primarily the WhatsApp’s internal safeguard to prevent automated bots from attaching files. had to work around that. should definetly be final devlog tho.
Just worked up with a needed demo to quick install the files.
Ships:
It is supposed to be a bot that automatically runs with your device startup, checks it’s own history and then executes the command to send a specific message & image to a defined contact on WhatsApp. I personally kept it at 9 days as a small fun project to tease a friend during a 9-day long indian traditional festival. The messages, phone number, file location and photos can easily be replaced. The difficulty for me was the new experience, making projects itself is a new thing for me I’ve recently added to my timeline, and i prefer hardware mostly so I’m not much experienced with software work and working with so many libraries, that’s why this project is more of a reminder that “you have to do this today too. just keep an eye if something goes wrong” rather than something dealing with itself in the background. What i am proud of can be that i learnt the JSON thing for this project solely but practice rather than any theory reading. and even tho i used an AI to guide me, i genuinely found a lot of troubles and came up with 3-4 creative workarounds by the end and completely made the structure myself even if i asked the specific commands from AI. For those trying this, it is easy to use as it is, just make sure you already have logged into WhatsApp, adjust the pixel locations according to your device as given in README.md, increase time.sleep() if you think your device/network is taking too long. adjust the file location before running it and don’t use it to actually mess with someone, it’s supposed to be something for a joke, not to irritate anyone (unless they’re a close friend)...
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1792817497.0705569
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1792903897.0705569
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38815
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CountryGuessr by @anmol_bhat | Stardance
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anmol_bhat
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1
|
16.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T14:07:49Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a game about guessing countries inspired by others such as Globle and Geoguessr.", "repo": "https://github.com/Cod3rQwerty/CountryGuessr", "demo": "https://country-guessr-sandy.vercel.app/"}]...
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[{"post_id": 78742, "ts": "202 [{"post_id": 78742, "ts": "2026-10-11T14:01:42Z", "hours": 4.6144, "text": "Devlog 5 - I Completed the Game Loop! I added a losing screen and also added a backend for the API. For the backend, I used Python with FastAPI because I used it before for a different project. All I needed to make was a proxy API for the API I used to get country data, so it didn’t take that long."}, {"post_id": 42691, "ts": "2026-08-07T15:28:33Z", "hours": 2.5019, "text": "Devlog 4 - Correct Answers So now, I added 2 of the things I said I was gonna fix in my previous devlog, a popup for when the user guesses the correct country, and filtering out duplicate hints. Duplicate Hints Filtering out duplicate hints was pretty easy, all I needed to do was make an array to store hints that were already used, USED_HINTS , and every time the user was given a hint, add the hint type, as defined here: const HINT_TYPES = { \" HARD \" : [ \" DRIVING-SIDE \" , // HARD hints give away the least info \" LANDLOCKED \" , \" CONTINENT \" , \" AREA \" , \" G20 \" , \" CURRENCY \" ], \" MEDIUM \" : [ \" BORDERS-3 \" , \" COUNTRY-FIRST-LETTER \" , \" LANGUAGES \" , \" POPULATION \" , \" GOVERNMENT-TYPE \" , \" CAPITAL-FIRST-LETTER \" ], \" EASY \" : [ // EASY hints give away the most info \" FLAG-DESC \" , \" CAPITAL \" , \" ALL-BORDERS \" ] } Then, I added a line to the generate_hints() function to not include any hints in USED_HINTS in the possible hints, here is that updated function: function generate_hints ( country_name ) { var generated = {} Object . entries ( HINT_TYPES ). forEach (( difficulty ) => { generated [ difficulty [ 0 ]] = {} difficulty [ 1 ]. forEach (( hint_type ) => { if ( ! USED_HINTS . includes ( hint_type )) { generated [ difficulty [ 0 ]][ hint_type ] = get_hint_text ( country_name , hint_type ) } else { // Hint already used so dont add it to possible hints } }) }) return generated ; } With this, a hint already given cannot be given again, improving the user experience. The Win Dialog I also made a dialog appear when the user guessed the correct country, at first I was gonna use a <div> for this, but I found out about an element in HTML called <dialog> which made things much easier, instead of having to center the div on the screen, and then position it so it was above everything else, etc, the dialog already handled all of that for me. Plus, it came with a handy ::backdrop selector for CSS, which allowed me to give the background of it a cool blur effect with: .win-dialog ::backdrop { background-color : rgba ( 15 , 23 , 42 , 0.5 ); backdrop-filter : blur ( 8px ); } I would’ve had to create a whole separate for the background if I had tried to do this with a div, so I’m glad I didn’t. As for the design of it, I chose to stay consistent with the website’s design of mostly black with a blue accent color. I also added the country’s flag because I just thought it looked nice. What I ended up with is in the screenshots, and I like how it looks, but it took me an hour to style lol Stuff I will (probably) add next devlog 1. A losing screen dialog Obviously, because I have a winning dialog, I should also make a losing dialog for when the player has more than 6 attempts, I will probably just make it look like the win dialog, but maybe with a red accent colour. 2. A backend endpoint for my api! So I also tried to get my project on GitHub, but then I realised my scripts.js file had a fetch() request which exposed my API key! Maybe after I make a losing screen, I will try to make a Netlify function or something so that I don’t give everyone my API key. 3. A better way to restart Right now, the Play Again button in the win dialog just reloads the page, which I think is kind of a hacky way of doing it, I will probably make a restart() function which resets all the variables and stuff but it will be very time consuming, so I’ll just put it off till later."}, {"post_id": 37270, "ts": "2026-07-29T21:01:08Z", "hours": 1.0853, "text": "Devlog 3 - FLAG-DESC So today I fixed the bug from earlier where the flag description wasnt working, basically sometimes in the description it would use the official name of the country, for example instead of just Afghanistan (which is its common name) the description would say Islamic Emirate of Afghanistan (which is its official name) there are also other examples where the name used in the description was neither its official name nor the common name, but it was one of the alternate names given by the API, so I had to include those as well in my filter. In the end, I made this function: function getSanitizedDescription ( countryName ) { const countryData = JSON . parse ( localStorage . getItem ( \" countryData \" ))[ countryName ]; if ( ! countryData ) return null ; // Combine all names into a single array cuz description name format is inconsistently weird const names = [ ...( countryData . names . alternates || []), countryData . names . official , countryData . names . common , ]. filter ( Boolean ); let description = countryData . flag . description ; for ( const name of names ) { description = description . replaceAll ( name , \" this country \" ); } return description ; } This works by firstly getting an array of all the names associated with the country provided in the API, and then testing the description against every single one of them until the country name is not in the description, and it returns the sanitized description. Stuff I need to Fix 1. Not allowing duplicate countries/hints Currently, if the user types the same country twice, the app allows them to, in theory I allow this (its not game breaking its just bad strategy) but I think it would be better if I didn’t let them. Whats more game-breaking, however, is duplicate hints, which are very annoying. I will probably fix this in the next devlog 2. Giving the user a message when they guess the right country Currently, the app just assumes you didn’t guess the correct country and never tells you if you guessed it right, which is not good game design! I will probably fix Bug #1 first before tackling this, as I’ll need to make and style a whole new popup for when the user wins, and program a restart, etc. Anyways, see you next devlog!"}, {"post_id": 35868, "ts": "2026-07-27T16:12:05Z", "hours": 3.6375, "text": "Devlog 2 - Hints! So over the last 2 days I added hints to the website, I did it by firstly making an object to store the different types of hints there can be, eg. BORDERS-3 would be 3 countries that this country borders, LANGUAGES are the languages this country speaks, etc. I grouped them by HARD , MEDIUM and EASY so that you get more obvious hints as you go on (easy is most obvious, hard is least obvious) I also made a massive 150 line function: get_hint_text(country_name, hint_type) which gets the hint text for a hint type and a country using a switch for every hint type (there’s probably a better way of doing this but I cba lol) Using this, I made another function: add_hint(country_name, hint_number, hint_type) which i can use to give the user a hint in JS. Issues Encountered There was largely no major issues - apart from one hint_type: FLAG-DESC. FLAG-DESC is simply a description of the flag of the country provided by the REST Countries API, however, the descriptions provided by the API have the country name in them, eg. The flag of Canada is composed of a red vertical band on the … which makes it pretty obvious what the answer is! To fix this, I initially simply replaced the name of the country to ‘this country’, which worked fine, unless for exceptions like DRC, where if I did that the FLAG-DESC would be: The flag of the Democratic Republic of the Congo has a sky-blue field with a … as the name of that country in the API is DRC . Similar things also happen with Afghanistan and Congo, where the name given in the description is different than that of the API. Targets for next Devlog: Fix the FLAG-DESC bug Give the user a hint every guess"}, {"post_id": 34775, "ts": "2026-07-25T19:21:22Z", "hours": 3.7022, "text": "Devlog 1 - The Start I made the UI with HTML and CSS, and made the Guess button add countries to the guessed list, which I’m pretty proud of for my first real web project. Tomorrow, I’ll probably add hints and polish the code a little more because its kinda messy. Cya tomorrow!"}]...
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Title: CountryGuessr by @anmol_bhat | Stardance
D Title: CountryGuessr by @anmol_bhat | Stardance
Devlogs:
Devlog 1 - The Start I made the UI with HTML and CSS, and made the Guess button add countries to the guessed list, which I’m pretty proud of for my first real web project. Tomorrow, I’ll probably add hints and polish the code a little more because its kinda messy. Cya tomorrow!
Devlog 2 - Hints! So over the last 2 days I added hints to the website, I did it by firstly making an object to store the different types of hints there can be, eg. BORDERS-3 would be 3 countries that this country borders, LANGUAGES are the languages this country speaks, etc. I grouped them by HARD , MEDIUM and EASY so that you get more obvious hints as you go on (easy is most obvious, hard is least obvious) I also made a massive 150 line function: get_hint_text(country_name, hint_type) which gets the hint text for a hint type and a country using a switch for every hint type (there’s probably a better way of doing this but I cba lol) Using this, I made another function: add_hint(country_name, hint_number, hint_type) which i can use to give the user a hint in JS. Issues Encountered There was largely no major issues - apart from one hint_type: FLAG-DESC. FLAG-DESC is simply a description of the flag of the country provided by the REST Countries API, however, the descriptions provided by the API have the country name in them, eg. The flag of Canada is composed of a red vertical band on the … which makes it pretty obvious what the answer is! To fix this, I initially simply replaced the name of the country to ‘this country’, which worked fine, unless for exceptions like DRC, where if I did that the FLAG-DESC would be: The flag of the Democratic Republic of the Congo has a sky-blue field with a … as the name of that country in the API is DRC . Similar things also happen with Afghanistan and Congo, where the name given in the description is different than that of the API. Targets for next Devlog: Fix the FLAG-DESC bug Give the user a hint every guess
Devlog 3 - FLAG-DESC So today I fixed the bug from earlier where the flag description wasnt working, basically sometimes in the description it would use the official name of the country, for example instead of just Afghanistan (which is its common name) the description would say Islamic Emirate of Afghanistan (which is its official name) there are also other examples where the name used in the description was neither its official name nor the common name, but it was one of the alternate names given by the API, so I had to include those as well in my filter. In the end, I made this function: function getSanitizedDescription ( countryName ) { const countryData = JSON . parse ( localStorage . getItem ( " countryData " ))[ countryName ]; if ( ! countryData ) return null ; // Combine all names into a single array cuz description name format is inconsistently weird const names = [ ...( countryData . names . alternates || []), countryData . names . official , countryData . names . common , ]. filter ( Boolean ); let description = countryData . flag . description ; for ( const name of names ) { description = description . replaceAll ( name , " this country " ); } return description ; } This works by firstly getting an array of all the names associated with the country provided in the API, and then testing the description against every single one of them until the country name is not in the description, and it returns the sanitized description. Stuff I need to Fix 1. Not allowing duplicate countries/hints Currently, if the user types the same country twice, the app allows them to, in theory I allow this (its not game breaking its just bad strategy) but I think it would be better if I didn’t let them. Whats more game-breaking, however, is duplicate hints, which are very annoying. I will probably fix this in the next devlog 2. Giving the user a message when they guess the right country Currently, the app just assumes you didn’t guess the correct country and never tells you if you guessed it right, which is not good game design! I will probably fix Bug #1 first before tackling this, as I’ll need to make and style a whole new popup for when the user wins, and program a restart, etc. Anyways, see you next devlog!
Devlog 4 - Correct Answers So now, I added 2 of the things I said I was gonna fix in my previous devlog, a popup for when the user guesses the correct country, and filtering out duplicate hints. Duplicate Hints Filtering out duplicate hints was pretty easy, all I needed to do was make an array to store hints that were already used, USED_HINTS , and every time the user was given a hint, add the hint type, as defined here: const HINT_TYPES = { " HARD " : [ " DRIVING-SIDE " , // HARD hints give away the least info " LANDLOCKED " , " CONTINENT " , " AREA " , " G20 " , " CURRENCY " ], " MEDIUM " : [ " BORDERS-3 " , " COUNTRY-FIRST-LETTER " , " LANGUAGES " , " POPULATION " , " GOVERNMENT-TYPE " , " CAPITAL-FIRST-LETTER " ], " EASY " : [ // EASY hints give away the most info " FLAG-DESC " , " CAPITAL " , " ALL-BORDERS " ] } Then, I added a line to the generate_hints() function to not include any hints in USED_HINTS in the possible hints, here is that updated function: function generate_hints ( country_name ) { var generated = {} Object . entries ( HINT_TYPES ). forEach (( difficulty ) => { generated [ difficulty [ 0 ]] = {} difficulty [ 1 ]. forEach (( hint_type ) => { if ( ! USED_HINTS . includes ( hint_type )) { generated [ difficulty [ 0 ]][ hint_type ] = get_hint_text ( country_name , hint_type ) } else { // Hint already used so dont add it to possible hints } }) }) return generated ; } With this, a hint already given cannot be given again, improving the user experience. The Win Dialog I also made a dialog appear when the user guessed the correct country, at first I was gonna use a <div> for this, but I found out about an element in HTML called <dialog> which made things much easier, instead of having to center the div on the screen, and then position it so it was above everything else, etc, the dialog already handled all of that for me. Plus, it came with a handy ::backdrop selector for CSS, which allowed me to give the background of it a cool blur effect with: .win-dialog ::backdrop { background-color : rgba ( 15 , 23 , 42 , 0.5 ); backdrop-filter : blur ( 8px ); } I would’ve had to create a whole separate for the background if I had tried to do this with a div, so I’m glad I didn’t. As for the design of it, I chose to stay consistent with the website’s design of mostly black with a blue accent color. I also added the country’s flag because I just thought it looked nice. What I ended up with is in the screenshots, and I like how it looks, but it took me an hour to style lol Stuff I will (probably) add next devlog 1. A losing screen dialog Obviously, because I have a winning dialog, I should also make a losing dialog for when the player has more than 6 attempts, I will probably just make it look like the win dialog, but maybe with a red accent colour. 2. A backend endpoint for my api! So I also tried to get my project on GitHub, but then I realised my scripts.js file had a fetch() request which exposed my API key! Maybe after I make a losing screen, I will try to make a Netlify function or something so that I don’t give everyone my API key. 3. A better way to restart Right now, the Play Again button in the win dialog just reloads the page, which I think is kind of a hacky way of doing it, I will probably make a restart() function which resets all the variables and stuff but it will be very time consuming, so I’ll just put it off till later.
Devlog 5 - I Completed the Game Loop! I added a losing screen and also added a backend for the API. For the backend, I used Python with FastAPI because I used it before for a different project. All I needed to make was a proxy API for the API I used to get country data, so it didn’t take that long.
Ships:
Made a game about guessing countries inspired by others such as Globle and Geoguessr....
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1792853610.0563989
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1792940010.0563989
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|
7748
|
Flow by @twinx | Stardance
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twinx
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6
|
106.0
|
791
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T13:20:24Z", "hours": 13.0, "multiplier": 17.94, "payout": 120, "blessing": "neutral", "text": "So after everyone’s request i added support for all platforms , i haven’t tested it on mac (cause i don’t that🙃️) but i have tested on all other platforms and hope that it works on your systems too. Also i have added some new features for u all : a new log for seeing what broke new display i.e. rich that makes it more cool looking new commands and insane customization 😎️", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 2, "ts": "2026-10-01T10:07:35Z", "hours": 35.0, "multiplier": 18.78, "payout": 331, "blessing": "neutral", "text": "Changes from last ship : new database from json to db ( sqlite ) and new codebase Added TUI and also improved the web mode Added new commands and docs Added plugins system and community plugins Major and minor bug fixes", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 3, "ts": "2026-08-02T15:52:05Z", "hours": 22.0, "multiplier": 7.29, "payout": 73, "blessing": "neutral", "text": "So added few not actually few but many like better ui for web formats using ffmpeg playlist feature bug fixes and much more I want to thank you all for support and hopping to add more features. Also do visit the flow page. Enjoy !", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 4, "ts": "2026-07-18T08:24:18Z", "hours": 12.0, "multiplier": 16.41, "payout": 33, "blessing": "neutral", "text": "Ship #3 Added many features such as : background playback so you don’t need to open a terminal just for flow. bars for you to enjoy the vibe. lyrics so you can sing along the song it is also time-synced . and much more such as configs customization. How to install : Head to release page for a linux binary or type it in terminal but make sure you have python and vlc installed pip install flow-twinx and then flow", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 5, "ts": "2026-07-05T01:38:26Z", "hours": 12.0, "multiplier": 14.1, "payout": 109, "blessing": "neutral", "text": "Flow version v0.4.0 This version includes Saavan playback , Saavan is a music player with high quality songs. Please do also keep this in mind that Songs on saavan are only playable on saavan commands and there is no radio mode for it. The difficult part about this thing is the API , actually the API is build by me hosted on NEST as a part of SINGULARITY my another project some similar features but more advanced. Do check out that also!", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 6, "ts": "2026-06-17T08:20:51Z", "hours": 12.0, "multiplier": 10.78, "payout": 125, "blessing": "neutral", "text": "I build a terminal music player that uses vlc and yt_dlp , that has both offline and online support for music you can either play from folders or online. Hardest part to make it run on all os.", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}]...
|
[{"post_id": 78737, "ts": "202 [{"post_id": 78737, "ts": "2026-10-11T13:09:32Z", "hours": 4.8319, "text": "v0.9.1 So after hours added support for all platforms and made website and hosted it on cloudflare here also i have added a better logs system to tell if anything goes wrong , aslo this time please rate it as much as u could i have spend 100+ hours working on this still i get 200 stardust :("}, {"post_id": 78322, "ts": "2026-10-10T12:35:40Z", "hours": 8.4858, "text": "v0.8.4 Forgot to add the versions from some devlogs. New features : added a full for showcase added a minimal version so ai agents and ssh terminals can work too added a new progress bar and some bug fixes… i tried adding cookies but it works good without cookies also so would add a import option to import external songs. Also i am working on making it play on all platforms including termux of mobile phones."}, {"post_id": 75842, "ts": "2026-10-01T10:00:50Z", "hours": 1.4978, "text": "So i have to really fix this bug not too much big but it resulted in multiple vlc instance to start also changed export to export songs instead of a zip file and with custom path can be used by -p PATH or default to Downloads/music ."}, {"post_id": 74510, "ts": "2026-09-27T15:17:11Z", "hours": 0.2864, "text": "#v0.8.0 Just finished some last parts and added it to ship."}, {"post_id": 73966, "ts": "2026-09-26T12:39:28Z", "hours": 8.5808, "text": "So mostly made changes to backend and the structure of the project. Changes : migrated from json to sqlite for history and other new features soon added a plugins system with a repo for community plugins separate commands for sperate playform like flow-web for flow"}, {"post_id": 69636, "ts": "2026-09-17T13:37:22Z", "hours": 2.6986, "text": "v0.7.0 So finally made the tui using textual and it looks pretty good i wasn’t expecting much but yeah looks good also there are pretty much 10 themes i guess so enjoy that are given in textual by default. Also changed the structure of the code repo as it was a disaster so now it has /backend /tui and /cli"}, {"post_id": 65826, "ts": "2026-09-11T07:08:47Z", "hours": 3.4658, "text": "v0.6.1 Replaced the old UI with new UI , as previous one looked awful for most people i hope this is good. Also added this demo video , i tried to add a more professional one with openscreen but quality issues with the app , so will add later till then this is the demo video."}, {"post_id": 62823, "ts": "2026-09-06T10:56:04Z", "hours": 5.4986, "text": "Hey everyone hope ur doing well. Today i think mostly i did was just making it cool and easy to navigate and bug fixes for the most time. Bugs: Ctrl + Q not working in radio mode d not working in new selection mode not showing [Paused] when paused and much more that is too big to explain here and started working on gui mode using PySide6"}, {"post_id": 60253, "ts": "2026-09-02T14:48:41Z", "hours": 2.2642, "text": "v0.6.0 So , i have added a new selection using arrow keys for config search and play for better navigation also to reduce the typing thing in terminal to change the value. Also replaced the bars for a better looking and customizable bars it includes custom char + 3 modes."}, {"post_id": 56448, "ts": "2026-08-28T06:39:47Z", "hours": 2.4575, "text": "So added more commands and few mid level bug fixes : added delete command added more flags to control it by using other programs improved the name shorter to include other laung added the m and pick songs in play also thing as shown in video. improved the –status command to show images."}, {"post_id": 52872, "ts": "2026-08-23T07:46:12Z", "hours": 2.0144, "text": "v0.5.8 So added a better playlist management system that has support for local songs before it had different playlist logic for different mode , now it shares same logic with also bug fixes and in future updates gonna add island as a way u can do it without any configs also better status."}, {"post_id": 50472, "ts": "2026-08-19T17:14:05Z", "hours": 6.7164, "text": "So yeah still alive after many days cause i thought it needed more work. I made something to help u in KDE and Hyprland by using dbus to expose name and a custom --status command wit img support and all that to provide u with a support for custom modules. The island shown here is my custom build and is not included in the flow project. Also made few more thing in here to help u out and fixed bugs."}, {"post_id": 39542, "ts": "2026-08-02T15:48:47Z", "hours": 0.27, "text": "So last fix i guess for this ship , it includes changes in dependencies i previously forgot to add toml so it caused error in some OS i think not in my one , so i switched to pyproject.toml i kept that so users can use pip also not only uv."}, {"post_id": 39528, "ts": "2026-08-02T15:25:31Z", "hours": 0.4983, "text": "So fixed a bug where after closing a radio when user searched for other song and then played it continued from last play instead of new one."}, {"post_id": 38934, "ts": "2026-08-01T15:24:47Z", "hours": 3.4775, "text": "v0.5.0 So fixed major stuffs mostly like : playlist not created error fixed format in web mode as it downloaded in mp3 fixed another download bug as it downloaded in mp4 , when set to default fixed loop during playback which caused one command execution only and other were not listened And added some more thing: a export feature added better port handling added –port ( ~5 commands ) and –version commands"}, {"post_id": 35788, "ts": "2026-07-27T13:20:01Z", "hours": 1.6367, "text": "Added playlist feature and a lot more features like format - opus , mp3 , m4a and webm. Also fixed some bugs regarding downloads and added a check feature to check flow gets all things like vlc , ffmpeg .etc"}, {"post_id": 34615, "ts": "2026-07-25T14:20:28Z", "hours": 0.4917, "text": "So trying to make the web version so u know a better docs instead of terminal one with better installation support. Thought of notifying everyone so u can guess what will be the next few develops about."}, {"post_id": 34070, "ts": "2026-07-24T15:03:24Z", "hours": 2.9269, "text": "Finally added playlist it has following commands: playlist ( to list all ) playlist add playlist remove pl.. -d radio -p ( to save as playlist ) also download or -d download radio as a playlist instead of songs in downloads"}, {"post_id": 32728, "ts": "2026-07-22T02:01:00Z", "hours": 0.74, "text": "v0.4.7 So i am just kinda dumb i think. I didn’t even commited the changes and lost all the works 🥲 i do managed to re-write the code once again for some parts like DEV MODE and bug fix regarding the playback. So playlist features are on a hold"}, {"post_id": 32438, "ts": "2026-07-21T16:57:32Z", "hours": 2.5728, "text": "So fixed some major and minor bugs and flaws like user can even download the song in /boot/ also added history and auto-completion , it also now has playlist commands and features with better UI in web mode not too much but still. Also added format option so u can download in whichever format u want. And made this banner"}, {"post_id": 31875, "ts": "2026-07-20T16:54:25Z", "hours": 8.9078, "text": "0.4.5 So after ~7hr ( some are not recorded which i spent in browser ) I made the UI of the flow in web looking forward for a desktop UI also but later i think. What is New and what is changed Web UI with pixel theme Local support for UI also and liked songs Minor bug fixes"}, {"post_id": 30572, "ts": "2026-07-18T08:19:25Z", "hours": 0.3758, "text": "Nothing added just fixed more things and made a new video for upload at github pages. You can see video here it also has audio. added a linux binary at release page and links to my github account in PyPi"}, {"post_id": 30520, "ts": "2026-07-18T05:06:55Z", "hours": 0.4369, "text": "So added these bars looks weird i know because i set their width to 3 and spacing : fit that’s why but u can customize it however you want. Also fully added the lyrics , mostly you will see lyrics not found if are listening in other laung then eng because YtLyrics doesn’t have much songs lyrics i guess."}, {"post_id": 30505, "ts": "2026-07-18T04:13:45Z", "hours": 1.0981, "text": "So this is going crazy like really! What i added today? A bar that reacts to sound. fixed errors in bg mode which triggered the playing of two music at the same time. Also trying to add like 50% added the lyrics with time synced."}, {"post_id": 30120, "ts": "2026-07-17T13:09:14Z", "hours": 9.635, "text": "So i made some new changes like a background player no need to open a terminal just for a music also fixed some major errors like calling fetch when not needed in radio mode."}, {"post_id": 22528, "ts": "2026-07-05T01:33:25Z", "hours": 3.9431, "text": "Published v0.4.0 this version includes Saavan playback also and new commands i.e. : savan : play songs directly( alias: svn ) savan-s : search songs by name ( alias : svn-s )"}, {"post_id": 16137, "ts": "2026-06-26T07:14:21Z", "hours": 2.9075, "text": "Added many features here are some of them : better radio with play next config feature theme changing better colors."}, {"post_id": 15463, "ts": "2026-06-25T04:23:40Z", "hours": 2.0053, "text": "uploaded to PyPi with features such as: radio mode which auto suggest songs alias for quick commands major bug fixes"}, {"post_id": 13075, "ts": "2026-06-21T11:57:16Z", "hours": 2.5681, "text": "added alias for commands such as hl for help , pl for play these are default and can be changed later by running short <index> <value> also added more detailed help command that gives user more info , can be run by using help -i or hl -i or as per your alias. Features in new update: suggestion of songs (fetched from youtube) custom themes more option for using tools"}, {"post_id": 11113, "ts": "2026-06-18T05:43:07Z", "hours": 0.3356, "text": "Finally after hard work as i have never uploaded anything to Pypi anything before so totally a disaster that includes import error and much more. You can install this package by typing pip install flow-twinx"}, {"post_id": 10500, "ts": "2026-06-17T07:47:16Z", "hours": 0.2867, "text": "fixed the error when doing install.sh in windows as the path are not same in linux and windows"}, {"post_id": 10490, "ts": "2026-06-17T07:23:31Z", "hours": 0.4394, "text": "added readme.md and finished by adding features listed also added install.sh"}, {"post_id": 10471, "ts": "2026-06-17T06:45:47Z", "hours": 2.6703, "text": "made few things as listed: a progress bar offline download of songs shuffle and repeat songs liked songs and much more adding : offline support like liked songs , album"}, {"post_id": 10390, "ts": "2026-06-17T02:17:36Z", "hours": 1.2692, "text": "Re-started the project and this time adding both offline and online features i.e. yet to implement , i have already made the ping.py file so it can check if host has connections. also some few changes in future :- online playback mode without downloading the song. offline mode. will try to add suggestion by adding &start_radio=1 to get suggestion directly from YouTube"}, {"post_id": 5516, "ts": "2026-06-09T10:11:49Z", "hours": 1.8011, "text": "Tried too much to add cross-fade but the audio just glitches , will be trying more if not possible i will leave this feature and focus on something different.Also added the bash install for different os so it becomes flow play not py main.py play."}, {"post_id": 4843, "ts": "2026-06-08T11:24:27Z", "hours": 2.4728, "text": "Finally made functional and working , have to make it once more took more help from AI i didn’t wanted to but sometimes vlc was giving error and sometimes yt_dlp even though i was following the module guide , i don’t know what was happening. Currently adding the spinners and more things. Features added till now: like music make playlist Fuzzy search or smart search"}, {"post_id": 4229, "ts": "2026-06-07T13:53:21Z", "hours": 2.8981, "text": "| | This is my first post on this project , this project is about a feature rich and apple music inspired terminal music player | | . Today i made basic commands like play , delete , random , like .etc . The best part was to create the file handling as i have learned how to handle the .yaml files instead of json files for settings and hardest part was nothing except me trying to use vlc without AI or docs."}]...
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Title: Flow by @twinx | Stardance
Devlogs:
| | Th Title: Flow by @twinx | Stardance
Devlogs:
| | This is my first post on this project , this project is about a feature rich and apple music inspired terminal music player | | . Today i made basic commands like play , delete , random , like .etc . The best part was to create the file handling as i have learned how to handle the .yaml files instead of json files for settings and hardest part was nothing except me trying to use vlc without AI or docs.
Finally made functional and working , have to make it once more took more help from AI i didn’t wanted to but sometimes vlc was giving error and sometimes yt_dlp even though i was following the module guide , i don’t know what was happening. Currently adding the spinners and more things. Features added till now: like music make playlist Fuzzy search or smart search
Tried too much to add cross-fade but the audio just glitches , will be trying more if not possible i will leave this feature and focus on something different.Also added the bash install for different os so it becomes flow play not py main.py play.
Re-started the project and this time adding both offline and online features i.e. yet to implement , i have already made the ping.py file so it can check if host has connections. also some few changes in future :- online playback mode without downloading the song. offline mode. will try to add suggestion by adding &start_radio=1 to get suggestion directly from YouTube
made few things as listed: a progress bar offline download of songs shuffle and repeat songs liked songs and much more adding : offline support like liked songs , album
added readme.md and finished by adding features listed also added install.sh
fixed the error when doing install.sh in windows as the path are not same in linux and windows
Finally after hard work as i have never uploaded anything to Pypi anything before so totally a disaster that includes import error and much more. You can install this package by typing pip install flow-twinx
added alias for commands such as hl for help , pl for play these are default and can be changed later by running short <index> <value> also added more detailed help command that gives user more info , can be run by using help -i or hl -i or as per your alias. Features in new update: suggestion of songs (fetched from youtube) custom themes more option for using tools
uploaded to PyPi with features such as: radio mode which auto suggest songs alias for quick commands major bug fixes
Added many features here are some of them : better radio with play next config feature theme changing better colors.
Published v0.4.0 this version includes Saavan playback also and new commands i.e. : savan : play songs directly( alias: svn ) savan-s : search songs by name ( alias : svn-s )
So i made some new changes like a background player no need to open a terminal just for a music also fixed some major errors like calling fetch when not needed in radio mode.
So this is going crazy like really! What i added today? A bar that reacts to sound. fixed errors in bg mode which triggered the playing of two music at the same time. Also trying to add like 50% added the lyrics with time synced.
So added these bars looks weird i know because i set their width to 3 and spacing : fit that’s why but u can customize it however you want. Also fully added the lyrics , mostly you will see lyrics not found if are listening in other laung then eng because YtLyrics doesn’t have much songs lyrics i guess.
Nothing added just fixed more things and made a new video for upload at github pages. You can see video here it also has audio. added a linux binary at release page and links to my github account in PyPi
0.4.5 So after ~7hr ( some are not recorded which i spent in browser ) I made the UI of the flow in web looking forward for a desktop UI also but later i think. What is New and what is changed Web UI with pixel theme Local support for UI also and liked songs Minor bug fixes
So fixed some major and minor bugs and flaws like user can even download the song in /boot/ also added history and auto-completion , it also now has playlist commands and features with better UI in web mode not too much but still. Also added format option so u can download in whichever format u want. And made this banner
v0.4.7 So i am just kinda dumb i think. I didn’t even commited the changes and lost all the works 🥲 i do managed to re-write the code once again for some parts like DEV MODE and bug fix regarding the playback. So playlist features are on a hold
Finally added playlist it has following commands: playlist ( to list all ) playlist add playlist remove pl.. -d radio -p ( to save as playlist ) also download or -d download radio as a playlist instead of songs in downloads
So trying to make the web version so u know a better docs instead of terminal one with better installation support. Thought of notifying everyone so u can guess what will be the next few develops about.
Added playlist feature and a lot more features like format - opus , mp3 , m4a and webm. Also fixed some bugs regarding downloads and added a check feature to check flow gets all things like vlc , ffmpeg .etc
v0.5.0 So fixed major stuffs mostly like : playlist not created error fixed format in web mode as it downloaded in mp3 fixed another download bug as it downloaded in mp4 , when set to default fixed loop during playback which caused one command execution only and other were not listened And added some more thing: a export feature added better port handling added –port ( ~5 commands ) and –version commands
So fixed a bug where after closing a radio when user searched for other song and then played it continued from last play instead of new one.
So last fix i guess for this ship , it includes changes in dependencies i previously forgot to add toml so it caused error in some OS i think not in my one , so i switched to pyproject.toml i kept that so users can use pip also not only uv.
So yeah still alive after many days cause i thought it needed more work. I made something to help u in KDE and Hyprland by using dbus to expose name and a custom --status command wit img support and all that to provide u with a support for custom modules. The island shown here is my custom build and is not included in the flow project. Also made few more thing in here to help u out and fixed bugs.
v0.5.8 So added a better playlist management system that has support for local songs before it had different playlist logic for different mode , now it shares same logic with also bug fixes and in future updates gonna add island as a way u can do it without any configs also better status.
So added more commands and few mid level bug fixes : added delete command added more flags to control it by using other programs improved the name shorter to include other laung added the m and pick songs in play also thing as shown in video. improved the –status command to show images.
v0.6.0 So , i have added a new selection using arrow keys for config search and play for better navigation also to reduce the typing thing in terminal to change the value. Also replaced the bars for a better looking and customizable bars it includes custom char + 3 modes.
Hey everyone hope ur doing well. Today i think mostly i did was just making it cool and easy to navigate and bug fixes for the most time. Bugs: Ctrl + Q not working in radio mode d not working in new selection mode not showing [Paused] when paused and much more that is too big to explain here and started working on gui mode using PySide6
v0.6.1 Replaced the old UI with new UI , as previous one looked awful for most people i hope this is good. Also added this demo video , i tried to add a more professional one with openscreen but quality issues with the app , so will add later till then this is the demo video.
v0.7.0 So finally made the tui using textual and it looks pretty good i wasn’t expecting much but yeah looks good also there are pretty much 10 themes i guess so enjoy that are given in textual by default. Also changed the structure of the code repo as it was a disaster so now it has /backend /tui and /cli
So mostly made changes to backend and the structure of the project. Changes : migrated from json to sqlite for history and other new features soon added a plugins system with a repo for community plugins separate commands for sperate playform like flow-web for flow
#v0.8.0 Just finished some last parts and added it to ship.
So i have to really fix this bug not too much big but it resulted in multiple vlc instance to start also changed export to export songs instead of a zip file and with custom path can be used by -p PATH or default to Downloads/music .
v0.8.4 Forgot to add the versions from some devlogs. New features : added a full for showcase added a minimal version so ai agents and ssh terminals can work too added a new progress bar and some bug fixes… i tried adding cookies but it works good without cookies also so would add a import option to import external songs. Also i am working on making it play on all platforms including termux of mobile phones.
v0.9.1 So after hours added support for all platforms and made website and hosted it on cloudflare here also i have added a better logs system to tell if anything goes wrong , aslo this time please rate it as much as u could i have spend 100+ hours working on this still i get 200 stardust :(
Ships:
I build a terminal music player that uses vlc and yt_dlp , that has both offline and online support for music you can either play from folders or online. Hardest part to make it run on all os.
Flow version v0.4.0 This version includes Saavan playback , Saavan is a music player with high quality songs. Please do also keep this in mind that Songs on saavan are only playable on saavan commands and there is no radio mode for it. The difficult part about this thing is the API , actually the API is build by me hosted on NEST as a part of SINGULARITY my another project some similar features but more advanced. Do check out that also!
Ship #3 Added many features such as : background playback so you don’t need to open a terminal just for flow. bars for you to enjoy the vibe. lyrics so you can sing along the song it is also time-synced . and much more such as configs customization. How to install : Head to release page for a linux binary or type it in terminal but make sure you have python and vlc installed pip install flow-twinx and then flow
So added few not actually few but many like better ui for web formats using ffmpeg playlist feature bug fixes and much more I want to thank you all for support and hopping to add more features. Also do visit the flow page. Enjoy !
Changes from last ship : new database from json to db ( sqlite ) and new codebase Added TUI and also improved the web mode Added new commands and docs Added plugins system and community plugins Major and minor bug fixes
So after everyone’s request i added support for all platforms , i haven’t tested it on mac (cause i don’t that🙃️) but i have tested on all other platforms and hope that it works on your systems too. Also i have added some new features for u all : a new log for seeing what broke new display i.e. rich that makes it more cool looking new commands and insane customization 😎️...
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Almost There by @Osaidii | Stardance
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Osaidii
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1
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20.0
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133
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T13:08:24Z", "hours": 20.0, "multiplier": 13.35, "payout": 133, "blessing": "neutral", "text": "I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw.", "repo": "https://github.com/Osaidii/Almost-There", "demo": "https://osaidii.itch.io/almost-there"}]...
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[{"post_id": 78722, "ts": "202 [{"post_id": 78722, "ts": "2026-10-11T12:28:31Z", "hours": 19.6383, "text": "I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials."}]...
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Title: Almost There by @Osaidii | Stardance
Devlo Title: Almost There by @Osaidii | Stardance
Devlogs:
I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials.
Ships:
I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw....
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1792853676.9751074
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1792940076.9751074
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