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51025
|
complaint portal by @DRGN0 | Stardance
|
DRGN0
|
1
|
4.41
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:43:55Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it is a project i did raw, it is a complaint portal thing ADMIN USERNAME=admin password=admin123", "repo": "https://github.com/pip-DRGN0/demo", "demo": "https://complaint-portal-txh4.onrender.com/"}]...
|
[{"post_id": 50400, "ts": "202 [{"post_id": 50400, "ts": "2026-08-19T15:46:39Z", "hours": 0.4092, "text": "changed css cause of i coppied from my friends pc😅😅"}, {"post_id": 49835, "ts": "2026-08-18T19:41:27Z", "hours": 0.4478, "text": "i firstly used sql and i ran everything locally, now changed some things so it is live and ready"}, {"post_id": 49766, "ts": "2026-08-18T18:07:18Z", "hours": 3.7489, "text": "it is just a raw site i made while learning d jango (check admin admin123)"}]...
|
Title: complaint portal by @DRGN0 | Stardance
Dev Title: complaint portal by @DRGN0 | Stardance
Devlogs:
it is just a raw site i made while learning d jango (check admin admin123)
i firstly used sql and i ran everything locally, now changed some things so it is live and ready
changed css cause of i coppied from my friends pc😅😅
Ships:
it is a project i did raw, it is a complaint portal thing ADMIN USERNAME=admin password=admin123...
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1793451360.1474073
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1793537760.1474073
|
|
49721
|
FocusFlow by @totallynot_philo | Stardance
|
totallynot_philo
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:36:17Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FocusFlow is a simple productivity app I built to help with focusing, managing tasks, and tracking progress through timers, statistics, and streaks. I faced challenges with Flutter errors, timer logic, saving data, and getting everything working together. Setting up GitHub and the live web demo was also a learning experience. In the end, I learned a lot by turning a simple idea into a real working app.", "repo": "https://github.com/LIPOUYTR/FocusFlow", "demo": "https://lipouytr.github.io/FocusFlow/"}]...
|
[{"post_id": 49822, "ts": "202 [{"post_id": 49822, "ts": "2026-08-18T19:25:53Z", "hours": 0.5292, "text": "Devlog - 9 I think FocusFlow is finally at a good place to call it finished. I started with a simple idea: make a small app that helps with focusing and managing tasks. Along the way, I added timers, task tracking, statistics, streaks, and eventually gave the whole app a more positive green and yellow look. The biggest part for me was taking it from just an idea and actually turning it into a working app that people can try."}, {"post_id": 49586, "ts": "2026-08-18T13:59:39Z", "hours": 0.2989, "text": "Added a small motivation quote along with a new animating effect of a clock mimicking the breathing motion"}, {"post_id": 49566, "ts": "2026-08-18T13:22:40Z", "hours": 0.2794, "text": "Devlog-7 . adding a days overview to the homepage was the new addition in this programme."}, {"post_id": 49552, "ts": "2026-08-18T13:02:50Z", "hours": 0.2508, "text": "Devolg - 6 so after a few changes this is the new home screen"}, {"post_id": 49509, "ts": "2026-08-18T11:53:36Z", "hours": 0.2667, "text": "Devlog- 5 I did change the stats a little bit so that it can hold a week’s activities with a completion rate for a better overview. If the screen is scrolled up, we can also view the streak log."}, {"post_id": 49502, "ts": "2026-08-18T11:27:40Z", "hours": 0.2564, "text": "Devlog -4 Its true I wanted to make it more green and yellow but I think I might have gone a little overboard with this one. I did change the back ground and update the focuse timer so that it can have mutlipe mode. And I still cant figure out how to attach more than one screenshot there are more options if you scroll down but I can’t display it since I am only able to upload a single screenshot."}, {"post_id": 49488, "ts": "2026-08-18T11:03:53Z", "hours": 0.3908, "text": "Devlog 3 I wanted FocusFlow to show more than just tasks and timers.So I added the Stats section to see focus time, completed tasks, sessions, and streaks in one place.It’s a simple way to look back and see if I’m actually making progress. Sometimes seeing the numbers is enough motivation to keep going. (I actually think the blue and purple are kinda generic, so next i am gonna change that)"}, {"post_id": 49231, "ts": "2026-08-17T21:53:06Z", "hours": 0.2708, "text": "Devlog 2 Today I went back and reworked some of the code to make FocusFlow actually more useful, not just look good.I’m trying to make the focus planning feel simple and practical — something I’d genuinely use instead of another complicated task app. There’s still a lot to improve, but it’s starting to feel more like the idea I had in my head. (can anyone tell me how to add more than one screen short to this thing)"}, {"post_id": 49202, "ts": "2026-08-17T21:08:58Z", "hours": 0.4211, "text": "FocusFlow — Devlod 1 I’m starting a small project called FocusFlow for the Frictionless challenge.The idea is simple: sometimes I have a lot of things to do, but I waste more time deciding what to do first. FocusFlow is my attempt to make that little problem easier.It’s still very early, but I’m excited to see where it goes."}]...
|
Title: FocusFlow by @totallynot_philo | Stardance
Title: FocusFlow by @totallynot_philo | Stardance
Devlogs:
FocusFlow — Devlod 1 I’m starting a small project called FocusFlow for the Frictionless challenge.The idea is simple: sometimes I have a lot of things to do, but I waste more time deciding what to do first. FocusFlow is my attempt to make that little problem easier.It’s still very early, but I’m excited to see where it goes.
Devlog 2 Today I went back and reworked some of the code to make FocusFlow actually more useful, not just look good.I’m trying to make the focus planning feel simple and practical — something I’d genuinely use instead of another complicated task app. There’s still a lot to improve, but it’s starting to feel more like the idea I had in my head. (can anyone tell me how to add more than one screen short to this thing)
Devlog 3 I wanted FocusFlow to show more than just tasks and timers.So I added the Stats section to see focus time, completed tasks, sessions, and streaks in one place.It’s a simple way to look back and see if I’m actually making progress. Sometimes seeing the numbers is enough motivation to keep going. (I actually think the blue and purple are kinda generic, so next i am gonna change that)
Devlog -4 Its true I wanted to make it more green and yellow but I think I might have gone a little overboard with this one. I did change the back ground and update the focuse timer so that it can have mutlipe mode. And I still cant figure out how to attach more than one screenshot there are more options if you scroll down but I can’t display it since I am only able to upload a single screenshot.
Devlog- 5 I did change the stats a little bit so that it can hold a week’s activities with a completion rate for a better overview. If the screen is scrolled up, we can also view the streak log.
Devolg - 6 so after a few changes this is the new home screen
Devlog-7 . adding a days overview to the homepage was the new addition in this programme.
Added a small motivation quote along with a new animating effect of a clock mimicking the breathing motion
Devlog - 9 I think FocusFlow is finally at a good place to call it finished. I started with a simple idea: make a small app that helps with focusing and managing tasks. Along the way, I added timers, task tracking, statistics, streaks, and eventually gave the whole app a more positive green and yellow look. The biggest part for me was taking it from just an idea and actually turning it into a working app that people can try.
Ships:
FocusFlow is a simple productivity app I built to help with focusing, managing tasks, and tracking progress through timers, statistics, and streaks. I faced challenges with Flutter errors, timer logic, saving data, and getting everything working together. Setting up GitHub and the live web demo was also a learning experience. In the end, I learned a lot by turning a simple idea into a real working app....
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1793450897.556522
|
1793537297.556522
|
|
44282
|
Comment Box Generator by @nouxinf | Stardance
|
nouxinf
|
1
|
11.0
|
51
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:36:16Z", "hours": 11.0, "multiplier": 4.68, "payout": 51, "blessing": "neutral", "text": "I made Comment Box Generator, which is a simple website that lets you make ASCII/Unicode comment boxes. For example: # ██████████████████████████████████████ # █ EXAMPLE █ # ██████████████████████████████████████ (these kinds of comments look centred when using a monospace font, which most code editors do) It has several customisation features, like: Changing the text (obviously) Changing what language its for Changing the minimum width (it automatically widens if the minimum width is less than the text length) Deciding whether the comment should be multiline or not ( i.e. whether to use // or /* */ What box symbol to use out of 9 Dark mode/light mode/detect from system settings Other features include: Links to Github and this Hack Club Stardance project page An info dialog, with attribution to Font Awesome for their icons You can check it out easily at https://commentboxgenerator.lemonsite.uk/ You can also self host it by cloning the github repo and running bun install , then bun run deploy . There is also a script, vps.sh , which is made for running it 24/7 on a linux server. It kills whatever process is on the same port (3054) and deploys the site, with logs at ~/logs/cbg.log . You don’t need to worry about that though if you are just checking the site out.", "repo": "https://github.com/nouxinf/comment-box-generator", "demo": "https://commentboxgenerator.lemonsite.uk/"}]...
|
[{"post_id": 49793, "ts": "202 [{"post_id": 49793, "ts": "2026-08-18T18:48:17Z", "hours": 3.6883, "text": "Devlog #4 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ # ▓ EXAMPLE ▓ # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ (which looks centred if you are using a monospace font) This is probably the last devlog for this project, meaning all these changes are finishing touches. For example: Loads more box options - there are now 9 of them Started using Liberation Mono to make appearance consistent between OSs instead of relying on the default monospace font Some SEO: Meta tags have been added to the HTML and I put the site on Google Search Console so hopefully soon people will find this site naturally Simple favicon A copy button to the output plus wrapping it in a container A proper README + CONTRIBUTING.md A dialog fade/zoom in and out animation. Cross-browser quirks are INSANELY annoying, took 19 Qwen prompts to sort that one out Will be shipping it soon!"}, {"post_id": 47131, "ts": "2026-08-14T20:04:58Z", "hours": 3.8247, "text": "Devlog #3 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: /* ╔════════════════════════════════════╗ ║ EXAMPLE ║ ╚════════════════════════════════════╝ */ (trust me this looks normal in a code editor) It’s made with Bun on the backend, so it builds and hosts fast. When distributed, it loads super fast as it’s only 50KB minified. This is done by removing all whitespace in HTML, CSS and JS and removing unnecessary glyphs in the one font that’s bundled, Stack Sans. Things that have been added since the previous devlog: Unicode box symbols: this is far more reliable than using just one character like = because there are far fewer of those that work with centred box comments. Now you define eight characters for each box preset, for each side and corner. Proper CSS! and Dark mode with that too. Minifying fonts in the Bun build script Forcing multiline for languages like HTML where there are no single line comments Removed RobotoMono and instead used the browser’s default monospace font as that was causing issues with the unicode box approach Colour scheme options and Github, Hack Club Stardance links and an info dialog in the top right Things yet to come: A proper README More box options SEO (I want people to organically find this site after all) A favicon A copy button for the output, plus generally styling that up"}, {"post_id": 44764, "ts": "2026-08-10T19:17:19Z", "hours": 2.7125, "text": "Devlog #2 of Comment Box Generator Comment Box Generator is a small site that lets you generate comment boxes with text inside for various programming languages: # ====================================== # = like so = # ====================================== (which is centred when you are using a monospace font) In this devlog I’ve rewritten the “backend” in Bun so in package.json there are several scripts for various purposes: Build: just bun run build.js which minifies whats in src/ and puts it out to dist/ Deploy: Builds and hosts the project VPS: This runs vps.sh which is primarily just meant for me to run on my VPS (hosted at https://commentboxgenerator.lemonsite.uk/ ). It kills whatever process is on the port used by CBG (always 3054), builds the project and deploys. It uses nohup to log to a file and to run in the background. It then restarts nginx. Dev: This just runs a development server: unminified and with hot reload straight from src/ On the frontend I’ve added the option to use different languages’ comment syntax, to use single line or multiline comments, and to change what symbol is used for the box. Things that are coming soon: Styling (as you can tell not much attention has been paid to that yet) Forcing multiline for languages that don’t support single line comments like HTML"}, {"post_id": 41512, "ts": "2026-08-05T19:24:57Z", "hours": 0.6942, "text": "Was trying to write one of those centred box comments in one of my projects, like: # ====================================== # = HELPER FUNCTIONS = # ====================================== (which is centred in monospace font) But I couldn’t find any tool online that could centre a box comment online, so I’m making one myself. Here’s just a minimal prototype for Python, but I will be updating and making it look nicer; and most importantly adding new features like other language support and custom box characters."}]...
|
Title: Comment Box Generator by @nouxinf | Stardan Title: Comment Box Generator by @nouxinf | Stardance
Devlogs:
Was trying to write one of those centred box comments in one of my projects, like: # ====================================== # = HELPER FUNCTIONS = # ====================================== (which is centred in monospace font) But I couldn’t find any tool online that could centre a box comment online, so I’m making one myself. Here’s just a minimal prototype for Python, but I will be updating and making it look nicer; and most importantly adding new features like other language support and custom box characters.
Devlog #2 of Comment Box Generator Comment Box Generator is a small site that lets you generate comment boxes with text inside for various programming languages: # ====================================== # = like so = # ====================================== (which is centred when you are using a monospace font) In this devlog I’ve rewritten the “backend” in Bun so in package.json there are several scripts for various purposes: Build: just bun run build.js which minifies whats in src/ and puts it out to dist/ Deploy: Builds and hosts the project VPS: This runs vps.sh which is primarily just meant for me to run on my VPS (hosted at https://commentboxgenerator.lemonsite.uk/ ). It kills whatever process is on the port used by CBG (always 3054), builds the project and deploys. It uses nohup to log to a file and to run in the background. It then restarts nginx. Dev: This just runs a development server: unminified and with hot reload straight from src/ On the frontend I’ve added the option to use different languages’ comment syntax, to use single line or multiline comments, and to change what symbol is used for the box. Things that are coming soon: Styling (as you can tell not much attention has been paid to that yet) Forcing multiline for languages that don’t support single line comments like HTML
Devlog #3 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: /* ╔════════════════════════════════════╗ ║ EXAMPLE ║ ╚════════════════════════════════════╝ */ (trust me this looks normal in a code editor) It’s made with Bun on the backend, so it builds and hosts fast. When distributed, it loads super fast as it’s only 50KB minified. This is done by removing all whitespace in HTML, CSS and JS and removing unnecessary glyphs in the one font that’s bundled, Stack Sans. Things that have been added since the previous devlog: Unicode box symbols: this is far more reliable than using just one character like = because there are far fewer of those that work with centred box comments. Now you define eight characters for each box preset, for each side and corner. Proper CSS! and Dark mode with that too. Minifying fonts in the Bun build script Forcing multiline for languages like HTML where there are no single line comments Removed RobotoMono and instead used the browser’s default monospace font as that was causing issues with the unicode box approach Colour scheme options and Github, Hack Club Stardance links and an info dialog in the top right Things yet to come: A proper README More box options SEO (I want people to organically find this site after all) A favicon A copy button for the output, plus generally styling that up
Devlog #4 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ # ▓ EXAMPLE ▓ # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ (which looks centred if you are using a monospace font) This is probably the last devlog for this project, meaning all these changes are finishing touches. For example: Loads more box options - there are now 9 of them Started using Liberation Mono to make appearance consistent between OSs instead of relying on the default monospace font Some SEO: Meta tags have been added to the HTML and I put the site on Google Search Console so hopefully soon people will find this site naturally Simple favicon A copy button to the output plus wrapping it in a container A proper README + CONTRIBUTING.md A dialog fade/zoom in and out animation. Cross-browser quirks are INSANELY annoying, took 19 Qwen prompts to sort that one out Will be shipping it soon!
Ships:
I made Comment Box Generator, which is a simple website that lets you make ASCII/Unicode comment boxes. For example: # ██████████████████████████████████████ # █ EXAMPLE █ # ██████████████████████████████████████ (these kinds of comments look centred when using a monospace font, which most code editors do) It has several customisation features, like: Changing the text (obviously) Changing what language its for Changing the minimum width (it automatically widens if the minimum width is less than the text length) Deciding whether the comment should be multiline or not ( i.e. whether to use // or /* */ What box symbol to use out of 9 Dark mode/light mode/detect from system settings Other features include: Links to Github and this Hack Club Stardance project page An info dialog, with attribution to Font Awesome for their icons You can check it out easily at https://commentboxgenerator.lemonsite.uk/ You can also self host it by cloning the github repo and running bun install , then bun run deploy . There is also a script, vps.sh , which is made for running it 24/7 on a linux server. It kills whatever process is on the same port (3054) and deploys the site, with logs at ~/logs/cbg.log . You don’t need to worry about that though if you are just checking the site out....
|
1793523345.934888
|
1793609745.934888
|
|
41293
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maryOS by @marygoat | Stardance
|
marygoat
|
2
|
10.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:07:06Z", "hours": 2.0, "multiplier": 5.67, "payout": 9, "blessing": "neutral", "text": "i made a web operating system, featuring six apps! it was challenging following the guide and making it work, while also making it my own. making the apps open and close properly was one of my biggest struggles. but once i got that working, the rest was easy! im proud of how this looks like, pretty simplistic and easy to use. to test my project, just press try project down below or go to: https://awesomesauce4646.github.io/maryos/ hope you enjoy using maryOS!", "repo": "https://github.com/awesomesauce4646/maryos", "demo": "https://awesomesauce4646.github.io/maryos/"}, {"ship_num": 2, "ts": "2026-08-01T23:00:26Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based desktop! maryOS is a desktop that is completely client-sided. Features Desktop Environment Drag and close windows Top bar with a clock and date Note app that saves with local storage Game link window Welcome window It was challenging deploying the javascript code that allowed the windows to drag around and close and all of that fun stuff, since I only ever learned the basics of javascript and this felt like a lot of new content. I’m proud that I got it to finally work after a lot of time debugging, and searching for help when I needed it. I really like how it looks, even if it’s simple, and I will probably spend more time on this! To test my project, you can click on the icons on the bottom of the screen to open windows!", "repo": "https://github.com/awesomesauce4646/maryos", "demo": "https://awesomesauce4646.github.io/maryos/"}]...
|
[{"post_id": 49798, "ts": "202 [{"post_id": 49798, "ts": "2026-08-18T18:52:41Z", "hours": 0.4022, "text": "DEVLOG 8! SEARCH BAR i have added a searchbar, and I think i’m ready to ship! I searched it up on how to add a search bar, and I got some code thanks to: https://stackoverflow.com/a/42926071 it was a bit funky at first, since when i tested the code, it’d search what I put in but then add “site:example . com”, and i didn’t want that, so I figured out how to remove that added value so it’d only search up what the user put in. i think the search bar was a nice added feature, especially since i think every webOS should have one!"}, {"post_id": 48638, "ts": "2026-08-17T03:39:25Z", "hours": 1.2697, "text": "DEVLOG 7! CALCULATOR i have made a calculator for my webos! it was difficult learning the javascript in order for the text display to change properly, just like a calculator, but i was able to do it with the help of this guide: https://zellwk.com/blog/calculator-part-1/ i spent a lot of time figuring out how to stylize the calculator and also implementing the proper javascript in order to make it divide, multiply, and calculate. i had a small issue of just mispelling textContent, so it prevented the clear button from working."}, {"post_id": 39169, "ts": "2026-08-01T22:53:42Z", "hours": 1.0519, "text": "noteapp saves! finally got it to save notes written in local storage :) this took too long in my opinion but hey, as long as it gets done! im going to ship this, since it seems like i got the requirements too, but i am planning on working on this still!"}, {"post_id": 38765, "ts": "2026-08-01T10:12:53Z", "hours": 1.4156, "text": "game window! added a lil game window to my webos, and also made it so when you click on the icons the border changes colors so that its selected. it doesn’t work for the games icon, so ima debug that, but hi and notes work! i also have to finish up programming the notes app lol i learned a lot more about java script functions during this, which was fun :)"}, {"post_id": 38158, "ts": "2026-07-31T12:24:07Z", "hours": 2.6739, "text": "window opens! this took way longer than i want to admit lol, i asked claude to help me debug because i had structured my code a bit weirdly. after a LOT of trial and error, the little app button on the bottom opens up the welcome app! i have learned about data-targets through the debugging progress, which is kinda like a different type of id? im still not 100% how it works, but im getting there!"}, {"post_id": 37527, "ts": "2026-07-30T10:30:20Z", "hours": 1.6519, "text": "draggable window! made it so you can drag the window also tried stylizing it a bit more, which took longer than expected lol since my css wasn’t behaving, sometimes the handle overflowed or didn’t take enough space, but i figured it out :) im pretty content on how this is looking so far, excited to see where this goes!"}, {"post_id": 37432, "ts": "2026-07-30T05:03:10Z", "hours": 0.6542, "text": "stylizing web os! gave it a background and also made a window! it was hard to decide on what theme it should be, but i decided to make it a bluish purplish vibe since those are my top two fav colors, and i think they look nice together. i was confused about flex, but the froggy flex game listed on the guide helped me a lot! im getting the hang of it now :)"}, {"post_id": 36758, "ts": "2026-07-29T00:53:14Z", "hours": 0.3714, "text": "starting a web os! decided to pick up on the web os mission… seems pretty fun! i was following the guide, but disliked how they put all of the style things into one div line, so i just made a style.css file so it could be a bit more organized. so far, it’s going pretty smoothly!"}]...
|
Title: maryOS by @marygoat | Stardance
Devlogs:
s Title: maryOS by @marygoat | Stardance
Devlogs:
starting a web os! decided to pick up on the web os mission… seems pretty fun! i was following the guide, but disliked how they put all of the style things into one div line, so i just made a style.css file so it could be a bit more organized. so far, it’s going pretty smoothly!
stylizing web os! gave it a background and also made a window! it was hard to decide on what theme it should be, but i decided to make it a bluish purplish vibe since those are my top two fav colors, and i think they look nice together. i was confused about flex, but the froggy flex game listed on the guide helped me a lot! im getting the hang of it now :)
draggable window! made it so you can drag the window also tried stylizing it a bit more, which took longer than expected lol since my css wasn’t behaving, sometimes the handle overflowed or didn’t take enough space, but i figured it out :) im pretty content on how this is looking so far, excited to see where this goes!
window opens! this took way longer than i want to admit lol, i asked claude to help me debug because i had structured my code a bit weirdly. after a LOT of trial and error, the little app button on the bottom opens up the welcome app! i have learned about data-targets through the debugging progress, which is kinda like a different type of id? im still not 100% how it works, but im getting there!
game window! added a lil game window to my webos, and also made it so when you click on the icons the border changes colors so that its selected. it doesn’t work for the games icon, so ima debug that, but hi and notes work! i also have to finish up programming the notes app lol i learned a lot more about java script functions during this, which was fun :)
noteapp saves! finally got it to save notes written in local storage :) this took too long in my opinion but hey, as long as it gets done! im going to ship this, since it seems like i got the requirements too, but i am planning on working on this still!
DEVLOG 7! CALCULATOR i have made a calculator for my webos! it was difficult learning the javascript in order for the text display to change properly, just like a calculator, but i was able to do it with the help of this guide: https://zellwk.com/blog/calculator-part-1/ i spent a lot of time figuring out how to stylize the calculator and also implementing the proper javascript in order to make it divide, multiply, and calculate. i had a small issue of just mispelling textContent, so it prevented the clear button from working.
DEVLOG 8! SEARCH BAR i have added a searchbar, and I think i’m ready to ship! I searched it up on how to add a search bar, and I got some code thanks to: https://stackoverflow.com/a/42926071 it was a bit funky at first, since when i tested the code, it’d search what I put in but then add “site:example . com”, and i didn’t want that, so I figured out how to remove that added value so it’d only search up what the user put in. i think the search bar was a nice added feature, especially since i think every webOS should have one!
Ships:
I made a web-based desktop! maryOS is a desktop that is completely client-sided. Features Desktop Environment Drag and close windows Top bar with a clock and date Note app that saves with local storage Game link window Welcome window It was challenging deploying the javascript code that allowed the windows to drag around and close and all of that fun stuff, since I only ever learned the basics of javascript and this felt like a lot of new content. I’m proud that I got it to finally work after a lot of time debugging, and searching for help when I needed it. I really like how it looks, even if it’s simple, and I will probably spend more time on this! To test my project, you can click on the icons on the bottom of the screen to open windows!
i made a web operating system, featuring six apps! it was challenging following the guide and making it work, while also making it my own. making the apps open and close properly was one of my biggest struggles. but once i got that working, the rest was easy! im proud of how this looks like, pretty simplistic and easy to use. to test my project, just press try project down below or go to: https://awesomesauce4646.github.io/maryos/ hope you enjoy using maryOS!...
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SarSynth by @manayp | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T18:34:17Z", "hours": 8.0, "multiplier": 11.91, "payout": 101, "blessing": "neutral", "text": "This innovation is something that I am proud about in SarSynth since it combines both technology and Indian classical music. SarSynth turns your camera into a musical instrument with the ability to play swaras using hand gestures while using ragas, instruments, tanpura, among other concepts. Getting the gesture recognition and the playing of music using the system was what I enjoyed most in the process of creating SarSynth. SarSynth can recognize hand poses, translate them into notes, and even incorporate features such as different ragas, synthetic instruments, training games, and tuner. I had many mishaps and stuff because in this new update I focused on the TOOLS which was not needed but I just did it. But in the same time I honestly also learned some new things so for me personally it was a win-win situation even though a bit of time was wasted in bugs and other random mishaps. In general, I believe that SarSynth is a nice application since it incorporates Indian classical music in an interactive manner and in addition to learning a lot through this experience especially when trying to debug different systems. And I hope you guys liked it. If you guys have any suggestions or things to add lemme know in slack. Thank you and adios. Note: This update is for the tools only.", "repo": "https://github.com/manayparikh1/sarsynth", "demo": "https://golden-pudding-d83524.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-10T19:35:04Z", "hours": 17.0, "multiplier": 18.38, "payout": 309, "blessing": "neutral", "text": "What have you created? Sargam Synth - an instrument of Indian music which you can play through gestures of your hands in front of a webcam. Left hand defines the swara depending on the number of fingers raised (1 = Sa, 2 = Re, etc. up to Ni), while right hand controls the volume, tone and ornamental variations. Sargam Synth includes 37 ragas and scales, eight synthetic instruments, like sitar and bansuri, tanpura drone and three training games. What was difficult? Developing reliable gesture recognition system - my initial prototype reacted to each frame from the webcam, so a lost frame cut the sound and any transition between the postures produced false notes. I solved this problem by making each finger press steady for 90 milliseconds before it is recognized and remembering the last known position of a hand when it is not currently recognized. The sound of sitar was the second difficulty because it is a synthetic oscillation simulating vibration of the string, not just the simple oscillator. What are you proud of? It’s properly tuned — when playing Ga in Yaman scale you actually hear 5/4 pure interval rather than somewhat different one a piano would provide you. And it even knows how to teach you — all swaras demonstrate their respective fingering on the screen, both hands show you fingers captured by the camera. Thus, if a pose is not recognized, you will immediately understand if it’s you or the tracker who fails to recognize. Overall it had been an amazing journey and its lowkey fun to use with a bit of practice and stuff (I added a guide below for fingerings just incase)… What should people know in order to try it? Allow the camera, and don’t forget about this: Left hand chooses the tone, right hand makes the sound appear — nothing plays until your right hand is raised. If your hands appear inverted, there is a Swap hand detection option in Settings menu that will correct it for you in one tap. No camera? Then press Continue without camera and play using clicks on the swaras or A S D F G H J keys.", "repo": "https://github.com/manayparikh1/sarsynth", "demo": "https://golden-pudding-d83524.netlify.app/"}]...
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[{"post_id": 49025, "ts": "202 [{"post_id": 49025, "ts": "2026-08-17T16:48:32Z", "hours": 2.1342, "text": "So first of all yes I finished my readme. By finished I mean updated because I added tools. There are 6 distinct tools I created which are in indian style and it works pretty well. I also learned some new stuff from claude like I didnt know too. I learned some stuff in this long session like I never knew that if you set the opaqueness to 1.2 instead of 1 it will be dead code because apparently 1 and 1.1 is the same thing which to be honest is fairly the same. Lol I know this is kinda lame but for some reason it surprises me a lot. I also learned what npm run build does…according to claude it means it checks errors and stuff which personally for some reason I did not know that either… In my project theres some dead space in some areas of the tools pages but thats fine because tbh I was aiming for that because to show its simplicity and stuff lol. The biggest thing that stumped me though was the error in toolspage.tsx…. it says theres an error with the connection of the pages but I think its just a glitch because its all connected right with all the files in the right space so overall I just think thats an error or a glitch. Special thx to claude and vs code suggestions because they helped me learn stuff and made my life easier and possibly faster in some sorta of way so thx. Claude and vs code and github copilot also helped me push my files faster and more efficient so thx. Overall this is my last devlog and I had a great time making this and it went really well (at times lol) and if you guys like this make sure to possibly follow and like some of my devlogs and if you dont then contact me in slack if you have anything I should change or add or even fix lol. Thanks and adioss."}, {"post_id": 48563, "ts": "2026-08-17T00:23:54Z", "hours": 0.4247, "text": "So I did 115 ish lines for the tuner and claude did like 50-65 percent of it because mostly it was repeats of other stuff but also a bit of new stuff in it especailly the logical part of it. So this was actually my second last file so I juse gotta finish the CSS for everything and I am going to be done. Also I found out that the <ToolShell function that I created had glitches or idk something was happening but I fixed it and realized it was a spelling mistake lol. I spend 3 min on solving that so its fine… Ok so the tuner I was working on is basically going to do exactly what your thinking of its going to tune instruments or even your voice using cents which is a thing for tuners that shows its close or far. Overall its going veryy well so lets see if my css goes well or not adioss."}, {"post_id": 48515, "ts": "2026-08-16T22:12:19Z", "hours": 1.3925, "text": "So basically I am almost done… So all my files for the extra tools were supposed to be much more longer but because I do not wanna spend too much time on this project I shortened each file by 200 ish lines with the help of Claude and my wits. So I finished all the tools so far, but I just have like one more left. And I also have to do the CSS which I have to make so that will take some time. During this phase, I worked on improving the whole SarSynth interface, designing a dark theme with gold accents and creating the whole layer of UI elements which feels stable and high-performance. I defined the CSS variables for the whole interface, its colors, font styles, and panel styles, made the camera backdrop with mirrored video and vignette with smooth transition of opacity. Top bar design took much of my effort, as I designed the fields with labels, custom selects with gradients and arrows, hint texts, buttons with icons and Devanagari tanpura switch with activated and inactive states. After that, I added the pose list functionality with glyphs for melody and expression, mono-font labels and muted notes. Readout part and the layout as a whole received tuning of spacing and blur effect, and at the same time, I was solving various irritating problems such as proper placement of select-element arrows, right background for backdrop, and visual matching of components. Overall I believe I am 80 percent done the tools code and everything but that will all be resolved and established soo adios cya in my next log….."}, {"post_id": 47072, "ts": "2026-08-14T18:16:23Z", "hours": 1.8797, "text": "So I completed the TheoryReference.tsx and finally just now completed the TaalMetronome.tsx. I also researched various types of taals and beats for the metronome and I learned new things and concepts which include vibhag, sam, tali, and khali. And to be honest claude and chatgpt helped in coding chunks which just made my coding and stuff faster. So overall I had good enough progresss in the last 1-2 hours so yep. I completed the development of my fully cycle-based taal metronome today. In this project, I have FINALLY developed a system that would be based on the concepts of vibhag, sam, tali, and khali rather than the conventional method of bar-based counting. I created a complete set of taals that contain information about their vibhag structure, khali, bols, and notes. Then, I coded the system to dynamically create matra counts, accent patterns, and vibhag markers. The audio engine is now powered by an advanced Web Audio scheduler that allows pre-scheduling of clicks, takes care of subdivisions and accent playback so that the structure of taal is perceivable to the user via sound. I have also incorporated tap tempo with averaging and reset functionality with “const” placed in numerous lines which will not change anything. Special thanks to vs code because it gave me auto suggestions which auto fixed my code which actually helped me a lot because honestly I suck at typing fast lol. I also pushed many commits in github so its all active and ongoing. More will also have to be fixed though soo stay tuned and adiossssssssss. So overall I have good progress and I will see you in the next devlog adioss."}, {"post_id": 46108, "ts": "2026-08-13T03:01:22Z", "hours": 1.2167, "text": "After almost an hour I finally completed 2 files. I completed the ToolsPage.tsx fully and the ScaleFinder.tsx…. Now I havent really fully tested the toolspage one but the scalefinder one works (I tested it with onecompilor and it works great. So my first tool is finally completed and working now I just gotta keep going at it and finish a few more…So I am done for today and personally I got a good amount done. I am still running into a few errors in the ToolsPage.tsx but 100 percent thats because of the imports because currently I do not have some of the pages but it willl get fixed. And today I finished about 250-300 + lines of code and thanks to chatgpt and claude because they taught me a lot of things including blurb…honestly I am not that good at this coding language but I am still learning. Adiosss see u in the next devlog…"}, {"post_id": 46042, "ts": "2026-08-12T23:37:29Z", "hours": 1.4278, "text": "So this is my first devlog of the new ship and I thought a lot and wondered a lot of what else to add. And now I know. I am adding internal tools to it like a whole page which can be easily accessed. So far I have completed toolAudio.ts and it was about 130 ish lines of code and overall it works well. And yeah so I spent 50 minutes just writing 80 ish lines of code which is pretty not that bad but I slowed down because I changed my ideas mid writing… and also my github got reset or something somehow and alll my commit messages are gone so I have restarted with another repository with new commits. And also I made the most crap mistake ever so instead of making the folder in SRC I made it in localhistory which wasted SOO MUCH of my time. BUT I just copy pasted my code into the right place so overall its all good now. Ill see you guys later. Stay tuned for the upcoming tools. Thanks. ADIOSS"}, {"post_id": 44771, "ts": "2026-08-10T19:28:37Z", "hours": 0.7036, "text": "So in the past half and hour I did a lot and yes this is actually my final devlog this time. Ok so I finished the css around like 100-200 lines of code but it was light because the color scheme sorta connected with the theme anyway… I ran into a few alignment errors like it was blocking my whole screen but I fixed it so thats solved. I also updatted my readme about the games. Below I added a picture of my finger guide SarSynth it just shows how all your fingers should be aligned and for what and personally dha and ni is the hardest but with practice (like 5-10min) you can get used to it. I made it with Canva it took like 2 Minutes because the pictures I didnt really count towards my time just the making and alignments were counted. Overall thank you and goodbye."}, {"post_id": 44733, "ts": "2026-08-10T17:53:30Z", "hours": 1.1725, "text": "I fixed the Tanpura instrumental background track and now it works more properly because last time it was glitching even when I spammed it so it is fine now just a small JS error. I also finished the games logic its 3 simple games which you will come to know soon… In total it is about 250 lines of code which is fairly simple but the games are actually nice in my opinion. And soon I will be making a sort of guide on how to position your fingers for each note which includes Sa, Re, Ga, Ma, Pa, Dha, Ni, Sa. But tbh I have everything thats needed but it doesent hurt to give a bit of teaching because honestly even though I made it, it was pretty hard doing the dha and ni because my hands were keep forgetting the placement but after some time and practice I got it (10 min lol)… So lets see what happens next… Byee and ADioss"}, {"post_id": 44415, "ts": "2026-08-10T04:46:56Z", "hours": 0.6417, "text": "Ok so my README.md is done after like 1 ish hour in total. I incorporated as much as I could including a license in the bottom and honestly this is my first time not writing it raw and actually using hashtags and asterisks to make the text look better in the readme so it went well. I hosted it and was going to ship it. I showed it to my sibling and my feedback was “can you make it not that fun its kinda boring” so that obviously struck me inside considering the effort I put into this so what I did next was crazy. So as you know I was gonna ship it but instead I mapped out a way where I can add small games into it like GUESS THE RAGA and more which I will incorporate later. So sorry Guys I will need to add a bit more before I can ship it but I got this. Adioss."}, {"post_id": 44320, "ts": "2026-08-10T00:14:15Z", "hours": 0.3931, "text": "The front page was zoomed in a bit which was because of the css which I figured out after going through the CSS so that I fixed. Claude helped me a ton just now because I told it to make me 8 different panels in the front page which lead to a page and claude did that which was nice but for some reason it wrote 600 lines of css which is wild because there is not much that was added just colour and a bit of shadows but its fine because its just panels. OK then off hackatime I did my own little research and basically MY IDEA was to make a panel of each instrument that was incorporated in this project and write a 1 paragraph historical perspective of each instrument and overall it worked out pretty well but AGAIN a sizing issue occurred due to claude and I told claude 4 times to fix it but it could not for some reason And then I went in and figured it out lol it was the most funniest mistake…the css was on 2x zoom and my browser was also on 2x zoom for some reason. So yeahh… that has been solved now I also worked on my readme a bit like 2-3 sentences ish. So overall in these last 25 minutes I got through a lot of progress…"}, {"post_id": 44258, "ts": "2026-08-09T21:45:42Z", "hours": 0.7853, "text": "Over the past 45 Minutes or so I have been writing my readme and organizing some files. In all my other projects my readmes were always the worst part of my project but not anymore starting from now. I learned how to write readmes with more efficiency by adding # and * which basically makes text bigger and also bold or italic. So far I wrote the overview on what my project actually is and I have also wrote some of the philosophy and design goals which include data in jots. I also completed the tech stack and computer vision data which is in the same section as the design goals. Overall I am like 20 ish percent done the Readme and my folders are properly organized and I am done that section now."}, {"post_id": 44188, "ts": "2026-08-09T19:49:37Z", "hours": 1.6772, "text": "TODAY WAS CRAZY and this may be my last devlog I’ve spent today creating the entire visual backbone of the app, and now finally feel that the UI actually has some personality and doesn’t consist of random pieces. To start with, I defined a complete theme in :root – all golds, teals, ink shades, subdued overlays, panel colors, and two font stacks – so all the elements of the app draw colors from one consistent palette. Next, I created the layout guidelines for html, body and #root, and implemented the backdrop system – mirrored camera feed, vignette gradients, and stage layer below the canvas. Finally, I added the top bar styling, dropdowns, hint text, icon buttons, and tanpura toggle styling using the gold/teal accent language. I included the UI for the pose list, the readout section with Devanagari + monospace swara display, and the stat blocks with small capital letter labels. And now, I have the help and settings panels with blurred glass background, gold section headers, chips, toggles, and sliders. In addition, I designed the footer banner and the whole start overlay consisting of the brand logo, tagline, buttons, loading animation, error message, and legal disclaimer, so that the app can have a nice onboarding screen. Last but not least, I provided the full responsive layout for small screens so that UI elements will be reorganized on mobile devices properly. Overall, this stylesheet became the core of the application UI design. SO overall it works pretty well and its amazing and I made it indian because I am personally indian. So overall this is prolly note my last devlog but LETS SEE. Adioss."}, {"post_id": 43519, "ts": "2026-08-08T20:46:51Z", "hours": 0.9217, "text": "HII guys so heres what I did in the last hour… I spent a good amount of time was spent working on the design of the interface. Finally, I would say that now the interface looks like a finished product rather than some temporary solution. As the first step, I set up a complete theme via CSS variables in :root. In particular, there were colors for the background which should be dark, golden accents, teal expression color, ink text, muted overlays, as well as font stacks of Devanagari and monospace. All those settings in one place immediately gave the interface much better structure and increased convenience of further editing. Further, I adjusted the global layout to make the app take the full screen and have a nice dark mode design, fitting into the overall musical concept of the project. Then, I designed the camera backdrop including the mirrored video feed, vignette gradients, and stage layer. It provides the project with a moody and atmospheric design. After the backdrop was completed, I turned to designing the top bar which includes the design of fields, labels, dropdowns, hint text, and icon buttons. I added select styles with gold arrows, blurring effect, and transition on hover to make all of these elements responsive and clean. Then, I created the tanpura toggle button with its teal glow and devanagari title, which fits very well into the overall Indian classical theme. Finally, I added styles for the pose list and pose glyphs, which include small circles that represent poses, pose names, and subdued note labels. In short, this was the process that turned the plain UI into an actual design. And now I also tested it BUT ima keep it a surprise for yall so I guess stay tuned for the next devlog loll adioss. (I pasted a few of the theme colours in the code below…"}, {"post_id": 43411, "ts": "2026-08-08T17:10:30Z", "hours": 1.2394, "text": "So heres what happened… In the last hour Claude generated well over 600 lines of new code, covering roughly 70% of the work, and while it dramatically sped me up the alternative was that my entire project instantly threw errors because none of it was connected together yet. While trying to make some sense of the chaos it dawned on me I had an entirely abandoned folder within my project called Components that was full of React components – HelpPanel, Readout, SettingsPanel, StartOverlay, TopBar – that I’d previously created but never attached to anything, and the kicker was my project wasn’t even set up to buildReact. My package.json didn’t contain react or react-dom, tsconfig.json had no JSX support, and my main.tsx was just vanilla JS with a button, and a tag masquerading as a UI element. So I decide to just bite the bullet and hook up React to my project for real. I install React, ReactDOM, and the types for both. Add a vite plugin in a new vite.config.ts, update tsconfig.json’s jsx compiler option to “react-jsx”, write an actual App.tsx that owns the top-level application state (my Performer engine, configuration, the live snapshot of what’s playing, and the state of the camera module) and passing that down into all the components so that the top bar, readout, panels and start screen actually did things. I wire it into my existing drawScene() function via the canvas, I implement some keyboard shortcuts for notes(A-L), octave raises/lowers(Z/X) and tanpura playback(space). I also implement pointer support for playing notes via click and drag without a camera attached. Two things I spotted and removed was a React StrictMode wrap, which would immediately break AudioContext and my handtracking model by remounting them when they just shouldn’t. I also had an import mistmatch between App with braces and a default exported App. Lastly I added a real index.html with a where React mounts and styled the top bar, readout, panels, and start overlay with a whole new styles.css. I was able to clear down all of Claude’s errors, get TSC output zero errors(tsc –noEmit) and build."}, {"post_id": 42783, "ts": "2026-08-07T17:47:04Z", "hours": 1.4017, "text": "Today’s process of working on scene.ts has certainly been one of the most complex parts of my work, since this file involves practically every visual and interaction mechanism I have designed. The imports for degree poses, snapshots and hand tracking points have been implemented and the constants for melody and expression colors, Devanagari fonts, monospace labels and the whole hand skeleton map were defined. Also, the SceneLabel and SceneInput interfaces were implemented; these two mechanisms serve as a sort of backbone for all the information needed by the renderer, such as hands, poses, thresholds, reachable degrees, video size, etc. Then, the geometry helper methods such as roundRect() and ribbonGeometry() were implemented; these methods determine how the swara ribbon would be drawn and how every cell would scale based on window size. Lastly, the drawScene() method is now partially implemented; at the moment it takes care of projection from camera coordinates, drawing of the octaves ladder, ribbon itself, intensity meter and conditional drawings of both hands with landmarks, tone lean arcs, gamak waves and role tags. However, since this file is extremely large and complex, it results in numerous TypeScript errors such as undefined functions, type mismatches, unresolved references, and half-written helper methods like drawPoseGlyph(), which are used before the rest of the code is written. Some errors stem from hand tracking processing, some come from the ribbon rendering code, and some are generated by the math code responsible for resizing the video stream. At this point, the code has reached that chaotic state when the structure starts taking form while the compiler throws numerous errors due to the incomplete file. However, despite the chaos, I have managed to make the ribbon rendering code work, the octave ladder operational, and the hand skeleton drawing code properly working, which means that the visual layer is already being created. I am still working on the code, and hopefully, when more code will be written, many of the above errors will disappear automatically. But yeah overall I fixed them overtime so now I am gonna start the COMPONENTS section around 200+ lines will be written I hope unless an error occurs lets see!!!"}, {"post_id": 42683, "ts": "2026-08-07T15:15:51Z", "hours": 0.5711, "text": "So I was busy getting down deep into scene.ts, where I’m about half way done with the code necessary to render the hand tracking visual layer. Scene.ts is huge and highly interconnected, bringing in pose definition data, Devanagari/roman naming, ribbon geometry data, skeleton structuring, projector calculation, and all the UI controls to display swara, articulation, gamak, tone lean, and expression-hand behaviors. I got all the constants wired in, the skeleton mapping, the tip detection set, the margining mechanism, the complete SceneInput interface, and I began wiring up the drawScene() function pipeline responsible for the octave ladder, ribbon, intensity meter, and hands overlays. Despite having a good structural backbone in place, I’m encountering a crazy amount of errors – some from TypeScript whining about type mismatches, some from missing imports, and some because drawPoseGlyph() or some other functions aren’t written yet but referenced. There are just too many red lines at this point that I cannot tell which are legit obstacles, and which are only temporary noise from not-yet-written parts. However, the basic rendering code is coming together, the projector calculation works, and the skeleton hand-drawing process seems to be halfway there. I’m not finished coding yet, and so I’m hoping that once things come together, a lot of these errors will clear up as the file is completed. Right now, the code is quite a mess, but at least I’m getting somewhere, and the whole scene code system will become operational. So lets see how it goes see ya’ll later adioss."}, {"post_id": 42241, "ts": "2026-08-06T21:11:38Z", "hours": 1.6803, "text": "The day became one of those big pushes where each individual piece I worked on became part of a much bigger picture, and it truly seems that today marked one of the largest leaps forward in the entire process. Claude assisted me in my work throughout the day not only with small bugs but with several large problems standing in my way and thus allowed me to successfully stabilize the entire workflow. Once I managed to deal with the problems, I returned to main.tsx and properly fixed the rendering flow along with ensuring that the components were mounted correctly. The key accomplishment was managing to get the performer.ts file fully rendered and working, which is a great achievement considering that this particular file deals with handling the camera feed, recognizing finger positions, and turning those positions into musical gestures. The moment that it actually worked was a feeling of unlocking another level of the project altogether. My entire objective with this application is to create something where one hand can perform the Indian classical notes of sa, re, ga, ma, pa, dha, ni, sa using the finger position to do so, akin to the bansuri or sargam software, and at the same time having the other hand trigger background sounds such as the tanpura drone sound to produce the atmosphere of the Hindustani classical music. The achievement of making the logic of the camera recognize and respond to the gestures makes the entire idea into a reality. This session is definitely one of those milestones since with the main.tsx file sorted out, performer.tsx rendered successfully, and the gesture pipeline behaving the way I envisioned it, there is no stopping what I want to achieve next. And again claude helped soo much in giving big code blocks especially when there were large errors. SO overall great but it could go better because right now it looks like crap."}, {"post_id": 42004, "ts": "2026-08-06T15:28:18Z", "hours": 1.0119, "text": "Today, I ended up doing more backend setup than what I had expected to do today, in that, after executing the terminal commands to set up the project environment, there were created two files, namely package.json and tsconfig.json, totaling over a thousand lines of configurations. Although mostly being boilerplate, the creation of the two files marked a huge milestone for me in the sense that the project had now become a TypeScript-based one rather than the earlier looser one. After doing that, I then proceeded into the main codebase to modify main.tsx by refactoring the old code. However, my major achievement was the completion of hands.ts, which is one of the harder pieces of codes in the project, in that it deals with hand-tracking, gesture recognition, and all the movement-related logic in the project. I feel really satisfied in doing this file because it is one of those modules that would allow us to implement lots of other features in the future, and seeing the results of my hard work compile successfully after so much setup was truly satisfying. After implementing all the configurations, making changes in the main entry point file, and completing hands.ts, things went pretty well. Overall everything worked out well and I finally figured out the issue lol it was because I did not have these packages so thank you to Claude because it told me what to put in terminal."}, {"post_id": 41663, "ts": "2026-08-06T01:02:52Z", "hours": 2.8281, "text": "Today ended up being one of the most efficient, yet very chaotic coding sessions that I’ve had in a while, because I have managed to finish the entire audio file and the entire engine.ts file, which is essentially one of the key aspects of my entire project, and grew to become more than 700 lines long at the end. Even though I was able to get a lot done, the process was far from being easy, as I encountered some really stubborn errors that would stop the project from running entirely, which were mostly connected to some problems with main.ts file and the Vite configuration, which I did not even know was misconfigured and causing silent problems in the process. I spent far too much time on figuring out the real reasons for those errors until Claude helped me to finally get an idea of what’s really going on. In the process of debugging I found some duplicated code in the engine, which made me quite angry, since it resulted in wasting a lot of time chasing some bugs that occurred due to my mistake when copy-pasting code earlier. Now that I managed to get the engine running at last, I created a little localhost test where I play a sitar sound in order to make sure that the audio stream is functional in real life, and hearing the one little note played made me feel so relieved, knowing that the whole thing really works and not just some theory written in the folder. Now that I have finished all that, I am going to continue to work with hands.ts, which is the part responsible for detecting the hand movements and gestures, and I am excited to see what happens. I also wanna add more instruments which will not be hard but lets see btw I also added a tanpura soo lets see how that goes. See you guys in the next devlog lets see what happens next…Adiosss."}, {"post_id": 40974, "ts": "2026-08-04T21:01:59Z", "hours": 1.7672, "text": "Today was quite productive – more so than I anticipated at the start – and I finished with something on the order of 400-600 lines of code, most of which were devoted to implementing the entire music module in full with its poses.ts, ragas.ts, and swaras.ts, which I have put together in a clean and working fashion without any odd edge cases and inconsistencies. I think it was very satisfying to see that I had finally managed to put all of the pieces together into one coherent system. Next up was the JavaScript part of the audio pipeline which was much faster to implement than I anticipated because once I figured out the general architecture of it, I managed to do it pretty quickly. Claude helped me a little here and there with some hints and clarifications, but the actual implementation was relatively simple after all that. Today turned out to be one of those productive coding sessions where you just seem to get a lot done and end up with a very well-structured and organized system on your hands. So yeah overall I am like 15-20 percent done I think but its really based on how the rest goes especially the camera tracking my hands lets see."}]...
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Title: SarSynth by @manayp | Stardance
Devlogs:
T Title: SarSynth by @manayp | Stardance
Devlogs:
Today was quite productive – more so than I anticipated at the start – and I finished with something on the order of 400-600 lines of code, most of which were devoted to implementing the entire music module in full with its poses.ts, ragas.ts, and swaras.ts, which I have put together in a clean and working fashion without any odd edge cases and inconsistencies. I think it was very satisfying to see that I had finally managed to put all of the pieces together into one coherent system. Next up was the JavaScript part of the audio pipeline which was much faster to implement than I anticipated because once I figured out the general architecture of it, I managed to do it pretty quickly. Claude helped me a little here and there with some hints and clarifications, but the actual implementation was relatively simple after all that. Today turned out to be one of those productive coding sessions where you just seem to get a lot done and end up with a very well-structured and organized system on your hands. So yeah overall I am like 15-20 percent done I think but its really based on how the rest goes especially the camera tracking my hands lets see.
Today ended up being one of the most efficient, yet very chaotic coding sessions that I’ve had in a while, because I have managed to finish the entire audio file and the entire engine.ts file, which is essentially one of the key aspects of my entire project, and grew to become more than 700 lines long at the end. Even though I was able to get a lot done, the process was far from being easy, as I encountered some really stubborn errors that would stop the project from running entirely, which were mostly connected to some problems with main.ts file and the Vite configuration, which I did not even know was misconfigured and causing silent problems in the process. I spent far too much time on figuring out the real reasons for those errors until Claude helped me to finally get an idea of what’s really going on. In the process of debugging I found some duplicated code in the engine, which made me quite angry, since it resulted in wasting a lot of time chasing some bugs that occurred due to my mistake when copy-pasting code earlier. Now that I managed to get the engine running at last, I created a little localhost test where I play a sitar sound in order to make sure that the audio stream is functional in real life, and hearing the one little note played made me feel so relieved, knowing that the whole thing really works and not just some theory written in the folder. Now that I have finished all that, I am going to continue to work with hands.ts, which is the part responsible for detecting the hand movements and gestures, and I am excited to see what happens. I also wanna add more instruments which will not be hard but lets see btw I also added a tanpura soo lets see how that goes. See you guys in the next devlog lets see what happens next…Adiosss.
Today, I ended up doing more backend setup than what I had expected to do today, in that, after executing the terminal commands to set up the project environment, there were created two files, namely package.json and tsconfig.json, totaling over a thousand lines of configurations. Although mostly being boilerplate, the creation of the two files marked a huge milestone for me in the sense that the project had now become a TypeScript-based one rather than the earlier looser one. After doing that, I then proceeded into the main codebase to modify main.tsx by refactoring the old code. However, my major achievement was the completion of hands.ts, which is one of the harder pieces of codes in the project, in that it deals with hand-tracking, gesture recognition, and all the movement-related logic in the project. I feel really satisfied in doing this file because it is one of those modules that would allow us to implement lots of other features in the future, and seeing the results of my hard work compile successfully after so much setup was truly satisfying. After implementing all the configurations, making changes in the main entry point file, and completing hands.ts, things went pretty well. Overall everything worked out well and I finally figured out the issue lol it was because I did not have these packages so thank you to Claude because it told me what to put in terminal.
The day became one of those big pushes where each individual piece I worked on became part of a much bigger picture, and it truly seems that today marked one of the largest leaps forward in the entire process. Claude assisted me in my work throughout the day not only with small bugs but with several large problems standing in my way and thus allowed me to successfully stabilize the entire workflow. Once I managed to deal with the problems, I returned to main.tsx and properly fixed the rendering flow along with ensuring that the components were mounted correctly. The key accomplishment was managing to get the performer.ts file fully rendered and working, which is a great achievement considering that this particular file deals with handling the camera feed, recognizing finger positions, and turning those positions into musical gestures. The moment that it actually worked was a feeling of unlocking another level of the project altogether. My entire objective with this application is to create something where one hand can perform the Indian classical notes of sa, re, ga, ma, pa, dha, ni, sa using the finger position to do so, akin to the bansuri or sargam software, and at the same time having the other hand trigger background sounds such as the tanpura drone sound to produce the atmosphere of the Hindustani classical music. The achievement of making the logic of the camera recognize and respond to the gestures makes the entire idea into a reality. This session is definitely one of those milestones since with the main.tsx file sorted out, performer.tsx rendered successfully, and the gesture pipeline behaving the way I envisioned it, there is no stopping what I want to achieve next. And again claude helped soo much in giving big code blocks especially when there were large errors. SO overall great but it could go better because right now it looks like crap.
So I was busy getting down deep into scene.ts, where I’m about half way done with the code necessary to render the hand tracking visual layer. Scene.ts is huge and highly interconnected, bringing in pose definition data, Devanagari/roman naming, ribbon geometry data, skeleton structuring, projector calculation, and all the UI controls to display swara, articulation, gamak, tone lean, and expression-hand behaviors. I got all the constants wired in, the skeleton mapping, the tip detection set, the margining mechanism, the complete SceneInput interface, and I began wiring up the drawScene() function pipeline responsible for the octave ladder, ribbon, intensity meter, and hands overlays. Despite having a good structural backbone in place, I’m encountering a crazy amount of errors – some from TypeScript whining about type mismatches, some from missing imports, and some because drawPoseGlyph() or some other functions aren’t written yet but referenced. There are just too many red lines at this point that I cannot tell which are legit obstacles, and which are only temporary noise from not-yet-written parts. However, the basic rendering code is coming together, the projector calculation works, and the skeleton hand-drawing process seems to be halfway there. I’m not finished coding yet, and so I’m hoping that once things come together, a lot of these errors will clear up as the file is completed. Right now, the code is quite a mess, but at least I’m getting somewhere, and the whole scene code system will become operational. So lets see how it goes see ya’ll later adioss.
Today’s process of working on scene.ts has certainly been one of the most complex parts of my work, since this file involves practically every visual and interaction mechanism I have designed. The imports for degree poses, snapshots and hand tracking points have been implemented and the constants for melody and expression colors, Devanagari fonts, monospace labels and the whole hand skeleton map were defined. Also, the SceneLabel and SceneInput interfaces were implemented; these two mechanisms serve as a sort of backbone for all the information needed by the renderer, such as hands, poses, thresholds, reachable degrees, video size, etc. Then, the geometry helper methods such as roundRect() and ribbonGeometry() were implemented; these methods determine how the swara ribbon would be drawn and how every cell would scale based on window size. Lastly, the drawScene() method is now partially implemented; at the moment it takes care of projection from camera coordinates, drawing of the octaves ladder, ribbon itself, intensity meter and conditional drawings of both hands with landmarks, tone lean arcs, gamak waves and role tags. However, since this file is extremely large and complex, it results in numerous TypeScript errors such as undefined functions, type mismatches, unresolved references, and half-written helper methods like drawPoseGlyph(), which are used before the rest of the code is written. Some errors stem from hand tracking processing, some come from the ribbon rendering code, and some are generated by the math code responsible for resizing the video stream. At this point, the code has reached that chaotic state when the structure starts taking form while the compiler throws numerous errors due to the incomplete file. However, despite the chaos, I have managed to make the ribbon rendering code work, the octave ladder operational, and the hand skeleton drawing code properly working, which means that the visual layer is already being created. I am still working on the code, and hopefully, when more code will be written, many of the above errors will disappear automatically. But yeah overall I fixed them overtime so now I am gonna start the COMPONENTS section around 200+ lines will be written I hope unless an error occurs lets see!!!
So heres what happened… In the last hour Claude generated well over 600 lines of new code, covering roughly 70% of the work, and while it dramatically sped me up the alternative was that my entire project instantly threw errors because none of it was connected together yet. While trying to make some sense of the chaos it dawned on me I had an entirely abandoned folder within my project called Components that was full of React components – HelpPanel, Readout, SettingsPanel, StartOverlay, TopBar – that I’d previously created but never attached to anything, and the kicker was my project wasn’t even set up to buildReact. My package.json didn’t contain react or react-dom, tsconfig.json had no JSX support, and my main.tsx was just vanilla JS with a button, and a tag masquerading as a UI element. So I decide to just bite the bullet and hook up React to my project for real. I install React, ReactDOM, and the types for both. Add a vite plugin in a new vite.config.ts, update tsconfig.json’s jsx compiler option to “react-jsx”, write an actual App.tsx that owns the top-level application state (my Performer engine, configuration, the live snapshot of what’s playing, and the state of the camera module) and passing that down into all the components so that the top bar, readout, panels and start screen actually did things. I wire it into my existing drawScene() function via the canvas, I implement some keyboard shortcuts for notes(A-L), octave raises/lowers(Z/X) and tanpura playback(space). I also implement pointer support for playing notes via click and drag without a camera attached. Two things I spotted and removed was a React StrictMode wrap, which would immediately break AudioContext and my handtracking model by remounting them when they just shouldn’t. I also had an import mistmatch between App with braces and a default exported App. Lastly I added a real index.html with a where React mounts and styled the top bar, readout, panels, and start overlay with a whole new styles.css. I was able to clear down all of Claude’s errors, get TSC output zero errors(tsc –noEmit) and build.
HII guys so heres what I did in the last hour… I spent a good amount of time was spent working on the design of the interface. Finally, I would say that now the interface looks like a finished product rather than some temporary solution. As the first step, I set up a complete theme via CSS variables in :root. In particular, there were colors for the background which should be dark, golden accents, teal expression color, ink text, muted overlays, as well as font stacks of Devanagari and monospace. All those settings in one place immediately gave the interface much better structure and increased convenience of further editing. Further, I adjusted the global layout to make the app take the full screen and have a nice dark mode design, fitting into the overall musical concept of the project. Then, I designed the camera backdrop including the mirrored video feed, vignette gradients, and stage layer. It provides the project with a moody and atmospheric design. After the backdrop was completed, I turned to designing the top bar which includes the design of fields, labels, dropdowns, hint text, and icon buttons. I added select styles with gold arrows, blurring effect, and transition on hover to make all of these elements responsive and clean. Then, I created the tanpura toggle button with its teal glow and devanagari title, which fits very well into the overall Indian classical theme. Finally, I added styles for the pose list and pose glyphs, which include small circles that represent poses, pose names, and subdued note labels. In short, this was the process that turned the plain UI into an actual design. And now I also tested it BUT ima keep it a surprise for yall so I guess stay tuned for the next devlog loll adioss. (I pasted a few of the theme colours in the code below…
TODAY WAS CRAZY and this may be my last devlog I’ve spent today creating the entire visual backbone of the app, and now finally feel that the UI actually has some personality and doesn’t consist of random pieces. To start with, I defined a complete theme in :root – all golds, teals, ink shades, subdued overlays, panel colors, and two font stacks – so all the elements of the app draw colors from one consistent palette. Next, I created the layout guidelines for html, body and #root, and implemented the backdrop system – mirrored camera feed, vignette gradients, and stage layer below the canvas. Finally, I added the top bar styling, dropdowns, hint text, icon buttons, and tanpura toggle styling using the gold/teal accent language. I included the UI for the pose list, the readout section with Devanagari + monospace swara display, and the stat blocks with small capital letter labels. And now, I have the help and settings panels with blurred glass background, gold section headers, chips, toggles, and sliders. In addition, I designed the footer banner and the whole start overlay consisting of the brand logo, tagline, buttons, loading animation, error message, and legal disclaimer, so that the app can have a nice onboarding screen. Last but not least, I provided the full responsive layout for small screens so that UI elements will be reorganized on mobile devices properly. Overall, this stylesheet became the core of the application UI design. SO overall it works pretty well and its amazing and I made it indian because I am personally indian. So overall this is prolly note my last devlog but LETS SEE. Adioss.
Over the past 45 Minutes or so I have been writing my readme and organizing some files. In all my other projects my readmes were always the worst part of my project but not anymore starting from now. I learned how to write readmes with more efficiency by adding # and * which basically makes text bigger and also bold or italic. So far I wrote the overview on what my project actually is and I have also wrote some of the philosophy and design goals which include data in jots. I also completed the tech stack and computer vision data which is in the same section as the design goals. Overall I am like 20 ish percent done the Readme and my folders are properly organized and I am done that section now.
The front page was zoomed in a bit which was because of the css which I figured out after going through the CSS so that I fixed. Claude helped me a ton just now because I told it to make me 8 different panels in the front page which lead to a page and claude did that which was nice but for some reason it wrote 600 lines of css which is wild because there is not much that was added just colour and a bit of shadows but its fine because its just panels. OK then off hackatime I did my own little research and basically MY IDEA was to make a panel of each instrument that was incorporated in this project and write a 1 paragraph historical perspective of each instrument and overall it worked out pretty well but AGAIN a sizing issue occurred due to claude and I told claude 4 times to fix it but it could not for some reason And then I went in and figured it out lol it was the most funniest mistake…the css was on 2x zoom and my browser was also on 2x zoom for some reason. So yeahh… that has been solved now I also worked on my readme a bit like 2-3 sentences ish. So overall in these last 25 minutes I got through a lot of progress…
Ok so my README.md is done after like 1 ish hour in total. I incorporated as much as I could including a license in the bottom and honestly this is my first time not writing it raw and actually using hashtags and asterisks to make the text look better in the readme so it went well. I hosted it and was going to ship it. I showed it to my sibling and my feedback was “can you make it not that fun its kinda boring” so that obviously struck me inside considering the effort I put into this so what I did next was crazy. So as you know I was gonna ship it but instead I mapped out a way where I can add small games into it like GUESS THE RAGA and more which I will incorporate later. So sorry Guys I will need to add a bit more before I can ship it but I got this. Adioss.
I fixed the Tanpura instrumental background track and now it works more properly because last time it was glitching even when I spammed it so it is fine now just a small JS error. I also finished the games logic its 3 simple games which you will come to know soon… In total it is about 250 lines of code which is fairly simple but the games are actually nice in my opinion. And soon I will be making a sort of guide on how to position your fingers for each note which includes Sa, Re, Ga, Ma, Pa, Dha, Ni, Sa. But tbh I have everything thats needed but it doesent hurt to give a bit of teaching because honestly even though I made it, it was pretty hard doing the dha and ni because my hands were keep forgetting the placement but after some time and practice I got it (10 min lol)… So lets see what happens next… Byee and ADioss
So in the past half and hour I did a lot and yes this is actually my final devlog this time. Ok so I finished the css around like 100-200 lines of code but it was light because the color scheme sorta connected with the theme anyway… I ran into a few alignment errors like it was blocking my whole screen but I fixed it so thats solved. I also updatted my readme about the games. Below I added a picture of my finger guide SarSynth it just shows how all your fingers should be aligned and for what and personally dha and ni is the hardest but with practice (like 5-10min) you can get used to it. I made it with Canva it took like 2 Minutes because the pictures I didnt really count towards my time just the making and alignments were counted. Overall thank you and goodbye.
So this is my first devlog of the new ship and I thought a lot and wondered a lot of what else to add. And now I know. I am adding internal tools to it like a whole page which can be easily accessed. So far I have completed toolAudio.ts and it was about 130 ish lines of code and overall it works well. And yeah so I spent 50 minutes just writing 80 ish lines of code which is pretty not that bad but I slowed down because I changed my ideas mid writing… and also my github got reset or something somehow and alll my commit messages are gone so I have restarted with another repository with new commits. And also I made the most crap mistake ever so instead of making the folder in SRC I made it in localhistory which wasted SOO MUCH of my time. BUT I just copy pasted my code into the right place so overall its all good now. Ill see you guys later. Stay tuned for the upcoming tools. Thanks. ADIOSS
After almost an hour I finally completed 2 files. I completed the ToolsPage.tsx fully and the ScaleFinder.tsx…. Now I havent really fully tested the toolspage one but the scalefinder one works (I tested it with onecompilor and it works great. So my first tool is finally completed and working now I just gotta keep going at it and finish a few more…So I am done for today and personally I got a good amount done. I am still running into a few errors in the ToolsPage.tsx but 100 percent thats because of the imports because currently I do not have some of the pages but it willl get fixed. And today I finished about 250-300 + lines of code and thanks to chatgpt and claude because they taught me a lot of things including blurb…honestly I am not that good at this coding language but I am still learning. Adiosss see u in the next devlog…
So I completed the TheoryReference.tsx and finally just now completed the TaalMetronome.tsx. I also researched various types of taals and beats for the metronome and I learned new things and concepts which include vibhag, sam, tali, and khali. And to be honest claude and chatgpt helped in coding chunks which just made my coding and stuff faster. So overall I had good enough progresss in the last 1-2 hours so yep. I completed the development of my fully cycle-based taal metronome today. In this project, I have FINALLY developed a system that would be based on the concepts of vibhag, sam, tali, and khali rather than the conventional method of bar-based counting. I created a complete set of taals that contain information about their vibhag structure, khali, bols, and notes. Then, I coded the system to dynamically create matra counts, accent patterns, and vibhag markers. The audio engine is now powered by an advanced Web Audio scheduler that allows pre-scheduling of clicks, takes care of subdivisions and accent playback so that the structure of taal is perceivable to the user via sound. I have also incorporated tap tempo with averaging and reset functionality with “const” placed in numerous lines which will not change anything. Special thanks to vs code because it gave me auto suggestions which auto fixed my code which actually helped me a lot because honestly I suck at typing fast lol. I also pushed many commits in github so its all active and ongoing. More will also have to be fixed though soo stay tuned and adiossssssssss. So overall I have good progress and I will see you in the next devlog adioss.
So basically I am almost done… So all my files for the extra tools were supposed to be much more longer but because I do not wanna spend too much time on this project I shortened each file by 200 ish lines with the help of Claude and my wits. So I finished all the tools so far, but I just have like one more left. And I also have to do the CSS which I have to make so that will take some time. During this phase, I worked on improving the whole SarSynth interface, designing a dark theme with gold accents and creating the whole layer of UI elements which feels stable and high-performance. I defined the CSS variables for the whole interface, its colors, font styles, and panel styles, made the camera backdrop with mirrored video and vignette with smooth transition of opacity. Top bar design took much of my effort, as I designed the fields with labels, custom selects with gradients and arrows, hint texts, buttons with icons and Devanagari tanpura switch with activated and inactive states. After that, I added the pose list functionality with glyphs for melody and expression, mono-font labels and muted notes. Readout part and the layout as a whole received tuning of spacing and blur effect, and at the same time, I was solving various irritating problems such as proper placement of select-element arrows, right background for backdrop, and visual matching of components. Overall I believe I am 80 percent done the tools code and everything but that will all be resolved and established soo adios cya in my next log…..
So I did 115 ish lines for the tuner and claude did like 50-65 percent of it because mostly it was repeats of other stuff but also a bit of new stuff in it especailly the logical part of it. So this was actually my second last file so I juse gotta finish the CSS for everything and I am going to be done. Also I found out that the <ToolShell function that I created had glitches or idk something was happening but I fixed it and realized it was a spelling mistake lol. I spend 3 min on solving that so its fine… Ok so the tuner I was working on is basically going to do exactly what your thinking of its going to tune instruments or even your voice using cents which is a thing for tuners that shows its close or far. Overall its going veryy well so lets see if my css goes well or not adioss.
So first of all yes I finished my readme. By finished I mean updated because I added tools. There are 6 distinct tools I created which are in indian style and it works pretty well. I also learned some new stuff from claude like I didnt know too. I learned some stuff in this long session like I never knew that if you set the opaqueness to 1.2 instead of 1 it will be dead code because apparently 1 and 1.1 is the same thing which to be honest is fairly the same. Lol I know this is kinda lame but for some reason it surprises me a lot. I also learned what npm run build does…according to claude it means it checks errors and stuff which personally for some reason I did not know that either… In my project theres some dead space in some areas of the tools pages but thats fine because tbh I was aiming for that because to show its simplicity and stuff lol. The biggest thing that stumped me though was the error in toolspage.tsx…. it says theres an error with the connection of the pages but I think its just a glitch because its all connected right with all the files in the right space so overall I just think thats an error or a glitch. Special thx to claude and vs code suggestions because they helped me learn stuff and made my life easier and possibly faster in some sorta of way so thx. Claude and vs code and github copilot also helped me push my files faster and more efficient so thx. Overall this is my last devlog and I had a great time making this and it went really well (at times lol) and if you guys like this make sure to possibly follow and like some of my devlogs and if you dont then contact me in slack if you have anything I should change or add or even fix lol. Thanks and adioss.
Ships:
What have you created? Sargam Synth - an instrument of Indian music which you can play through gestures of your hands in front of a webcam. Left hand defines the swara depending on the number of fingers raised (1 = Sa, 2 = Re, etc. up to Ni), while right hand controls the volume, tone and ornamental variations. Sargam Synth includes 37 ragas and scales, eight synthetic instruments, like sitar and bansuri, tanpura drone and three training games. What was difficult? Developing reliable gesture recognition system - my initial prototype reacted to each frame from the webcam, so a lost frame cut the sound and any transition between the postures produced false notes. I solved this problem by making each finger press steady for 90 milliseconds before it is recognized and remembering the last known position of a hand when it is not currently recognized. The sound of sitar was the second difficulty because it is a synthetic oscillation simulating vibration of the string, not just the simple oscillator. What are you proud of? It’s properly tuned — when playing Ga in Yaman scale you actually hear 5/4 pure interval rather than somewhat different one a piano would provide you. And it even knows how to teach you — all swaras demonstrate their respective fingering on the screen, both hands show you fingers captured by the camera. Thus, if a pose is not recognized, you will immediately understand if it’s you or the tracker who fails to recognize. Overall it had been an amazing journey and its lowkey fun to use with a bit of practice and stuff (I added a guide below for fingerings just incase)… What should people know in order to try it? Allow the camera, and don’t forget about this: Left hand chooses the tone, right hand makes the sound appear — nothing plays until your right hand is raised. If your hands appear inverted, there is a Swap hand detection option in Settings menu that will correct it for you in one tap. No camera? Then press Continue without camera and play using clicks on the swaras or A S D F G H J keys.
This innovation is something that I am proud about in SarSynth since it combines both technology and Indian classical music. SarSynth turns your camera into a musical instrument with the ability to play swaras using hand gestures while using ragas, instruments, tanpura, among other concepts. Getting the gesture recognition and the playing of music using the system was what I enjoyed most in the process of creating SarSynth. SarSynth can recognize hand poses, translate them into notes, and even incorporate features such as different ragas, synthetic instruments, training games, and tuner. I had many mishaps and stuff because in this new update I focused on the TOOLS which was not needed but I just did it. But in the same time I honestly also learned some new things so for me personally it was a win-win situation even though a bit of time was wasted in bugs and other random mishaps. In general, I believe that SarSynth is a nice application since it incorporates Indian classical music in an interactive manner and in addition to learning a lot through this experience especially when trying to debug different systems. And I hope you guys liked it. If you guys have any suggestions or things to add lemme know in slack. Thank you and adios. Note: This update is for the tools only....
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Copymac OS 1 by @jamessonani | Stardance
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jamessonani
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2
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7.0
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6
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T18:29:28Z", "hours": 1.0, "multiplier": 5.83, "payout": 6, "blessing": "neutral", "text": "This project seemed easy but accidently i forgot to record script.js and style.css production and alo the fixes that i had done in html. btw this is CopyMAC OS 2", "repo": "https://github.com/jamessonani1020-web/webos-architecture", "demo": "https://roaring-profiterole-814e34.netlify.app"}, {"ship_num": 2, "ts": "2026-08-17T18:16:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a web os named CopyMac OS 1 and the challenging part was that i was not knowing hot to code so because of that i took 6-7 hours to make a 2 hr project.", "repo": "https://github.com/jamessonani1020-web/webos-architecture", "demo": "https://roaring-profiterole-814e34.netlify.app"}]...
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[{"post_id": 49779, "ts": "202 [{"post_id": 49779, "ts": "2026-08-18T18:22:50Z", "hours": 0.9511, "text": "This is CopyMAC OS2 Newer form of my web OS, but today i forgot to record time-laps of script.js and style.css so lets see what happens btw my project is completed and originally it took almost 4 hr time of my life."}, {"post_id": 49060, "ts": "2026-08-17T17:29:13Z", "hours": 6.3608, "text": "i was working on my first project and its name is copymac OS 1."}]...
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Title: Copymac OS 1 by @jamessonani | Stardance
D Title: Copymac OS 1 by @jamessonani | Stardance
Devlogs:
i was working on my first project and its name is copymac OS 1.
This is CopyMAC OS2 Newer form of my web OS, but today i forgot to record time-laps of script.js and style.css so lets see what happens btw my project is completed and originally it took almost 4 hr time of my life.
Ships:
I have made a web os named CopyMac OS 1 and the challenging part was that i was not knowing hot to code so because of that i took 6-7 hours to make a 2 hr project.
This project seemed easy but accidently i forgot to record script.js and style.css production and alo the fixes that i had done in html. btw this is CopyMAC OS 2...
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1793461702.7066984
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1793548102.7066984
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51033
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MakeKoshary-3d by @yahiahaggag37 | Stardance
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yahiahaggag37
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1
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10.0
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44
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T18:09:05Z", "hours": 10.0, "multiplier": 4.49, "payout": 44, "blessing": "neutral", "text": "I made this game MakeKoshary-3d using threejs and RAPIER physics, in this game you are tasked with making a delicious egyptian dish known as koshary, in a local egyptian village inspired by my home village. the way you play this game is very simple because you only need to use one key, the space key. you need to hold the key to pour the ingredients and you must focus not to overpour or underpour. and to prevent boredom the game gradually gets harder the more you play.", "repo": "https://github.com/yahia-svg/MakeKoshary-3d", "demo": "https://yahia-svg.github.io/MakeKoshary-3d/"}]...
|
[{"post_id": 49764, "ts": "202 [{"post_id": 49764, "ts": "2026-08-18T18:03:46Z", "hours": 9.7897, "text": "okay so I didn’t know that i needed to make devlogs for projects on here and i just used github commits instead to document my progress so here are my commits with the dates and everything: Commits · yahia-svg/MakeKoshary-3d"}]...
|
Title: MakeKoshary-3d by @yahiahaggag37 | Stardanc Title: MakeKoshary-3d by @yahiahaggag37 | Stardance
Devlogs:
okay so I didn’t know that i needed to make devlogs for projects on here and i just used github commits instead to document my progress so here are my commits with the dates and everything: Commits · yahia-svg/MakeKoshary-3d
Ships:
I made this game MakeKoshary-3d using threejs and RAPIER physics, in this game you are tasked with making a delicious egyptian dish known as koshary, in a local egyptian village inspired by my home village. the way you play this game is very simple because you only need to use one key, the space key. you need to hold the key to pour the ingredients and you must focus not to overpour or underpour. and to prevent boredom the game gradually gets harder the more you play....
|
1793451361.3017573
|
1793537761.3017573
|
|
49260
|
SWAY by @akshnoorbawa2 | Stardance
|
akshnoorbawa2
|
1
|
23.15
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:49:26Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SWAY because I wanted a better way to manage audio on Windows. The main idea was pretty simple: create an app that could automatically duck other applications when important audio was playing, instead of constantly having to adjust volumes manually. Actually building it was a completely different story. The hardest part was getting the audio system to behave the way I wanted. Managing individual application volumes, detecting changes, and making everything happen smoothly without constantly interfering with the user was definitely one of the more challenging parts of the project. The UI was another big part of it. I didn’t want SWAY to look like some old Windows utility with a bunch of sliders everywhere. I wanted it to feel modern, clean, and actually enjoyable to use. Getting the layout, animations, controls, and overall feel right took a lot of experimenting and tweaking.", "repo": "https://github.com/akshnoorbawa2-glitch/Sway-Audio", "demo": "https://sway-audio-web.vercel.app/"}]...
|
[{"post_id": 73025, "ts": "202 [{"post_id": 73025, "ts": "2026-09-24T07:20:35Z", "hours": 4.1269, "text": "new designn"}, {"post_id": 59054, "ts": "2026-08-31T17:22:03Z", "hours": 5.4189, "text": "Devlog 4 - i did a complete Ui redesign because my initial website was looking too vibe coded and had a bunch on junk in it the re-design is super clean and non - flashy. i hope this is good and this is prob the last devlog of my project. so yeah check out my project for urself if ur interested pleaseee"}, {"post_id": 50032, "ts": "2026-08-19T01:59:01Z", "hours": 4.6, "text": "SWAY- brup it was so fun building this app so basically what it does is like if u playing music on spotify or other apps and u start watching a vid on youtube the volume of the music will automatically decrease so u dont have to pause ur music when playing a vid and then start again when u finish"}, {"post_id": 49746, "ts": "2026-08-18T17:46:19Z", "hours": 6.5164, "text": "im working on a amazing desktop app. hope u guys will like it :3"}, {"post_id": 48125, "ts": "2026-08-16T12:44:50Z", "hours": 2.5064, "text": "Bleh im working on Sway my new app"}]...
|
Title: SWAY by @akshnoorbawa2 | Stardance
Devlogs Title: SWAY by @akshnoorbawa2 | Stardance
Devlogs:
Bleh im working on Sway my new app
im working on a amazing desktop app. hope u guys will like it :3
SWAY- brup it was so fun building this app so basically what it does is like if u playing music on spotify or other apps and u start watching a vid on youtube the volume of the music will automatically decrease so u dont have to pause ur music when playing a vid and then start again when u finish
Devlog 4 - i did a complete Ui redesign because my initial website was looking too vibe coded and had a bunch on junk in it the re-design is super clean and non - flashy. i hope this is good and this is prob the last devlog of my project. so yeah check out my project for urself if ur interested pleaseee
new designn
Ships:
I built SWAY because I wanted a better way to manage audio on Windows. The main idea was pretty simple: create an app that could automatically duck other applications when important audio was playing, instead of constantly having to adjust volumes manually. Actually building it was a completely different story. The hardest part was getting the audio system to behave the way I wanted. Managing individual application volumes, detecting changes, and making everything happen smoothly without constantly interfering with the user was definitely one of the more challenging parts of the project. The UI was another big part of it. I didn’t want SWAY to look like some old Windows utility with a bunch of sliders everywhere. I wanted it to feel modern, clean, and actually enjoyable to use. Getting the layout, animations, controls, and overall feel right took a lot of experimenting and tweaking....
|
1793537830.8814507
|
1793624230.8814507
|
|
48185
|
~/SLAIR by @domos000 | Stardance
|
domos000
|
1
|
4.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:39:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "~/SLAIR is now LIVE! What is ~/SLAIR ? ~/SLAIR is a free-to-use Slack Bot packed with mini-games and a few things you probably didn’t know you needed! Where does the name ~/SLAIR come from? The name ~/SLAIR comes from my other project ~/KLAIR which was a Discord Bot. As this bot is similar to ~/KLAIR in features but for Slack instead of Discord, I’ve decided to name it ~/SLAIR . Features: ~/SLAIR is designed to be a small, fun, free-to-use bot that aims to add a bunch of entertaining features. Mini Games: /slair-coinflip Flip a coin /slair-guessthenumber Try to guess the number /slair-rps Challenge the bot /slair-unscramble Unscramble the word Other Commands: /slair-8ball Ask the magic 8-ball /slair-cat Get a random cat /slair-dog Get a random dog /slair-cryptoprice Check cryptocurrency prices /slair-uselessfact Receive a completely useless fact AI Usage: Used Gemini 3.1 Pro (High) in Antigravity to fix errors and bugs in the code which I couldn't figure out how to solve. AI was primarily used to debug /slair-unscramble and /slair-guessthenumber commands as I couldn't figure out how to open modals upon clicking a button.", "repo": "https://github.com/adeebur-x64/SLAIR", "demo": "https://hackclub.enterprise.slack.com/archives/C0BR0071C14"}]...
|
[{"post_id": 59693, "ts": "202 [{"post_id": 59693, "ts": "2026-09-01T16:48:52Z", "hours": 0.5453, "text": "Devlog - 5 I don’t remember what exactly I did but these 32 mins weren’t logged. What I do remember: I had worked on troubleshooting the bot and fixing errors / bugs in the code as well as writing the README.md file where most of this 32 minutes went."}, {"post_id": 48848, "ts": "2026-08-17T12:17:30Z", "hours": 1.3106, "text": "Devlog - 4 Aw man, I forgot to post a devlog againnnnnn! Anyways, I’ve now ported the /unscramble and /guessthenumber commands to ~/SLAIR now! Creating both of these commands was a challenge and I had to utilize Gemini 3.1 Pro (High) in Antigravity to get it working. The main challenge I faced was to make the modals open upon a button click and work exactly how modals do in Discord. Also, ignore the stuff I covered with red, those responses were just for testing what works and what bugs there are which I need to fix. => This is the last Devlog! I’ll NOT be adding the nim Mini Game to ~/SLAIR for now."}, {"post_id": 47961, "ts": "2026-08-16T07:31:16Z", "hours": 0.7831, "text": "Devlog - 3 Didn’t even realize it took me 46 minutes to make this lol. Anyways, I’ve now ported the /coinflip and /rockpaperscissors command to ~/SLAIR now! Creating this was somehow a challenge and I almost lost my mind trying to figure out how to get these buttons working! I’ll take a break for now and will be back with another Devlog very soon! This will most probably be one of the last few Devlogs before the first Ship!"}, {"post_id": 47942, "ts": "2026-08-16T06:35:54Z", "hours": 0.6028, "text": "Devlog - 2 Made some more progress in porting the features of ~/KLAIR to the Slack Bot ~/SLAIR . I’ve added the /cryptoprice and /8ball commands now which utilize the Slack Modal to ask the person for their input. I’ll try to port the mini games to ~/SLAIR too and that will be the V1 of the Slack Bot!"}, {"post_id": 47487, "ts": "2026-08-15T12:51:49Z", "hours": 0.8081, "text": "Devlog - 1 I started working on my Slack Bot and completely forgot I also need to post my progress here. Well, till now, I’ve been able to port the /cat , /dog and /uselessfact commands from my Discord Bot ~/KLAIR to this Slack Bot ~/SLAIR . => I will NOT be adding the AI features in this Slack Bot. (At least for now, I won’t). Where does the name ~/SLAIR come from? The name ~/SLAIR comes from the Discord Bot I made earlier /KLAIR but, instead of it being a Discord Bot, it’s a Slack Bot."}]...
|
Title: ~/SLAIR by @domos000 | Stardance
Devlogs:
Title: ~/SLAIR by @domos000 | Stardance
Devlogs:
Devlog - 1 I started working on my Slack Bot and completely forgot I also need to post my progress here. Well, till now, I’ve been able to port the /cat , /dog and /uselessfact commands from my Discord Bot ~/KLAIR to this Slack Bot ~/SLAIR . => I will NOT be adding the AI features in this Slack Bot. (At least for now, I won’t). Where does the name ~/SLAIR come from? The name ~/SLAIR comes from the Discord Bot I made earlier /KLAIR but, instead of it being a Discord Bot, it’s a Slack Bot.
Devlog - 2 Made some more progress in porting the features of ~/KLAIR to the Slack Bot ~/SLAIR . I’ve added the /cryptoprice and /8ball commands now which utilize the Slack Modal to ask the person for their input. I’ll try to port the mini games to ~/SLAIR too and that will be the V1 of the Slack Bot!
Devlog - 3 Didn’t even realize it took me 46 minutes to make this lol. Anyways, I’ve now ported the /coinflip and /rockpaperscissors command to ~/SLAIR now! Creating this was somehow a challenge and I almost lost my mind trying to figure out how to get these buttons working! I’ll take a break for now and will be back with another Devlog very soon! This will most probably be one of the last few Devlogs before the first Ship!
Devlog - 4 Aw man, I forgot to post a devlog againnnnnn! Anyways, I’ve now ported the /unscramble and /guessthenumber commands to ~/SLAIR now! Creating both of these commands was a challenge and I had to utilize Gemini 3.1 Pro (High) in Antigravity to get it working. The main challenge I faced was to make the modals open upon a button click and work exactly how modals do in Discord. Also, ignore the stuff I covered with red, those responses were just for testing what works and what bugs there are which I need to fix. => This is the last Devlog! I’ll NOT be adding the nim Mini Game to ~/SLAIR for now.
Devlog - 5 I don’t remember what exactly I did but these 32 mins weren’t logged. What I do remember: I had worked on troubleshooting the bot and fixing errors / bugs in the code as well as writing the README.md file where most of this 32 minutes went.
Ships:
~/SLAIR is now LIVE! What is ~/SLAIR ? ~/SLAIR is a free-to-use Slack Bot packed with mini-games and a few things you probably didn’t know you needed! Where does the name ~/SLAIR come from? The name ~/SLAIR comes from my other project ~/KLAIR which was a Discord Bot. As this bot is similar to ~/KLAIR in features but for Slack instead of Discord, I’ve decided to name it ~/SLAIR . Features: ~/SLAIR is designed to be a small, fun, free-to-use bot that aims to add a bunch of entertaining features. Mini Games: /slair-coinflip Flip a coin /slair-guessthenumber Try to guess the number /slair-rps Challenge the bot /slair-unscramble Unscramble the word Other Commands: /slair-8ball Ask the magic 8-ball /slair-cat Get a random cat /slair-dog Get a random dog /slair-cryptoprice Check cryptocurrency prices /slair-uselessfact Receive a completely useless fact AI Usage: Used Gemini 3.1 Pro (High) in Antigravity to fix errors and bugs in the code which I couldn't figure out how to solve. AI was primarily used to debug /slair-unscramble and /slair-guessthenumber commands as I couldn't figure out how to open modals upon clicking a button....
|
1793566592.4238958
|
1793652992.4238958
|
|
49504
|
My own site! by @dayandnightgooner | Stardance
|
dayandnightgooner
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:23:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha", "repo": "https://github.com/devchandak04/dev-personal-site", "demo": "https://devchandak04.github.io/dev-personal-site/"}]...
|
[{"post_id": 48214, "ts": "202 [{"post_id": 48214, "ts": "2026-08-16T14:47:51Z", "hours": 1.3569, "text": "I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance."}]...
|
Title: My own site! by @dayandnightgooner | Starda Title: My own site! by @dayandnightgooner | Stardance
Devlogs:
I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance.
Ships:
A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha...
|
1793332170.0775874
|
1793418570.0775874
|
|
49817
|
AstroSpace OS: Interactive NASA Astronomy Picture AstroSpace OS: Interactive NASA Astronomy Picture Database by @parth_ida13 | Stardance...
|
parth_ida13
|
1
|
11.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:15:15Z", "hours": 11.0, "multiplier": 2.5, "payout": 28, "blessing": "neutral", "text": "I made a software that fetches data from nasa.gov, specifcally the astronomy photos. This is my first project on Stardance and probably even my first real project ever. I set up the backend using Flask and handled requests and json transferring with flask. I even learned how to use CSS properly creating a space-like OS. It was really hard to code the Flask code and really hard to code the jinja2 code aswell. Also it was really hard to find a good host to host my project. Vercel couldnt support the css, netlify couldnt even host my site, github sites also couldnt because it wasnt a static page. I then found out that Glitch had been deleted. Then I went to replit as a begineer and somehow managed to get my localhost to a replit.app (still a start). I really hope I get a good rating because I’ve spent almost 3-4 full days spending time trying to learn everything and then coding it in VS code.", "repo": "https://github.com/parthida13/NASA-Astronomy-Photography", "demo": "https://nasa-astronomy-photography--p361305b.replit.app"}]...
|
[{"post_id": 49707, "ts": "202 [{"post_id": 49707, "ts": "2026-08-18T16:37:05Z", "hours": 0.5375, "text": "Spent almost an hour trying to find a suitable site to host my project on. Found Replit and added a button to go back. Uploaded files on github and attached. Website published and edited README.md. FINAL DEVLOG LETS GOO. This was a really good journey"}, {"post_id": 49564, "ts": "2026-08-18T13:20:02Z", "hours": 2.7703, "text": "Finally finished jinja 2 scripts and some backend issues. Software will be live in a few minutes"}, {"post_id": 49081, "ts": "2026-08-17T18:12:18Z", "hours": 0.6164, "text": "Devlog #11: Rough sketch completed, troubleshooting through invisible overlays. Next steps are to edit header and footer with github id contact id and etc to personalize this showcase of NASA Photos"}, {"post_id": 49042, "ts": "2026-08-17T17:07:19Z", "hours": 1.9186, "text": "Devlog #10: First project on stardance almost completed Today I completed a lot. I set up a Jinja Loop, I coded the backend, I fixed syntax errors, I set up a way to hide my API keys when commiting to git. I also made my first README file, needs improving but not bad. Almost done shipping my website via vercel. Hope this gets a good rating!!!"}, {"post_id": 48886, "ts": "2026-08-17T13:32:19Z", "hours": 0.2622, "text": "CSS Design in progress. Making sure all photos area organized in an orderly matter"}, {"post_id": 48830, "ts": "2026-08-17T11:46:22Z", "hours": 1.3236, "text": "Created Backend using Flask and created templates folder with index.html. Used AI debugging to solve http requests. Designed a rough sketch of the html site. Sent python json data over to html. Next steps for the next 30 mins are to hide API keys and make the system much safer"}, {"post_id": 48732, "ts": "2026-08-17T08:03:38Z", "hours": 0.5344, "text": "Created a backend using Flask, switched data and imported functions from other tabs. Next step is creating the HTML backbone and then finalizing design using help from AI and personal touch."}, {"post_id": 48691, "ts": "2026-08-17T06:20:50Z", "hours": 0.2581, "text": "Finally fixed the functions and added a quit function using sys"}, {"post_id": 48677, "ts": "2026-08-17T05:37:46Z", "hours": 0.4864, "text": "Finished readme but first python script is a bit funky. Gonna need some help debugging the problem. Functions are not valid for some reason. Wasted around 30 minutes with this"}, {"post_id": 48418, "ts": "2026-08-16T19:10:52Z", "hours": 0.4647, "text": "Imported JSON library by using ‘with open’ and ‘dump’ to write a file called nasadata.json. Created the ability to save converted python dictionaries by ‘with open’ to use in other scripts. Successfully created a sample of nasadata.json. Imported nasadata.json and created a system to detect a user’s operating system for the ‘os’ framework .Now next steps are drafting 2nd python script by completing dictionary scripts then connecting html/webos app (frontend) over to python (backend). Then after that I will launch a beta of my project within this first week"}, {"post_id": 48382, "ts": "2026-08-16T18:19:21Z", "hours": 0.3058, "text": "Error- requests code wasnt working. Refined code when debugging with AI then defined API and web request. Next step is formatting dictionary nasadata into an html skeleton from previous deleted project WebOS"}, {"post_id": 48357, "ts": "2026-08-16T17:47:19Z", "hours": 0.4667, "text": "Update: Polished python framework even more learning about requests framework and adding a function for the input validation. Added return True and return False for looping inputs together. Next thing to work on: refining json to dictionary data and selecting specific items in the dictionary"}, {"post_id": 48296, "ts": "2026-08-16T16:33:54Z", "hours": 1.1194, "text": "script draft done- learned how to use requests library and created a small json data fetcher and converted json data to readable python dictionaries. Next I will complete the loop to make sure you can try again after errors"}]...
|
Title: AstroSpace OS: Interactive NASA Astronomy P Title: AstroSpace OS: Interactive NASA Astronomy Picture Database by @parth_ida13 | Stardance
Devlogs:
script draft done- learned how to use requests library and created a small json data fetcher and converted json data to readable python dictionaries. Next I will complete the loop to make sure you can try again after errors
Update: Polished python framework even more learning about requests framework and adding a function for the input validation. Added return True and return False for looping inputs together. Next thing to work on: refining json to dictionary data and selecting specific items in the dictionary
Error- requests code wasnt working. Refined code when debugging with AI then defined API and web request. Next step is formatting dictionary nasadata into an html skeleton from previous deleted project WebOS
Imported JSON library by using ‘with open’ and ‘dump’ to write a file called nasadata.json. Created the ability to save converted python dictionaries by ‘with open’ to use in other scripts. Successfully created a sample of nasadata.json. Imported nasadata.json and created a system to detect a user’s operating system for the ‘os’ framework .Now next steps are drafting 2nd python script by completing dictionary scripts then connecting html/webos app (frontend) over to python (backend). Then after that I will launch a beta of my project within this first week
Finished readme but first python script is a bit funky. Gonna need some help debugging the problem. Functions are not valid for some reason. Wasted around 30 minutes with this
Finally fixed the functions and added a quit function using sys
Created a backend using Flask, switched data and imported functions from other tabs. Next step is creating the HTML backbone and then finalizing design using help from AI and personal touch.
Created Backend using Flask and created templates folder with index.html. Used AI debugging to solve http requests. Designed a rough sketch of the html site. Sent python json data over to html. Next steps for the next 30 mins are to hide API keys and make the system much safer
CSS Design in progress. Making sure all photos area organized in an orderly matter
Devlog #10: First project on stardance almost completed Today I completed a lot. I set up a Jinja Loop, I coded the backend, I fixed syntax errors, I set up a way to hide my API keys when commiting to git. I also made my first README file, needs improving but not bad. Almost done shipping my website via vercel. Hope this gets a good rating!!!
Devlog #11: Rough sketch completed, troubleshooting through invisible overlays. Next steps are to edit header and footer with github id contact id and etc to personalize this showcase of NASA Photos
Finally finished jinja 2 scripts and some backend issues. Software will be live in a few minutes
Spent almost an hour trying to find a suitable site to host my project on. Found Replit and added a button to go back. Uploaded files on github and attached. Website published and edited README.md. FINAL DEVLOG LETS GOO. This was a really good journey
Ships:
I made a software that fetches data from nasa.gov, specifcally the astronomy photos. This is my first project on Stardance and probably even my first real project ever. I set up the backend using Flask and handled requests and json transferring with flask. I even learned how to use CSS properly creating a space-like OS. It was really hard to code the Flask code and really hard to code the jinja2 code aswell. Also it was really hard to find a good host to host my project. Vercel couldnt support the css, netlify couldnt even host my site, github sites also couldnt because it wasnt a static page. I then found out that Glitch had been deleted. Then I went to replit as a begineer and somehow managed to get my localhost to a replit.app (still a start). I really hope I get a good rating because I’ve spent almost 3-4 full days spending time trying to learn everything and then coding it in VS code....
|
1793465464.2748914
|
1793551864.2748914
|
|
50995
|
myslack-bot 011 by @keshav666 | Stardance
|
keshav666
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:09:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i make a slack bot and the challange is that i accedently add this bot to some channel and after they remove the bot i was able to focus on project i have to find api keys for weather and also need to render this for 24/ 7 . Thank you", "repo": "https://github.com/keshav66m/myslack-bot-011", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 49719, "ts": "202 [{"post_id": 49719, "ts": "2026-08-18T17:06:53Z", "hours": 1.4392, "text": "so guys i was working on slack bot and my slack bot can do some commands i will add other commands in future . Thank you"}]...
|
Title: myslack-bot 011 by @keshav666 | Stardance
Title: myslack-bot 011 by @keshav666 | Stardance
Devlogs:
so guys i was working on slack bot and my slack bot can do some commands i will add other commands in future . Thank you
Ships:
so i make a slack bot and the challange is that i accedently add this bot to some channel and after they remove the bot i was able to focus on project i have to find api keys for weather and also need to render this for 24/ 7 . Thank you...
|
1793440090.6293712
|
1793526490.6293712
|
|
50990
|
MyOwnPortfolio by @Paachu | Stardance
|
Paachu
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:00:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have thought How it would a website showing off my programming skills be. but back then i didnt have knowledge in html and css . So i made a Portfolio by vibecoding . But NOW, I now bit of html and css, so I made this Website just for me 😉", "repo": "https://github.com/Along-the-skies/MyOwnWebsite", "demo": "https://me.vasudevonden.in"}]...
|
[{"post_id": 49712, "ts": "202 [{"post_id": 49712, "ts": "2026-08-18T16:49:59Z", "hours": 1.6389, "text": "My First Ever Portfolio made by me"}]...
|
Title: MyOwnPortfolio by @Paachu | Stardance
Devl Title: MyOwnPortfolio by @Paachu | Stardance
Devlogs:
My First Ever Portfolio made by me
Ships:
I have thought How it would a website showing off my programming skills be. but back then i didnt have knowledge in html and css . So i made a Portfolio by vibecoding . But NOW, I now bit of html and css, so I made this Website just for me 😉...
|
1793440083.8642936
|
1793526483.8642936
|
|
50879
|
about me by @Britto | Stardance
|
Britto
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T16:44:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my about me website i think this is pretty good for 20 min it does the job and explains who i am and yea thats pretty much it", "repo": "https://github.com/themanpluck2/about-me", "demo": "https://themanpluck2.github.io/about-me/"}]...
|
[{"post_id": 49583, "ts": "202 [{"post_id": 49583, "ts": "2026-08-18T13:55:02Z", "hours": 0.3389, "text": "hey this is a website i made in like 20 minutes and it tells about myself"}]...
|
Title: about me by @Britto | Stardance
Devlogs:
h Title: about me by @Britto | Stardance
Devlogs:
hey this is a website i made in like 20 minutes and it tells about myself
Ships:
this is my about me website i think this is pretty good for 20 min it does the job and explains who i am and yea thats pretty much it...
|
1793407776.099371
|
1793494176.099371
|
|
50855
|
WebGame Flappy Bird by @flameslayersog | Stardance
|
flameslayersog
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T16:19:17Z", "hours": 1.0, "multiplier": 1.15, "payout": 2, "blessing": "neutral", "text": "This is A game of Flappy Bird. In here there is the ‘Dev Mode’ you can Enter there by Entering The password given in my Readme! Thanks For Reviewing My WebGame I hope you Liked It!", "repo": "https://github.com/TanayNIakm/Flappy_Bird", "demo": "https://flappybirddev.netlify.app/"}]...
|
[{"post_id": 49691, "ts": "202 [{"post_id": 49691, "ts": "2026-08-18T16:12:26Z", "hours": 0.4192, "text": "Done Adding DEV tools it gives you invincibility but it requires a password. :)"}, {"post_id": 49602, "ts": "2026-08-18T14:21:02Z", "hours": 0.4475, "text": "Just Done Making and Adding Some Dev Tools :)"}, {"post_id": 49560, "ts": "2026-08-18T13:16:11Z", "hours": 0.4908, "text": "Done Doing HTML Added Title and button containers!"}]...
|
Title: WebGame Flappy Bird by @flameslayersog | St Title: WebGame Flappy Bird by @flameslayersog | Stardance
Devlogs:
Done Doing HTML Added Title and button containers!
Just Done Making and Adding Some Dev Tools :)
Done Adding DEV tools it gives you invincibility but it requires a password. :)
Ships:
This is A game of Flappy Bird. In here there is the ‘Dev Mode’ you can Enter there by Entering The password given in my Readme! Thanks For Reviewing My WebGame I hope you Liked It!...
|
1793407707.3961668
|
1793494107.3961668
|
|
50487
|
WebOs1.0 by @mr_kn5196 | Stardance
|
mr_kn5196
|
1
|
4.31
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T16:06:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a very simple OS it was pretty hard cause im still a beginner but i did it after a full day of coding , finding the error and thinking of an idea . best birth day ever cause i did something i enjoy doing", "repo": "https://github.com/Nitish5196/WebOS1.0", "demo": "https://nitish5196.github.io/WebOS1.0/"}]...
|
[{"post_id": 50211, "ts": "202 [{"post_id": 50211, "ts": "2026-08-19T10:51:06Z", "hours": 0.3083, "text": "completed my OS so im goin to start the next missionnnn"}, {"post_id": 49677, "ts": "2026-08-18T15:50:41Z", "hours": 0.4594, "text": "finally done"}, {"post_id": 49641, "ts": "2026-08-18T15:07:58Z", "hours": 0.8608, "text": "feels a bit empty but i think im finished"}, {"post_id": 49527, "ts": "2026-08-18T12:19:21Z", "hours": 2.6128, "text": "finally understood how to make a dragable window and added the option to open and close it , still need to work on the looks . btw hi human i hope u have a gud day"}, {"post_id": 49098, "ts": "2026-08-17T18:38:30Z", "hours": 0.3081, "text": "Its 12:00am on my birthday , my phone is dry af im coding a basic aah webpage all alone. LIFE IS GREAT😊❤️"}]...
|
Title: WebOs1.0 by @mr_kn5196 | Stardance
Devlogs Title: WebOs1.0 by @mr_kn5196 | Stardance
Devlogs:
Its 12:00am on my birthday , my phone is dry af im coding a basic aah webpage all alone. LIFE IS GREAT😊❤️
finally understood how to make a dragable window and added the option to open and close it , still need to work on the looks . btw hi human i hope u have a gud day
feels a bit empty but i think im finished
finally done
completed my OS so im goin to start the next missionnnn
Ships:
i made a very simple OS it was pretty hard cause im still a beginner but i did it after a full day of coding , finding the error and thinking of an idea . best birth day ever cause i did something i enjoy doing...
|
1793530411.2511709
|
1793616811.2511709
|
|
50810
|
Nasa pagee by @anura | Stardance
|
anura
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T16:05:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a personal “new tab page” replacement themed around space(0w0). Making this website was a bit challenging. It always feels good after you are done making something… had issue with Apis but now i got it.. thatss all", "repo": "https://github.com/anuragtamang095-coder/Nasa-pagee", "demo": "https://anuragtamang095-coder.github.io/Nasa-pagee/"}]...
|
[{"post_id": 49664, "ts": "202 [{"post_id": 49664, "ts": "2026-08-18T15:28:45Z", "hours": 0.8142, "text": "Almost doneee…now only debugging is needed!"}, {"post_id": 49505, "ts": "2026-08-18T11:40:29Z", "hours": 0.3764, "text": "WAuu i am impressed by my mistake… the crooked bug is actually good design.. like ittt!!"}, {"post_id": 49494, "ts": "2026-08-18T11:10:37Z", "hours": 0.5544, "text": "IS it me or is it crooked??"}]...
|
Title: Nasa pagee by @anura | Stardance
Devlogs:
Title: Nasa pagee by @anura | Stardance
Devlogs:
IS it me or is it crooked??
WAuu i am impressed by my mistake… the crooked bug is actually good design.. like ittt!!
Almost doneee…now only debugging is needed!
Ships:
It’s a personal “new tab page” replacement themed around space(0w0). Making this website was a bit challenging. It always feels good after you are done making something… had issue with Apis but now i got it.. thatss all...
|
1793123776.5636938
|
1793987776.5636938
|
|
49778
|
save more, spend less by @francisca | Stardance
|
francisca
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T15:47:12Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I’m new at programming so maybe this isn’t the best project you ever saw. the thing that was more challeging for me was trying to make this into a website, that didn’t actually work the way i wanna so i started again. idk why, but if you want to try the project you need to copypast the code and try in your vscode, ‘cause it doesn’t work if you try, i’m so sorry", "repo": "https://github.com/omeukit/Spend-less-save-more", "demo": "https://vercel.com/kika7/spend-less-save-more"}]...
|
[{"post_id": 49669, "ts": "202 [{"post_id": 49669, "ts": "2026-08-18T15:36:09Z", "hours": 0.4889, "text": "i finish the project, just to remind this is for teens, and the main goal is for teens saving money in a really funny way"}, {"post_id": 49629, "ts": "2026-08-18T14:54:18Z", "hours": 1.3567, "text": "I wanted to make my project into a webbsite, but I only know how to code in python, html and css. because i was having so much trouble, i asked for help to gemini, but i came across a problem, I don’t wanna use AI in anything on this project, so I’m gonna stick to the python part. I also draw a logo all by myself, and the start menu. I never finished a project were, so I don’t know if I can share the project that gemini helped me, ’cause is so sick."}, {"post_id": 48423, "ts": "2026-08-16T19:21:14Z", "hours": 2.0636, "text": "I already made the python part, now I will start the html, and the css part"}, {"post_id": 48302, "ts": "2026-08-16T16:39:18Z", "hours": 1.7919, "text": "I’m doing the basic for the app to work"}]...
|
Title: save more, spend less by @francisca | Stard Title: save more, spend less by @francisca | Stardance
Devlogs:
I’m doing the basic for the app to work
I already made the python part, now I will start the html, and the css part
I wanted to make my project into a webbsite, but I only know how to code in python, html and css. because i was having so much trouble, i asked for help to gemini, but i came across a problem, I don’t wanna use AI in anything on this project, so I’m gonna stick to the python part. I also draw a logo all by myself, and the start menu. I never finished a project were, so I don’t know if I can share the project that gemini helped me, ’cause is so sick.
i finish the project, just to remind this is for teens, and the main goal is for teens saving money in a really funny way
Ships:
So I’m new at programming so maybe this isn’t the best project you ever saw. the thing that was more challeging for me was trying to make this into a website, that didn’t actually work the way i wanna so i started again. idk why, but if you want to try the project you need to copypast the code and try in your vscode, ‘cause it doesn’t work if you try, i’m so sorry...
|
1793458317.3051488
|
1793544717.3051488
|
|
50766
|
HabibiOS-Dubai Edition by @Astrixzen | Stardance
|
Astrixzen
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T15:15:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Habibi Come to dubai with this new desktop os called HabibiOS the Dubai version. It took me a litle over 2 days to complete my project and yes I know that it only says 3 hours but that was only recorded after I initilized the git.", "repo": "https://github.com/Astrixzen/HabibiOS-Dubai-Edition", "demo": "https://astrixzen.github.io/HabibiOS-Dubai-Edition/"}]...
|
[{"post_id": 49618, "ts": "202 [{"post_id": 49618, "ts": "2026-08-18T14:37:06Z", "hours": 0.3447, "text": "I made the windows draggable and fixed my case opening and minesweeper game, I present to you the finished HabibiOS-Dubai edition"}, {"post_id": 49553, "ts": "2026-08-18T13:02:53Z", "hours": 0.5014, "text": "I made the pics better and made the windows draggable"}, {"post_id": 49496, "ts": "2026-08-18T11:20:16Z", "hours": 1.9925, "text": "I made the base os, the apps currently dont do anything but i will make it happen. The icons were drawn by urs truly"}]...
|
Title: HabibiOS-Dubai Edition by @Astrixzen | Star Title: HabibiOS-Dubai Edition by @Astrixzen | Stardance
Devlogs:
I made the base os, the apps currently dont do anything but i will make it happen. The icons were drawn by urs truly
I made the pics better and made the windows draggable
I made the windows draggable and fixed my case opening and minesweeper game, I present to you the finished HabibiOS-Dubai edition
Ships:
Habibi Come to dubai with this new desktop os called HabibiOS the Dubai version. It took me a litle over 2 days to complete my project and yes I know that it only says 3 hours but that was only recorded after I initilized the git....
|
1793328695.6251218
|
1793415095.6251218
|
|
50363
|
ARYA sites by @aryamankumar2403 | Stardance
|
aryamankumar2403
|
1
|
3.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T15:12:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal portfolio website using HTML and CSS. It has sections about me, what I’m currently learning, my interests, my goals, and a way to contact me on Instagram. The most challenging part was getting the spacing and layout right, especially making the sections look good without them looking too plain or too cluttered. I also had to learn how divs and classes work properly to style things the way I wanted. I’m proud that I built this from scratch, step by step, without just copying a template. It’s one of my first real projects and I actually understand what every part of the code does. To test it, just open the live site and check if all the sections load properly and the Instagram link works. It’s still a work in progress so some styling might not be perfect.", "repo": "https://github.com/AryaBuilds/ARYA-sites", "demo": "https://aryabuilds.github.io/ARYA-sites/"}]...
|
[{"post_id": 60065, "ts": "202 [{"post_id": 60065, "ts": "2026-09-02T05:54:24Z", "hours": 0.3069, "text": "I am Rebulding All Protpolio"}, {"post_id": 50258, "ts": "2026-08-19T12:33:18Z", "hours": 0.3392, "text": "A NEW LOOK OF MY SITE GUYS"}, {"post_id": 50232, "ts": "2026-08-19T11:41:42Z", "hours": 0.3678, "text": "“I’m working on my personal website project for school. I made it using HTML and CSS, and a little JavaScript too. It has sections like About Me, my Hobbies, School Life and Contact. It’s my first website so it’s not that perfect but I tried my best"}, {"post_id": 49633, "ts": "2026-08-18T14:58:51Z", "hours": 2.2281, "text": "personal portfolio site made with HTML and CSS, showing who i am, what im learning and how to contact me."}]...
|
Title: ARYA sites by @aryamankumar2403 | Stardance Title: ARYA sites by @aryamankumar2403 | Stardance
Devlogs:
personal portfolio site made with HTML and CSS, showing who i am, what im learning and how to contact me.
“I’m working on my personal website project for school. I made it using HTML and CSS, and a little JavaScript too. It has sections like About Me, my Hobbies, School Life and Contact. It’s my first website so it’s not that perfect but I tried my best
A NEW LOOK OF MY SITE GUYS
I am Rebulding All Protpolio
Ships:
I made a personal portfolio website using HTML and CSS. It has sections about me, what I’m currently learning, my interests, my goals, and a way to contact me on Instagram. The most challenging part was getting the spacing and layout right, especially making the sections look good without them looking too plain or too cluttered. I also had to learn how divs and classes work properly to style things the way I wanted. I’m proud that I built this from scratch, step by step, without just copying a template. It’s one of my first real projects and I actually understand what every part of the code does. To test it, just open the live site and check if all the sections load properly and the Instagram link works. It’s still a work in progress so some styling might not be perfect....
|
1792878817.8840222
|
1793742817.8840222
|
|
50655
|
New Tab 3.1 by @EVINJSUBIN | Stardance
|
EVINJSUBIN
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:59:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made NewTab 3.0, a custom new tab page with a 3D shadow clock, todo list, dev.to news, and settings! fixing 3D clock shadow alignment was tricky. im proud i built it with pure HTML/CSS/JS! try the demo and click customize to test themes!", "repo": "https://github.com/EVINJSUBIN/NewTab-3.0", "demo": "https://evinjsubin.github.io/NewTab-3.0/"}]...
|
[{"post_id": 49631, "ts": "202 [{"post_id": 49631, "ts": "2026-08-18T14:56:16Z", "hours": 0.2875, "text": "Progress today"}, {"post_id": 49611, "ts": "2026-08-18T14:31:27Z", "hours": 2.8169, "text": "V1"}]...
|
Title: New Tab 3.1 by @EVINJSUBIN | Stardance
Dev Title: New Tab 3.1 by @EVINJSUBIN | Stardance
Devlogs:
V1
Progress today
Ships:
I made NewTab 3.0, a custom new tab page with a 3D shadow clock, todo list, dev.to news, and settings! fixing 3D clock shadow alignment was tricky. im proud i built it with pure HTML/CSS/JS! try the demo and click customize to test themes!...
|
1793562545.9980562
|
1793648945.9980562
|
|
50818
|
Rapid Relay: Signal Shift by @Aaravkatiyar | Stard Rapid Relay: Signal Shift by @Aaravkatiyar | Stardance...
|
Aaravkatiyar
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:48:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Rapid Relay: Signal Shift is a Godot reaction-game prototype with two short input challenges: Pulse Press uses keyboard timing, and Orb Catch uses mouse clicks. The project has a round HUD with a readable SIGNAL BARS count, plus separate win and death scenes with replay and return-to-menu routes. The difficult part was making each round’s input rule clear and keeping the transitions understandable. To test it, open the demo, play both minigames, try a successful run and a failed run, and use Escape to return to the menu. This is still a practice prototype, so honest feedback is welcome.", "repo": "https://github.com/aaravkatiyar55-gif/rapid-relay-signal-shift", "demo": "https://aaravkatiyar55-gif.github.io/rapid-relay-signal-shift/"}]...
|
[{"post_id": 49573, "ts": "202 [{"post_id": 49573, "ts": "2026-08-18T13:40:39Z", "hours": 1.5264, "text": "This a type of catching signal game and my fiest game that i have build so its not that good so i will just give up on you you can try it by yourself and pls give the honest feedback"}]...
|
Title: Rapid Relay: Signal Shift by @Aaravkatiyar Title: Rapid Relay: Signal Shift by @Aaravkatiyar | Stardance
Devlogs:
This a type of catching signal game and my fiest game that i have build so its not that good so i will just give up on you you can try it by yourself and pls give the honest feedback
Ships:
Rapid Relay: Signal Shift is a Godot reaction-game prototype with two short input challenges: Pulse Press uses keyboard timing, and Orb Catch uses mouse clicks. The project has a round HUD with a readable SIGNAL BARS count, plus separate win and death scenes with replay and return-to-menu routes. The difficult part was making each round’s input rule clear and keeping the transitions understandable. To test it, open the demo, play both minigames, try a successful run and a failed run, and use Escape to return to the menu. This is still a practice prototype, so honest feedback is welcome....
|
1793332255.872772
|
1793418655.872772
|
|
49253
|
My own site! by @lucifer111008 | Stardance
|
lucifer111008
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:45:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made my first personal website and it was quite a fun experience learned a lot of new things", "repo": "https://github.com/lucifer111008/personal-website-1", "demo": "https://lucifer111008.github.io/personal-website-1/"}]...
|
[{"post_id": 48298, "ts": "202 [{"post_id": 48298, "ts": "2026-08-16T16:37:29Z", "hours": 3.0806, "text": "after way too much time finally got the main page am gonna first complete the landing page and then hyperlink the rest of things like design portfolio etc etc later"}, {"post_id": 48071, "ts": "2026-08-16T11:07:26Z", "hours": 0.3603, "text": "personal website but the time didnt load so ggs trying to improve the theme and spidermans design i might just use image rather than this"}]...
|
Title: My own site! by @lucifer111008 | Stardance
Title: My own site! by @lucifer111008 | Stardance
Devlogs:
personal website but the time didnt load so ggs trying to improve the theme and spidermans design i might just use image rather than this
after way too much time finally got the main page am gonna first complete the landing page and then hyperlink the rest of things like design portfolio etc etc later
Ships:
made my first personal website and it was quite a fun experience learned a lot of new things...
|
1793537823.6353543
|
1793624223.6353543
|
|
45790
|
brain dump by @FlawerBot | Stardance
|
FlawerBot
|
1
|
21.0
|
79
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:27:39Z", "hours": 21.0, "multiplier": 3.72, "payout": 79, "blessing": "neutral", "text": "This was my first project, and considering that I had zero hours of programming experience when I started, I’m really happy with the result. I learned a lot during the process. Even though I could have done better, I prefer to focus on what I learned rather than what I didn’t finish. I hope people like my project!", "repo": "https://github.com/809kane-max/pepe", "demo": "https://809kane-max.github.io/pepe/"}]...
|
[{"post_id": 49584, "ts": "202 [{"post_id": 49584, "ts": "2026-08-18T13:55:09Z", "hours": 2.9311, "text": "hello good morning, good afternoon, and good evening I´ve finished my first project and honestly, I´m not very proud of how It turned out. Because of time constraints, I decided to finish it earlier than I originally planned. I really liked the technical side of the project, but I´m not very happy with the visuals. I hope you like it, and I promise the next one will be better. bye bye"}, {"post_id": 47296, "ts": "2026-08-15T04:55:15Z", "hours": 8.2714, "text": "hello good morning, good afternoon, and good evening. in my opinion, the site is now finished on the technical side. I have implemented the streak feature, added a calendar, and fixed a few things. it took longer than expected, but for my first program, I am happy with how it turned out. Now I just need to work on the visuals because I want it to look better. GoodBye and have a wonderful day, afternoon, and evening"}, {"post_id": 44968, "ts": "2026-08-11T02:30:18Z", "hours": 10.0639, "text": "Hello—good morning, good afternoon, and good evening. This is my first project. I started it because I get distracted easily and sometimes have trouble staying organized. I usually make lists to keep everything in order, and that is where the idea came from. At first, I only wanted to create a simple list, but I kept thinking of more features, such as a streak system for completing daily tasks and a calendar for planning ahead. For the design, I used an Evangelion -inspired color palette because I really like it. My goal is to make things easier for people who have trouble staying organized and give them more motivation to complete their tasks. It is really exciting to think that people might actually use something I created."}]...
|
Title: brain dump by @FlawerBot | Stardance
Devlo Title: brain dump by @FlawerBot | Stardance
Devlogs:
Hello—good morning, good afternoon, and good evening. This is my first project. I started it because I get distracted easily and sometimes have trouble staying organized. I usually make lists to keep everything in order, and that is where the idea came from. At first, I only wanted to create a simple list, but I kept thinking of more features, such as a streak system for completing daily tasks and a calendar for planning ahead. For the design, I used an Evangelion -inspired color palette because I really like it. My goal is to make things easier for people who have trouble staying organized and give them more motivation to complete their tasks. It is really exciting to think that people might actually use something I created.
hello good morning, good afternoon, and good evening. in my opinion, the site is now finished on the technical side. I have implemented the streak feature, added a calendar, and fixed a few things. it took longer than expected, but for my first program, I am happy with how it turned out. Now I just need to work on the visuals because I want it to look better. GoodBye and have a wonderful day, afternoon, and evening
hello good morning, good afternoon, and good evening I´ve finished my first project and honestly, I´m not very proud of how It turned out. Because of time constraints, I decided to finish it earlier than I originally planned. I really liked the technical side of the project, but I´m not very happy with the visuals. I hope you like it, and I promise the next one will be better. bye bye
Ships:
This was my first project, and considering that I had zero hours of programming experience when I started, I’m really happy with the result. I learned a lot during the process. Even though I could have done better, I prefer to focus on what I learned rather than what I didn’t finish. I hope people like my project!...
|
1793544992.4395156
|
1793631392.4395156
|
|
43094
|
Time Capsule! by @Prathush | Stardance
|
Prathush
|
1
|
1.87
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:25:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created Time Capsule, a website where users can save memories and set a date and time to revisit them later and reflect upon them. As a beginner, the most challenging part was building the interface with CSS. The project is currently in development, with the basic functionality yet to be implemented.", "repo": "https://github.com/prathushthecoder/time-capsule", "demo": "https://prathushthecoder.github.io/time-capsule/"}]...
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[{"post_id": 56738, "ts": "202 [{"post_id": 56738, "ts": "2026-08-28T16:46:52Z", "hours": 0.8664, "text": "I improvised the interface of my project Time Capsule and made it functional, where now you can add your thoughts which you would like to remember later and seal it as a capsule, and later let it pop up in your screen…"}, {"post_id": 47025, "ts": "2026-08-14T16:52:07Z", "hours": 0.6794, "text": "I’m working on a project named Time Capsule where I record my thoughts or memories and set them to open at a given date, so that I can reflect upon them:) I did the basic styling and programming today…."}]...
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Title: Time Capsule! by @Prathush | Stardance
Dev Title: Time Capsule! by @Prathush | Stardance
Devlogs:
I’m working on a project named Time Capsule where I record my thoughts or memories and set them to open at a given date, so that I can reflect upon them:) I did the basic styling and programming today….
I improvised the interface of my project Time Capsule and made it functional, where now you can add your thoughts which you would like to remember later and seal it as a capsule, and later let it pop up in your screen…
Ships:
I created Time Capsule, a website where users can save memories and set a date and time to revisit them later and reflect upon them. As a beginner, the most challenging part was building the interface with CSS. The project is currently in development, with the basic functionality yet to be implemented....
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1793533683.4600568
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1793620083.4600568
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50834
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site lets start by @The_Blue_Reverberation | Stard site lets start by @The_Blue_Reverberation | Stardance...
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The_Blue_Reverberation
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:12:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made site :D site not the greatest atm :o site bag D:", "repo": "https://github.com/alsono/site", "demo": "https://alsono.github.io/site/"}]...
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[{"post_id": 49578, "ts": "202 [{"post_id": 49578, "ts": "2026-08-18T13:47:11Z", "hours": 0.4611, "text": "well that wasn’t very hard!"}]...
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Title: site lets start by @The_Blue_Reverberation Title: site lets start by @The_Blue_Reverberation | Stardance
Devlogs:
well that wasn’t very hard!
Ships:
i made site :D site not the greatest atm :o site bag D:...
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1793332265.9375393
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1793418665.9375393
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48842
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My own site! by @StarLight9 | Stardance
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StarLight9
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:04:30Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own personal website dedicated to me! The most challenging part was probably to learn to deploy the project properly and also linking the CSS editor to the HTML editor. i really enjoyed making the project and want people to just sit back and enjoy a newbie struggle while making their very first website.", "repo": "https://github.com/ashmitkundu2011-collab/project1-website", "demo": "https://ashmitkundu2011-collab.github.io/project1-website"}]...
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[{"post_id": 49581, "ts": "202 [{"post_id": 49581, "ts": "2026-08-18T13:53:13Z", "hours": 3.1381, "text": "#devlog1 i’m working on editing and finalizing the css code"}]...
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Title: My own site! by @StarLight9 | Stardance
De Title: My own site! by @StarLight9 | Stardance
Devlogs:
#devlog1 i’m working on editing and finalizing the css code
Ships:
I made my very own personal website dedicated to me! The most challenging part was probably to learn to deploy the project properly and also linking the CSS editor to the HTML editor. i really enjoyed making the project and want people to just sit back and enjoy a newbie struggle while making their very first website....
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1793490724.6029475
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1793577124.6029475
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50176
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My own site! by @Tallurisaikumar | Stardance
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Tallurisaikumar
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T13:55:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "finally my personal portfolio completed", "repo": "https://github.com/tallurisai9346-beep/portfolio", "demo": "https://portfolio-gray-mu-2xyxqk1f9r.vercel.app/"}]...
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[{"post_id": 48813, "ts": "202 [{"post_id": 48813, "ts": "2026-08-17T11:06:07Z", "hours": 0.4364, "text": "finally my personal portfolio completed"}, {"post_id": 48790, "ts": "2026-08-17T10:14:54Z", "hours": 0.3308, "text": "this is my portfolio website that describes about me"}]...
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Title: My own site! by @Tallurisaikumar | Stardanc Title: My own site! by @Tallurisaikumar | Stardance
Devlogs:
this is my portfolio website that describes about me
finally my personal portfolio completed
Ships:
finally my personal portfolio completed...
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1792878513.1959598
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1793742513.1959598
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49572
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Nexus AI – Customer Support Agent by @Mohanaryan | Nexus AI – Customer Support Agent by @Mohanaryan | Stardance...
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Mohanaryan
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T13:17:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NexusAI is an AI-powered customer support assistant built with Python and Streamlit. It uses semantic search with Sentence Transformers and cosine similarity to retrieve relevant answers from a customer-support knowledge base. The app provides real-time customer responses, retrieval confidence scoring, BLEU-based response evaluation, chat history, and CSV report export. I built and tested the project locally, focusing on making the interface simple and easy to use while learning more about semantic retrieval, NLP evaluation, and Streamlit. Tech: Python • Streamlit • Sentence Transformers • scikit-learn • NLTK • Pandas", "repo": "https://github.com/mohithkumar3413/nexus-ai-customer-support-agent", "demo": "https://youtu.be/lDnPkIN7MbI?si=RyjuZfs4S9Td45cu"}]...
|
[{"post_id": 49558, "ts": "202 [{"post_id": 49558, "ts": "2026-08-18T13:11:05Z", "hours": 0.4603, "text": "Today I continued working on NexusAI, my AI-powered customer support project.I focused on getting the Streamlit application running properly on my Mac and testing the main customer-support flow. I successfully launched the app locally and tested the knowledge-base retrieval with different customer queries.I also checked the interface and made sure the chat, confidence score, BLEU evaluation, and CSV export features are working together.Next, I want to continue testing the responses and improve the overall user experience.#AI #Python #Streamlit #CustomerSupport #BuildInPublic"}, {"post_id": 48849, "ts": "2026-08-17T12:18:15Z", "hours": 0.3442, "text": "Today I continued working on my Nexus AI Customer Support Agent. I connected the project with Hackatime and spent time testing the project locally in VS Code. I also checked the session handling and existing Clear Conversation feature and made sure the application was running properly.This was a useful session because I got more familiar with tracking development time and working with an existing AI project. I’m planning to continue improving the user experience and adding more useful features."}]...
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Title: Nexus AI – Customer Support Agent by @Mohan Title: Nexus AI – Customer Support Agent by @Mohanaryan | Stardance
Devlogs:
Today I continued working on my Nexus AI Customer Support Agent. I connected the project with Hackatime and spent time testing the project locally in VS Code. I also checked the session handling and existing Clear Conversation feature and made sure the application was running properly.This was a useful session because I got more familiar with tracking development time and working with an existing AI project. I’m planning to continue improving the user experience and adding more useful features.
Today I continued working on NexusAI, my AI-powered customer support project.I focused on getting the Streamlit application running properly on my Mac and testing the main customer-support flow. I successfully launched the app locally and tested the knowledge-base retrieval with different customer queries.I also checked the interface and made sure the chat, confidence score, BLEU evaluation, and CSV export features are working together.Next, I want to continue testing the responses and improve the overall user experience.#AI #Python #Streamlit #CustomerSupport #BuildInPublic
Ships:
NexusAI is an AI-powered customer support assistant built with Python and Streamlit. It uses semantic search with Sentence Transformers and cosine similarity to retrieve relevant answers from a customer-support knowledge base. The app provides real-time customer responses, retrieval confidence scoring, BLEU-based response evaluation, chat history, and CSV report export. I built and tested the project locally, focusing on making the interface simple and easy to use while learning more about semantic retrieval, NLP evaluation, and Streamlit. Tech: Python • Streamlit • Sentence Transformers • scikit-learn • NLTK • Pandas...
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1793407965.8853548
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1793494365.8853548
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50845
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IrBlaster-API by @mrrobot0246 | Stardance
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mrrobot0246
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1
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14.28
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T12:43:30Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my project and deployed a website to be able to test it.", "repo": "https://github.com/mrrobot0246/IrBlaster-Api", "demo": "https://iqureshi.hackclub.app/docs"}]...
|
[{"post_id": 66124, "ts": "202 [{"post_id": 66124, "ts": "2026-09-11T18:49:59Z", "hours": 0.2808, "text": "Devlog 2 I made some changes to my API as while reviewing, they needed the API Key, which now, I made it very easy. Also changed the banner of my project. The API Key is: 0000000000000000000000000000000000000000000"}, {"post_id": 49529, "ts": "2026-08-18T12:25:39Z", "hours": 13.6769, "text": "Idea I started making this API for the RaspAPI YSWS, but it turns out it had been finished; I didn’t know that. So on their Slack, they told me about Macondo, so I started doing it here. I made this API for esp32 powered Ir Blasters as esp32 can get to Wi-Fi without external modules. This API is built with Python and FastAPI and includes a “mini database” that stores all the read codes you input. Also, it has SD storage functionalities, but I didn’t have an SD Module, so I thought of using my TFT screen that includes one. I made an IR blaster circuit with 3 LEDs and a transistor, which is more powerful than connecting the LEDs directly to the esp32 pins. It works perfectly fine!!! It also has duplicate detection so that you can’t save the same code multiple times."}]...
|
Title: IrBlaster-API by @mrrobot0246 | Stardance
Title: IrBlaster-API by @mrrobot0246 | Stardance
Devlogs:
Idea I started making this API for the RaspAPI YSWS, but it turns out it had been finished; I didn’t know that. So on their Slack, they told me about Macondo, so I started doing it here. I made this API for esp32 powered Ir Blasters as esp32 can get to Wi-Fi without external modules. This API is built with Python and FastAPI and includes a “mini database” that stores all the read codes you input. Also, it has SD storage functionalities, but I didn’t have an SD Module, so I thought of using my TFT screen that includes one. I made an IR blaster circuit with 3 LEDs and a transistor, which is more powerful than connecting the LEDs directly to the esp32 pins. It works perfectly fine!!! It also has duplicate detection so that you can’t save the same code multiple times.
Devlog 2 I made some changes to my API as while reviewing, they needed the API Key, which now, I made it very easy. Also changed the banner of my project. The API Key is: 0000000000000000000000000000000000000000000
Ships:
I finished my project and deployed a website to be able to test it....
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1793332268.9893873
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1793418668.9893873
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50827
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Watch-O by @natnaelkedir | Stardance
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natnaelkedir
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T12:30:01Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and deployed a fully functional movie searching website using the TMDB API. I used HTML, CSS, Tailwind CSS, React, React Router and Javascript to build the whole project. Fetching data, and delivering the data was a bit challenging because I’m new to React. I learned a lot from it, including react hooks(useRef, useEffect, useNavigate …) and also how to style not only with CSS but also with Tailwind CSS.", "repo": "https://github.com/natiked/Watch-O", "demo": "https://watch-o-sandy.vercel.app/"}]...
|
[{"post_id": 49524, "ts": "202 [{"post_id": 49524, "ts": "2026-08-18T12:13:33Z", "hours": 9.1056, "text": "Just shipped my first project: Watch-O! Built over 4 days using React, React Router, Tailwind CSS, and the TMDB API for trending and search functionality. It’s fully live and deployed, check it out and lmk what you think! Live Link"}]...
|
Title: Watch-O by @natnaelkedir | Stardance
Devlo Title: Watch-O by @natnaelkedir | Stardance
Devlogs:
Just shipped my first project: Watch-O! Built over 4 days using React, React Router, Tailwind CSS, and the TMDB API for trending and search functionality. It’s fully live and deployed, check it out and lmk what you think! Live Link
Ships:
I built and deployed a fully functional movie searching website using the TMDB API. I used HTML, CSS, Tailwind CSS, React, React Router and Javascript to build the whole project. Fetching data, and delivering the data was a bit challenging because I’m new to React. I learned a lot from it, including react hooks(useRef, useEffect, useNavigate …) and also how to style not only with CSS but also with Tailwind CSS....
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1793332261.9931574
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1793418661.9931574
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50198
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InterOS by @Vihaan15 | Stardance
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Vihaan15
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T12:14:17Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is my first webOS. It is inspired by the combination of Windows and macOS. By opening the link, you will directly get yourself into the InterOS. Click on the icons to open them and click the red dot to close the window. Hold the top of the window to drag the window anywhere you wish.", "repo": "https://github.com/Vihaan6119/InterOS", "demo": "https://vihaan6119.github.io/InterOS/"}]...
|
[{"post_id": 49518, "ts": "202 [{"post_id": 49518, "ts": "2026-08-18T12:06:33Z", "hours": 0.6272, "text": "finished my first WebOS Named it: InterOS"}, {"post_id": 48834, "ts": "2026-08-17T11:51:32Z", "hours": 1.4664, "text": "Finished half of my work"}]...
|
Title: InterOS by @Vihaan15 | Stardance
Devlogs:
Title: InterOS by @Vihaan15 | Stardance
Devlogs:
Finished half of my work
finished my first WebOS Named it: InterOS
Ships:
It is my first webOS. It is inspired by the combination of Windows and macOS. By opening the link, you will directly get yourself into the InterOS. Click on the icons to open them and click the red dot to close the window. Hold the top of the window to drag the window anywhere you wish....
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1793501794.7581837
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1793588194.7581837
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49891
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NUMBER GUESSING GAME by @Dhanush_Mundra | Stardanc NUMBER GUESSING GAME by @Dhanush_Mundra | Stardance...
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Dhanush_Mundra
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1
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1.4
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T11:56:49Z", "hours": 0.0, "multiplier": 1.22, "payout": 0, "blessing": "neutral", "text": "I made a NUMBER GUESSING GAME. This is a game in which the user tries to guess the number thought by the computer. There are 4 difficulty levels that the player can choose and based on that the number of attempts are given. Best score for each levels are also saved making it a good user experience. The challenging part was that I speed runner to make this project and took a target myself that I need to make this project in an hour and I am proud that I completed this project in just half an hour. So please visit my project and rate it nicely. THANK YOU", "repo": "https://github.com/mundradhanush-lgtm/NUMBER---GUESSING---GAME", "demo": "https://mundradhanush-lgtm.github.io/NUMBER_GUESSING_GAME/"}]...
|
[{"post_id": 69009, "ts": "202 [{"post_id": 69009, "ts": "2026-09-16T06:43:25Z", "hours": 0.3167, "text": "ok so this is may last devlon and i have made the project finally."}, {"post_id": 54485, "ts": "2026-08-25T14:37:31Z", "hours": 1.0817, "text": "ok so I reworked on my NUMBER GUESSING GAME project because I got some reviews that said that it could be modified more, so I am reworking on it and added small but a very impactful feature which is of HINT. so I made it like this that the player would have to first attempt the minimum number of guesses to use the hint for different difficulty levels"}, {"post_id": 49104, "ts": "2026-08-17T18:45:13Z", "hours": 0.0719, "text": "Today was a very good day for me as I made this project. I basically speed runner in this project to complete it under one hour and I did that I am glad. this was like a short break from my other projects while practicing python. yes, this is a short and simple project but it is made in a very less time so this is a very big achievement for me to make a project like this in such a short period of time. hope you’ll give the best rating for my project."}]...
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Title: NUMBER GUESSING GAME by @Dhanush_Mundra | S Title: NUMBER GUESSING GAME by @Dhanush_Mundra | Stardance
Devlogs:
Today was a very good day for me as I made this project. I basically speed runner in this project to complete it under one hour and I did that I am glad. this was like a short break from my other projects while practicing python. yes, this is a short and simple project but it is made in a very less time so this is a very big achievement for me to make a project like this in such a short period of time. hope you’ll give the best rating for my project.
ok so I reworked on my NUMBER GUESSING GAME project because I got some reviews that said that it could be modified more, so I am reworking on it and added small but a very impactful feature which is of HINT. so I made it like this that the player would have to first attempt the minimum number of guesses to use the hint for different difficulty levels
ok so this is may last devlon and i have made the project finally.
Ships:
I made a NUMBER GUESSING GAME. This is a game in which the user tries to guess the number thought by the computer. There are 4 difficulty levels that the player can choose and based on that the number of attempts are given. Best score for each levels are also saved making it a good user experience. The challenging part was that I speed runner to make this project and took a target myself that I need to make this project in an hour and I am proud that I completed this project in just half an hour. So please visit my project and rate it nicely. THANK YOU...
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1793469199.5818417
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1793555599.5818417
|
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26037
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Geomatrix by @muntean_andrew | Stardance
|
muntean_andrew
|
2
|
91.0
|
1037
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T09:44:15Z", "hours": 29.0, "multiplier": 13.05, "payout": 462, "blessing": "neutral", "text": "What did you make? What was challenging? What are you proud of? I updated my multiplayer game where interesting geometrical shapes fight each other to dominate the world of maths called Geomatrix. It is built fully in C++ with ENet being used for the client-server communication over UDP and Raylib being used to display graphics on the client side. In Geomatrix different shapes have their own strengths and weaknesses and players have to leverage them in the best way possible so they can win. It was quite challenging trying to stay consistent and not get overwhelmed by the loads of things I could add to the game as my time is limited and I easily ended up in a rabbit-hole about AI models that could play my game, which I didn’t end up making. I am proud that even though I wouldn’t say this is the most sophisticated piece of software, I would say it’s pretty rudimentary compared to other games but I’ve come to expect reliability and modularity from it, which really came in handy when adding the maps and shapes. Even though there were some minor bugs here and there with the new maps and shapes at the beginning, it all ended up working with very small tweaks. What should people know so they can test your project? To test the project follow these steps: Go to releases section of the GitHub repository. Download the Client and Server executables. Download the “maps” folder from the root directory of the repository. Place the Client and Server executables and the “maps” folder inside 1 directory. Start the Server and then the Client. For multiple clients just spin up new instances of the Client.", "repo": "https://github.com/AliendsOG/Geometrical-Brawl-Stars", "demo": "https://github.com/AliendsOG/Geometrical-Brawl-Stars/releases/tag/Pre-alpha"}, {"ship_num": 2, "ts": "2026-07-08T15:02:01Z", "hours": 62.0, "multiplier": 10.25, "payout": 575, "blessing": "neutral", "text": "What did you make? What was challenging? What are you proud of? I made a multiplayer game where interesting geometrical shapes fight each other to dominate the world of maths called Geomatrix. It is built fully in C++ with ENet being used for the client-server communication over UDP and Raylib being used to display graphics on the client side. In Geomatrix different shapes have their own strengths and weaknesses and players have to leverage them in the best way possible so they can win. It was quite challenging getting the client to render and interpolate the packets sent from the server because without taking into account the time difference the players might overshoot, and because the projectiles didn’t have an id at the time, they would flicker in positions where they shouldn’t have been. I am very proud of my server and the client-server communication because were the most reliable and straightforward things during the development of this project, even though I firstly started to build the server, the collision simulation, aiming, map and shape changes were very intuitive which proved to be extremely reliable. This reliability of the server really did come in handy when debugging the numerous bugs of the client, but most of the bugs that I found in the client are now fixed, but if someone finds more, I wouldn’t be surprised and you can contact me and describe the issue. What should people know so they can test your project? To test the project follow these steps: Go to releases section of the GitHub repository. Download the Client and Server executables. Download the “maps” folder from the root directory of the repository. Place the Client and Server executables and the “maps” folder inside 1 directory. Start the Server and then the Client. For multiple clients just spin up new instances of the Client. It is only on Windows at the moment, but in a future update it will be cross platform, even on mobile.", "repo": "https://github.com/AliendsOG/Geometrical-Brawl-Stars", "demo": "https://github.com/AliendsOG/Geometrical-Brawl-Stars/releases/tag/Pre-alpha"}]...
|
[{"post_id": 49424, "ts": "202 [{"post_id": 49424, "ts": "2026-08-18T08:07:01Z", "hours": 2.0125, "text": "I added 2 new shapes that will fight for supremacy in the math world. They are the Astroid and the Reuleaux Triangle. The Astroid is more of a sniper with long range and lots of damage, but smaller ammo. The Reuleaux Triangle is more of a tank with a shorter range and smaller speed but tons of ammo and damage and also loads of health. Also I added 2 new maps, one is a team mode map and another is a PVE map in which each shape has to fight to be the only one standing at the end of the match."}, {"post_id": 49068, "ts": "2026-08-17T17:43:39Z", "hours": 1.975, "text": "I added the aiming line overlay to make it easier for players to see where they are aiming. It was actually a little bit of spaghetti code involved in the making of this as I use a function to draw the match and another function calculates the last point of the line and returns it but I made it work and it does so beautifully and reliably. I am thinking of maybe adding 1 or 2 more shapes and 1 or 2 new maps and I’d say the project is ready for another ship!"}, {"post_id": 45690, "ts": "2026-08-12T10:43:13Z", "hours": 3.9244, "text": "After a bit of a pause on this project because I wanted to clear my mind a little and do the Hackpad hardware project I returned and made the Game Over screen a bit nicer and so everything is beginning to tie together. I wrote Reals and Quanta so that new users will know what those icons mean. In addition I redesigned the map selection screen to show a preview of the map before selecting it. I am also thinking of adding an aim overview and the players just hold the arrow keys or move the right joystick on the controller."}, {"post_id": 35801, "ts": "2026-07-27T13:53:01Z", "hours": 4.3969, "text": "These past days I am trying to figure out how to implement the IPC (inter process communication) between Python (where the AI model will be made) and the C++ “megaclient” that acts as 10 clients that connect to the game server. From what I’ve seen one of the easiest ways to implement it is through binary standard streams because I’ll have to move 14KB of data per frame, and because I will unlock the speed of the server physics simulation, it will be like thousands of frames per second, which will add up pretty fast. But the problem isn’t the actual size of data, but the latency, if I would just save it into a txt file my SSD will be hit with thousands of requests every second, so keeping everything in the RAM is why I chose to try and implement the IPC through binary standard streams. But I didn’t yet get it working and my brain hurts a little cause for the first time since the beginning of this project I have absolutely no idea what to do or how to actually solve this issue and I kinda feel lost and a bit demotivated, that’s why this week I managed a bit over 1hr of coding per day. But at the same time I’ve been watching more and more videos about how to build AI models and for the first version I’ll build a standard Backprop model as I’ve read in a paper that Predictive Coding approximates Backprop. The problem is this will have to come after the IPC is implemented successfully, which currently it is not. If anyone sees and reads this I would happily accept any suggestions on how to implement the IPC between Python and C++."}, {"post_id": 31456, "ts": "2026-07-19T20:32:11Z", "hours": 3.9214, "text": "I’m starting the development of an Predictive Coding AI model that would play my game as a bot. I’ll make it in Python so I can learn a new language and as it is the standard language used in AI development. Currently I’m building a kind of “mega client” which acts as 10 client that connect to the server and it displays the whole map on the screen with all the players. After this I will link the Python project with the “Mega Client” through standard streams as ENet on Python isn’t really a modern supported thing and this will cut down network bandwidth and I think will decrease the CPU overhead while the model trains. When the link between the Python and C++ program is finished then I’ll start the development of the actual AI model, which will involve reading through some scientific papers on the topic. Right now I have 2 of them bookmarked, but you never know when something new may pop up."}, {"post_id": 30359, "ts": "2026-07-17T20:44:31Z", "hours": 3.7181, "text": "I designed kinda a rough sketch of how the icons for the game currencies could look like. The sine waves are drawn in Raylib and they are static, as well as the circle and the border. The “R” and “i” in the reals and imaginaries’ icon are font characters. Initially I thought about drawing everything, but then I saw a video about game optimization and that it’s very inefficient for the GPU to render small triangles, which eliminated the drawing in Raylib option, and also it would have been a hassle and a half. So this left 2 choices, load the R and i as a font or an image. I chose to load them as fonts because this allows better scalability, as a font isn’t made of pixels. But I didn’t know how much time I will spend making the font implementation to work. First I had to find the fonts that had my desired characters, which was a little tedious having to download or scroll through the list of characters for each font. For this I had to install Font Forge so I could view every character in the font. After that I had to create a new font and to replace the i and R characters of the font with my special characters and then hook it up to Raylib. After loading up my special font I had to tell Raylib whicch characters to import, and I had to measure the characters visual height so I could align them properly in the icon. Each icon is drawn using their specific function, but I am thinking of combining them into one function in the future."}, {"post_id": 29455, "ts": "2026-07-16T12:35:42Z", "hours": 7.1175, "text": "Currently I’m focusing on UI refinement, currency introduction and “trophy” road implementation. I introduced to the game: Reals - the basic currency of the game (kinda like coins in any other game), you win them after a match and they can be used to buy shapes and upgrades. If it wasn’t obvious, the name comes from the set of real numbers. Imaginaries - they are the “premium” currency in the game which can be used to buy reals. At the moment the game doesn’t really use them or display them.😅 It’s a work in progress so yeah. Quanta - these are the equivalent of trophies, they would determine the skill of the player. You gain then winning matches and also lose them losing matches. At the end of the match (or when the player is eliminated) the server transmits a packet in which is specified the amount of reals and quanta received by the player. At the moment the amount of currency a player has is stored in a txt file in the game directory for simplicity. In the future I think that maybe it could be encrypted somehow with a key given by the server so the player won’t just be able to modify it. In addition to this, I changed the UI for the main screen, the shape selection screen and introduces the ability to see the shape, it’s level, stats, and to upgrade it. I’ll be honest that I took a bit of “inspiration” from the Brawl Stars layout, but tried to change some things, and my UI is still not in it’s final form. Everything is done in Raylib, I still don’t use any PNG textures because I want everything to be vectors cause they are not limited by resolution (which maybe is worse for optimisation) and frankly because I don’t know how and I’m a little afraid to try. 😅 The settings and map selection menu still remained the same, maybe I’ll work on the map selection menu but idk about the settings menu cause it technically works and as the saying goes “if it works, don’t touch it”, and I’m a little afraid of touching it. Also I’m thinking of introducing a scale variable for text, like the UI elements are defined by the width and height of the window, but the font size of the text is it plain pixels, so I’m thinking of making the text scale based on how it looks at 1080p and if the resolution is lower or higher the font size will multiply with the scale that will be the players resolution height divided by 1080. After the UI layout is “done”, which hopefully will happen till the end of the week, I’m starting the development and training of the Predictive Coding AI model that will play my game as a bot. P.S.: I’m trying to make longer devlogs as that was suggested numerous times in the reviews of the first ship."}, {"post_id": 25822, "ts": "2026-07-10T09:05:29Z", "hours": 2.4131, "text": "Added Linux support!!!"}, {"post_id": 24592, "ts": "2026-07-08T09:25:14Z", "hours": 1.1092, "text": "Finally got the settings to work, but the user has to press Enter twice for the change to happen, but hey, it’s not a bug, it’s a feature. 😅 I’m getting ready to ship this first alpha version of Geomatrix. It has been such a journey managing UDP packet types, the server physics simulations, the client interpolation and the Raylib rendering pipeline. But at the end of the day, it was fun, and I learned a ton about client-server communication and the massive optimizations you can unlock when you find the right architectural abstractions."}, {"post_id": 24359, "ts": "2026-07-07T21:27:49Z", "hours": 4.04, "text": "Trying to get the settings menu to work. Firstly I made a general menu class, then I added to it a submenu vector, and I got it to work when I was only focused on getting the resolution to change. But then I tried to implement the frame rate setting and so the class had to be redesigned and now, let’s say it’s halfway there. PS: the total time across the 2 Hackatime projects (server and client) linked to this Stardance project is 71hrs."}, {"post_id": 23794, "ts": "2026-07-06T22:53:58Z", "hours": 4.8689, "text": "Implemented settings and a save file. Now whenever the user reopens the game it remembers their last used shape and map so they don’t have to reselect them. The settings UI is only partially made. P.S.: Hackatime shows the 2 linked project times to be 31hrs 55min and 35hrs 8 min respectively, but the total somehow is 57hrs 19 min."}, {"post_id": 23073, "ts": "2026-07-05T20:13:55Z", "hours": 6.6294, "text": "Added support for new shapes and levels. Different shapes have different stats and some of them can be upgraded with a leveling up system. Also added a sine wave animation to a tile."}, {"post_id": 22465, "ts": "2026-07-04T22:45:53Z", "hours": 4.1553, "text": "Introduced a new tech inspired design into the game. Now players that are in a “bush” get invisible. Made the game modular and added support for multiple maps on the server side. P.S.: In Hackatime I have 54 hours logged on this project, 8 more than Stardance logged, this discrepancy appeared 2-3 devlogs ago and I asked on the stardance-help chat about it, but I got no response."}, {"post_id": 21790, "ts": "2026-07-03T22:04:37Z", "hours": 5.9508, "text": "Added a title screen, lobby waiting screen and a game over screen"}, {"post_id": 21117, "ts": "2026-07-02T22:17:01Z", "hours": 1.6061, "text": "Now users can resize the window and the game scales perfectly. There is now a main menu and a game over screen is in the works."}, {"post_id": 20365, "ts": "2026-07-01T22:57:07Z", "hours": 10.1514, "text": "I’ve implemented a “fog of war” so the server only sends to the player the data about the other players that they can actually see. I made the camera follow the current player. The game now uses interpolation to smooth out the data packets coming from the server, so players can enjoy smoother gameplay. Also the tick rate was increased to 69Hz. The network packets are now dynamic, they do not have a fixed size, this saves network bandwidth. What I wanna do next: create some basic UI; create a basic game over screen; introduce new shapes as playable “characters”; maybe introduce a trophy system"}, {"post_id": 18320, "ts": "2026-06-29T12:56:54Z", "hours": 16.1739, "text": "I’ve implemented shooting and health in the game. Next I have to add a reload and ammo count. After that I could start to focus onto implementing some interpolation in the player and bullet’s movement to make it move at 144FPS not at the 30Hz tick rate of the server."}, {"post_id": 15942, "ts": "2026-06-25T22:02:49Z", "hours": 7.7833, "text": "Test the server side movement functionality"}]...
|
Title: Geomatrix by @muntean_andrew | Stardance
D Title: Geomatrix by @muntean_andrew | Stardance
Devlogs:
Test the server side movement functionality
I’ve implemented shooting and health in the game. Next I have to add a reload and ammo count. After that I could start to focus onto implementing some interpolation in the player and bullet’s movement to make it move at 144FPS not at the 30Hz tick rate of the server.
I’ve implemented a “fog of war” so the server only sends to the player the data about the other players that they can actually see. I made the camera follow the current player. The game now uses interpolation to smooth out the data packets coming from the server, so players can enjoy smoother gameplay. Also the tick rate was increased to 69Hz. The network packets are now dynamic, they do not have a fixed size, this saves network bandwidth. What I wanna do next: create some basic UI; create a basic game over screen; introduce new shapes as playable “characters”; maybe introduce a trophy system
Now users can resize the window and the game scales perfectly. There is now a main menu and a game over screen is in the works.
Added a title screen, lobby waiting screen and a game over screen
Introduced a new tech inspired design into the game. Now players that are in a “bush” get invisible. Made the game modular and added support for multiple maps on the server side. P.S.: In Hackatime I have 54 hours logged on this project, 8 more than Stardance logged, this discrepancy appeared 2-3 devlogs ago and I asked on the stardance-help chat about it, but I got no response.
Added support for new shapes and levels. Different shapes have different stats and some of them can be upgraded with a leveling up system. Also added a sine wave animation to a tile.
Implemented settings and a save file. Now whenever the user reopens the game it remembers their last used shape and map so they don’t have to reselect them. The settings UI is only partially made. P.S.: Hackatime shows the 2 linked project times to be 31hrs 55min and 35hrs 8 min respectively, but the total somehow is 57hrs 19 min.
Trying to get the settings menu to work. Firstly I made a general menu class, then I added to it a submenu vector, and I got it to work when I was only focused on getting the resolution to change. But then I tried to implement the frame rate setting and so the class had to be redesigned and now, let’s say it’s halfway there. PS: the total time across the 2 Hackatime projects (server and client) linked to this Stardance project is 71hrs.
Finally got the settings to work, but the user has to press Enter twice for the change to happen, but hey, it’s not a bug, it’s a feature. 😅 I’m getting ready to ship this first alpha version of Geomatrix. It has been such a journey managing UDP packet types, the server physics simulations, the client interpolation and the Raylib rendering pipeline. But at the end of the day, it was fun, and I learned a ton about client-server communication and the massive optimizations you can unlock when you find the right architectural abstractions.
Added Linux support!!!
Currently I’m focusing on UI refinement, currency introduction and “trophy” road implementation. I introduced to the game: Reals - the basic currency of the game (kinda like coins in any other game), you win them after a match and they can be used to buy shapes and upgrades. If it wasn’t obvious, the name comes from the set of real numbers. Imaginaries - they are the “premium” currency in the game which can be used to buy reals. At the moment the game doesn’t really use them or display them.😅 It’s a work in progress so yeah. Quanta - these are the equivalent of trophies, they would determine the skill of the player. You gain then winning matches and also lose them losing matches. At the end of the match (or when the player is eliminated) the server transmits a packet in which is specified the amount of reals and quanta received by the player. At the moment the amount of currency a player has is stored in a txt file in the game directory for simplicity. In the future I think that maybe it could be encrypted somehow with a key given by the server so the player won’t just be able to modify it. In addition to this, I changed the UI for the main screen, the shape selection screen and introduces the ability to see the shape, it’s level, stats, and to upgrade it. I’ll be honest that I took a bit of “inspiration” from the Brawl Stars layout, but tried to change some things, and my UI is still not in it’s final form. Everything is done in Raylib, I still don’t use any PNG textures because I want everything to be vectors cause they are not limited by resolution (which maybe is worse for optimisation) and frankly because I don’t know how and I’m a little afraid to try. 😅 The settings and map selection menu still remained the same, maybe I’ll work on the map selection menu but idk about the settings menu cause it technically works and as the saying goes “if it works, don’t touch it”, and I’m a little afraid of touching it. Also I’m thinking of introducing a scale variable for text, like the UI elements are defined by the width and height of the window, but the font size of the text is it plain pixels, so I’m thinking of making the text scale based on how it looks at 1080p and if the resolution is lower or higher the font size will multiply with the scale that will be the players resolution height divided by 1080. After the UI layout is “done”, which hopefully will happen till the end of the week, I’m starting the development and training of the Predictive Coding AI model that will play my game as a bot. P.S.: I’m trying to make longer devlogs as that was suggested numerous times in the reviews of the first ship.
I designed kinda a rough sketch of how the icons for the game currencies could look like. The sine waves are drawn in Raylib and they are static, as well as the circle and the border. The “R” and “i” in the reals and imaginaries’ icon are font characters. Initially I thought about drawing everything, but then I saw a video about game optimization and that it’s very inefficient for the GPU to render small triangles, which eliminated the drawing in Raylib option, and also it would have been a hassle and a half. So this left 2 choices, load the R and i as a font or an image. I chose to load them as fonts because this allows better scalability, as a font isn’t made of pixels. But I didn’t know how much time I will spend making the font implementation to work. First I had to find the fonts that had my desired characters, which was a little tedious having to download or scroll through the list of characters for each font. For this I had to install Font Forge so I could view every character in the font. After that I had to create a new font and to replace the i and R characters of the font with my special characters and then hook it up to Raylib. After loading up my special font I had to tell Raylib whicch characters to import, and I had to measure the characters visual height so I could align them properly in the icon. Each icon is drawn using their specific function, but I am thinking of combining them into one function in the future.
I’m starting the development of an Predictive Coding AI model that would play my game as a bot. I’ll make it in Python so I can learn a new language and as it is the standard language used in AI development. Currently I’m building a kind of “mega client” which acts as 10 client that connect to the server and it displays the whole map on the screen with all the players. After this I will link the Python project with the “Mega Client” through standard streams as ENet on Python isn’t really a modern supported thing and this will cut down network bandwidth and I think will decrease the CPU overhead while the model trains. When the link between the Python and C++ program is finished then I’ll start the development of the actual AI model, which will involve reading through some scientific papers on the topic. Right now I have 2 of them bookmarked, but you never know when something new may pop up.
These past days I am trying to figure out how to implement the IPC (inter process communication) between Python (where the AI model will be made) and the C++ “megaclient” that acts as 10 clients that connect to the game server. From what I’ve seen one of the easiest ways to implement it is through binary standard streams because I’ll have to move 14KB of data per frame, and because I will unlock the speed of the server physics simulation, it will be like thousands of frames per second, which will add up pretty fast. But the problem isn’t the actual size of data, but the latency, if I would just save it into a txt file my SSD will be hit with thousands of requests every second, so keeping everything in the RAM is why I chose to try and implement the IPC through binary standard streams. But I didn’t yet get it working and my brain hurts a little cause for the first time since the beginning of this project I have absolutely no idea what to do or how to actually solve this issue and I kinda feel lost and a bit demotivated, that’s why this week I managed a bit over 1hr of coding per day. But at the same time I’ve been watching more and more videos about how to build AI models and for the first version I’ll build a standard Backprop model as I’ve read in a paper that Predictive Coding approximates Backprop. The problem is this will have to come after the IPC is implemented successfully, which currently it is not. If anyone sees and reads this I would happily accept any suggestions on how to implement the IPC between Python and C++.
After a bit of a pause on this project because I wanted to clear my mind a little and do the Hackpad hardware project I returned and made the Game Over screen a bit nicer and so everything is beginning to tie together. I wrote Reals and Quanta so that new users will know what those icons mean. In addition I redesigned the map selection screen to show a preview of the map before selecting it. I am also thinking of adding an aim overview and the players just hold the arrow keys or move the right joystick on the controller.
I added the aiming line overlay to make it easier for players to see where they are aiming. It was actually a little bit of spaghetti code involved in the making of this as I use a function to draw the match and another function calculates the last point of the line and returns it but I made it work and it does so beautifully and reliably. I am thinking of maybe adding 1 or 2 more shapes and 1 or 2 new maps and I’d say the project is ready for another ship!
I added 2 new shapes that will fight for supremacy in the math world. They are the Astroid and the Reuleaux Triangle. The Astroid is more of a sniper with long range and lots of damage, but smaller ammo. The Reuleaux Triangle is more of a tank with a shorter range and smaller speed but tons of ammo and damage and also loads of health. Also I added 2 new maps, one is a team mode map and another is a PVE map in which each shape has to fight to be the only one standing at the end of the match.
Ships:
What did you make? What was challenging? What are you proud of? I made a multiplayer game where interesting geometrical shapes fight each other to dominate the world of maths called Geomatrix. It is built fully in C++ with ENet being used for the client-server communication over UDP and Raylib being used to display graphics on the client side. In Geomatrix different shapes have their own strengths and weaknesses and players have to leverage them in the best way possible so they can win. It was quite challenging getting the client to render and interpolate the packets sent from the server because without taking into account the time difference the players might overshoot, and because the projectiles didn’t have an id at the time, they would flicker in positions where they shouldn’t have been. I am very proud of my server and the client-server communication because were the most reliable and straightforward things during the development of this project, even though I firstly started to build the server, the collision simulation, aiming, map and shape changes were very intuitive which proved to be extremely reliable. This reliability of the server really did come in handy when debugging the numerous bugs of the client, but most of the bugs that I found in the client are now fixed, but if someone finds more, I wouldn’t be surprised and you can contact me and describe the issue. What should people know so they can test your project? To test the project follow these steps: Go to releases section of the GitHub repository. Download the Client and Server executables. Download the “maps” folder from the root directory of the repository. Place the Client and Server executables and the “maps” folder inside 1 directory. Start the Server and then the Client. For multiple clients just spin up new instances of the Client. It is only on Windows at the moment, but in a future update it will be cross platform, even on mobile.
What did you make? What was challenging? What are you proud of? I updated my multiplayer game where interesting geometrical shapes fight each other to dominate the world of maths called Geomatrix. It is built fully in C++ with ENet being used for the client-server communication over UDP and Raylib being used to display graphics on the client side. In Geomatrix different shapes have their own strengths and weaknesses and players have to leverage them in the best way possible so they can win. It was quite challenging trying to stay consistent and not get overwhelmed by the loads of things I could add to the game as my time is limited and I easily ended up in a rabbit-hole about AI models that could play my game, which I didn’t end up making. I am proud that even though I wouldn’t say this is the most sophisticated piece of software, I would say it’s pretty rudimentary compared to other games but I’ve come to expect reliability and modularity from it, which really came in handy when adding the maps and shapes. Even though there were some minor bugs here and there with the new maps and shapes at the beginning, it all ended up working with very small tweaks. What should people know so they can test your project? To test the project follow these steps: Go to releases section of the GitHub repository. Download the Client and Server executables. Download the “maps” folder from the root directory of the repository. Place the Client and Server executables and the “maps” folder inside 1 directory. Start the Server and then the Client. For multiple clients just spin up new instances of the Client....
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1793468927.7880332
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1793555327.7880332
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20953
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My very own WebOS by @krupa_pramod | Stardance
|
krupa_pramod
|
2
|
6.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T08:59:06Z", "hours": 3.0, "multiplier": 2.15, "payout": 7, "blessing": "neutral", "text": "I continued by OS project and added 3 new features: a terminal, file explorer, and also a lock screen that is password protected. I really enjoyed this and am pretty proud of what I made- and I definitely learnt a lot more about js.", "repo": "https://github.com/krupa-pramod/krupas-os", "demo": "https://krupa-pramod.github.io/krupas-os/"}, {"ship_num": 2, "ts": "2026-06-17T20:09:53Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own OS using HTML, CSS, and JS. It was kind of challenging doing the dragging/opening/closing functions since I have not worked with JS before but I really enjoyed customizing this and making it unique to myself, and I got to share some of my interests.", "repo": "https://github.com/krupa-pramod/krupas-os", "demo": "https://krupa-pramod.github.io/krupas-os/"}]...
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[{"post_id": 49395, "ts": "202 [{"post_id": 49395, "ts": "2026-08-18T06:11:18Z", "hours": 0.7467, "text": "added a password protected lock screen and also a way to get hacked so be careful"}, {"post_id": 48901, "ts": "2026-08-17T13:47:23Z", "hours": 1.2139, "text": "made a file explorer! has a photos, docs, games, and code tab. you can click, go back, exit, etc."}, {"post_id": 47473, "ts": "2026-08-15T12:14:41Z", "hours": 1.0714, "text": "i made a terminal!!!! with a very secret command… whoever finds it gets a big hug"}, {"post_id": 10844, "ts": "2026-06-17T19:48:37Z", "hours": 0.4178, "text": "added a currently into window"}, {"post_id": 10821, "ts": "2026-06-17T19:21:51Z", "hours": 0.62, "text": "added an app + open/close/draggable function, plays some songs"}, {"post_id": 10805, "ts": "2026-06-17T18:42:15Z", "hours": 1.5181, "text": "made the opening window and the top navbar! currently working on the first app which will be a bunch of music."}]...
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Title: My very own WebOS by @krupa_pramod | Starda Title: My very own WebOS by @krupa_pramod | Stardance
Devlogs:
made the opening window and the top navbar! currently working on the first app which will be a bunch of music.
added an app + open/close/draggable function, plays some songs
added a currently into window
i made a terminal!!!! with a very secret command… whoever finds it gets a big hug
made a file explorer! has a photos, docs, games, and code tab. you can click, go back, exit, etc.
added a password protected lock screen and also a way to get hacked so be careful
Ships:
I made my very own OS using HTML, CSS, and JS. It was kind of challenging doing the dragging/opening/closing functions since I have not worked with JS before but I really enjoyed customizing this and making it unique to myself, and I got to share some of my interests.
I continued by OS project and added 3 new features: a terminal, file explorer, and also a lock screen that is password protected. I really enjoyed this and am pretty proud of what I made- and I definitely learnt a lot more about js....
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1793494617.560127
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1793581017.560127
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50313
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SpaceOs by @vardaankatyal | Stardance
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vardaankatyal
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T08:53:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a space based os in web. Challenging thing for me was i didn’t knew how to make so i watched yt. i am proud that i made something great. people must try terminal cmds as it is something differrent from guide", "repo": "https://github.com/vardaankatyal-netizen/spaceos", "demo": "https://spaceos-xi.vercel.app/"}]...
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[{"post_id": 49394, "ts": "202 [{"post_id": 49394, "ts": "2026-08-18T06:07:57Z", "hours": 0.3117, "text": "I am working for more than 1.5 hours on a webos having a theme of space"}]...
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Title: SpaceOs by @vardaankatyal | Stardance
Devl Title: SpaceOs by @vardaankatyal | Stardance
Devlogs:
I am working for more than 1.5 hours on a webos having a theme of space
Ships:
I made a space based os in web. Challenging thing for me was i didn’t knew how to make so i watched yt. i am proud that i made something great. people must try terminal cmds as it is something differrent from guide...
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1793515998.1613202
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1793602398.1613202
|
|
50685
|
Personal Website by @inshal | Stardance
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inshal
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T08:25:07Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a mini portfolio website you can say a demo portfolio website. I made it to test my skills, the thing i’d say gave me trouble was contact form making it send the comments to me was something that gave me trouble but i was able to figure it out DO test the contact form and let me know your thoughts I hope you guys will like it", "repo": "https://github.com/Inshal-index/personal-site", "demo": "https://inshal-index.github.io/personal-site/"}]...
|
[{"post_id": 49426, "ts": "202 [{"post_id": 49426, "ts": "2026-08-18T08:11:54Z", "hours": 0.405, "text": "Added contect form and its functional"}, {"post_id": 49413, "ts": "2026-08-18T07:29:26Z", "hours": 0.4489, "text": "Added feedback button and added pages on the header"}, {"post_id": 49374, "ts": "2026-08-18T05:06:07Z", "hours": 0.5544, "text": "Added About me button"}, {"post_id": 49364, "ts": "2026-08-18T04:20:44Z", "hours": 0.41, "text": "Sketched out the design"}]...
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Title: Personal Website by @inshal | Stardance
De Title: Personal Website by @inshal | Stardance
Devlogs:
Sketched out the design
Added About me button
Added feedback button and added pages on the header
Added contect form and its functional
Ships:
This is a mini portfolio website you can say a demo portfolio website. I made it to test my skills, the thing i’d say gave me trouble was contact form making it send the comments to me was something that gave me trouble but i was able to figure it out DO test the contact form and let me know your thoughts I hope you guys will like it...
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1793562582.1005185
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1793648982.1005185
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|
37408
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PyToOS by @lazerkat | Stardance
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lazerkat
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1
|
10.0
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53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T07:39:10Z", "hours": 10.0, "multiplier": 5.52, "payout": 53, "blessing": "neutral", "text": "I made a batch file that converts python into freestanding c (minimally), then into a bin file by compiling it with auto-installing tools!", "repo": "https://github.com/betelguesestudios/PyToOS", "demo": "https://github.com/betelguesestudios/PyToOS/releases/tag/V1"}]...
|
[{"post_id": 47889, "ts": "202 [{"post_id": 47889, "ts": "2026-08-16T04:48:40Z", "hours": 1.4906, "text": "Devlog #8!!! i got numbers and maf to workrkkrkrk!!!! it was very annoying and at one point it infinite looped and crashed my pc but its chill now"}, {"post_id": 46715, "ts": "2026-08-14T04:58:00Z", "hours": 1.1992, "text": "Devlog #7! got inputs and variables to work!!!!!!!! yippee"}, {"post_id": 46123, "ts": "2026-08-13T04:08:25Z", "hours": 1.1811, "text": "Devlog #6! stilll working on variables… getting math done too tho! idk whos cat this is"}, {"post_id": 45524, "ts": "2026-08-12T02:16:01Z", "hours": 0.8264, "text": "Devlogt #5! fiddling around with variables and tryna get them to work so image unrelated"}, {"post_id": 45013, "ts": "2026-08-11T04:44:16Z", "hours": 1.4275, "text": "Devlog #4! Made it newline automatically unless you carriage return and added text based colors! imma make a thing to set the WHOLE consoles color. also i would love to get a bootloader to work but i cant be bothered rn so its just the kernel that’s being generated"}, {"post_id": 43730, "ts": "2026-08-09T04:24:39Z", "hours": 1.5781, "text": "Devlog #3! I wrote some plugs! Now if i make a python file with print(“Hello World”) it will show"}, {"post_id": 35633, "ts": "2026-07-27T05:58:14Z", "hours": 1.0717, "text": "Devlog #2! I started working on the actual challenge here, which is py to c.. I wrote the first plug but i need to write the code to use it. pain. image unrelated"}, {"post_id": 34975, "ts": "2026-07-26T03:26:33Z", "hours": 0.7367, "text": "Devlog #1! I feel so sigma I made the first batch script It builds the kernel.c, kernel.asm and linker.ld to a .bin which is a runnable os it works yipee the only problem i had was with one of the files (cc1.exe) being too large so i wrote some code to yoink it from google drive! i also went through the i686-elf-tools and just deleted stuff and it ended up less then a gigabyte which is crazy. its just cc1.exe that takes up 600 megs. also nasm is tiny! the whole program so far is self contained except that one download but that happens once it is on github yay"}]...
|
Title: PyToOS by @lazerkat | Stardance
Devlogs:
D Title: PyToOS by @lazerkat | Stardance
Devlogs:
Devlog #1! I feel so sigma I made the first batch script It builds the kernel.c, kernel.asm and linker.ld to a .bin which is a runnable os it works yipee the only problem i had was with one of the files (cc1.exe) being too large so i wrote some code to yoink it from google drive! i also went through the i686-elf-tools and just deleted stuff and it ended up less then a gigabyte which is crazy. its just cc1.exe that takes up 600 megs. also nasm is tiny! the whole program so far is self contained except that one download but that happens once it is on github yay
Devlog #2! I started working on the actual challenge here, which is py to c.. I wrote the first plug but i need to write the code to use it. pain. image unrelated
Devlog #3! I wrote some plugs! Now if i make a python file with print(“Hello World”) it will show
Devlog #4! Made it newline automatically unless you carriage return and added text based colors! imma make a thing to set the WHOLE consoles color. also i would love to get a bootloader to work but i cant be bothered rn so its just the kernel that’s being generated
Devlogt #5! fiddling around with variables and tryna get them to work so image unrelated
Devlog #6! stilll working on variables… getting math done too tho! idk whos cat this is
Devlog #7! got inputs and variables to work!!!!!!!! yippee
Devlog #8!!! i got numbers and maf to workrkkrkrk!!!! it was very annoying and at one point it infinite looped and crashed my pc but its chill now
Ships:
I made a batch file that converts python into freestanding c (minimally), then into a bin file by compiling it with auto-installing tools!...
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1793407878.0773542
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1793494278.0773542
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33211
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robot - intake and frame by @kaylawong | Stardance
|
kaylawong
|
1
|
65.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:59:07Z", "hours": 65.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Alongside a team of 2 other high schoolers, I helped to make a robot that can intake balls, shoot balls, and navigate across an obstacle course. It was originally intended to be autonomous, but we wanted to focus more on the mechanical systems that were on the robot. I was in charge of designing and assembling the intake subsystem. It was very challenging to fit within the design constraints that we were provided but it was very rewarding once I saw my CAD come to life! This was my first time having something I designed online turn into something physical, so I was very surprised that when all my parts got shipped that it all came together nicely. I did this under a summer program in collaboration with Stardance called Definity Education Summer Camp and it was fun going through trial and error to see what worked and didn’t work. The hardest part was definitely having to make everything from scratch and not buying pre-made FTC or VEX parts, like getting our sheet metal manufactured was a risk in itself! But it was totally worth it.", "repo": "https://github.com/kwong09/definity-robot-project", "demo": ""}]...
|
[{"post_id": 49407, "ts": "202 [{"post_id": 49407, "ts": "2026-08-18T06:55:42Z", "hours": 0.7392, "text": "i just updated our limit switch arm because it ended up snapping!! i thickened the arm and i also included a filleted part to prevent it from snapping so easily. that’s it for today!!"}, {"post_id": 45502, "ts": "2026-08-12T01:25:13Z", "hours": 1.4008, "text": "i finally have a good idea on how to slice for bambu printers!! i did a lot of 3d printing today, and i started by reprinting the side funnel walls . i also helped to make an attachment so that the limit switch would be pressed once the intake has pivoted past a certain point, to make sure it doesn’t touch the ground. it is definitely not the best solution but i was able to make it work with a bunch of tape and 3d print iterations !!"}, {"post_id": 45015, "ts": "2026-08-11T04:49:30Z", "hours": 1.3597, "text": "we finally got our intake and shooter to work! i mostly helped by tensioning the neoprene rubber strips and using rubber glue to secure it. earlier, i was trying to make a 3d print to make it easier to cut the rubber strip so that it can be cut at an angle, allowing me to overlap the rubber without making the conveyor too thick. however, that didn’t end up working because the rubber was difficult to cut, so we just decided to glue one on top of the other. one issue we ran into was that on the overlapped portion, it would jam into the pulley for the shooter. this was eventually fixed by cutting the part of the rubber conveyor that was too thick and would hit the pulley! with the extra scraps of rubber that i messed up on, i made a little dude with scissors"}, {"post_id": 42302, "ts": "2026-08-06T23:08:39Z", "hours": 2.22, "text": "i had to take apart and reassemble the intake because the pulleys were on the wrong side… since the pulley on the motor shaft doesn’t fit over the set screw on the shaft, the final belt had to be on the opposite side, so i had to take everything apart :’) my teammate attached the shooter system onto the intake after i was done, so our robot is finally coming together!!"}, {"post_id": 41685, "ts": "2026-08-06T01:53:41Z", "hours": 4.1467, "text": "i worked on assembling the intake, which was mostly the last part of the day today. we got our metal parts in the afternoon ish, so earlier in the day i was working on the guides to funnel the balls into the intake. i also continued refining the cad so now it looks like this!! the intake itself is working decently okay, i have to attach the motor tomorrow. one problem is that i have to wrap around the rubber onto the conveyor, otherwise there is no contact from the rollers on the conveyor to the tennis balls."}, {"post_id": 40444, "ts": "2026-08-03T23:22:04Z", "hours": 1.8822, "text": "on friday and today, i mounted the 3d prints to the shafts to start assembling the intake. i was struggling to attach a lot of these parts to the shafts because a layer of the prints kept on stopping the shaft from going all the way through. someone else had to hammer the parts onto the shafts in order for it to work :’) we’re still waiting on our metal part that will contain all of our intake parts, but we do have other components printed. our rollers were printed using TPU, and we also got our pulleys and shaft collars finished as well. we also have very very colorful filament now!!"}, {"post_id": 38275, "ts": "2026-07-31T16:14:36Z", "hours": 3.4442, "text": "yesterday i worked on making the shaft collars and pulleys to print out. our pulley prints were not very successful, but the shaft collars turned out great. i downloaded a free shaft collar file from this link and i changed the size of the screw hole, the width, and i adjusted it so there were two flat ends (so we could use a screw and nut). my team also cut the shafts so we can start making our intake"}, {"post_id": 37470, "ts": "2026-07-30T07:37:50Z", "hours": 4.8083, "text": "today i iterated more on the design of the intake. after printing the pulleys, we realized the belt was slipping and skipping teeth on the pulleys because we were using GT2 belts. we’re now pivoting to HTD-5M belts so we can hopefully not have any slipping happen on our intake. we also ordered more parts and added them to our purchase list!! when the sheet metal comes, we will be able to test the fit of bearings and other parts as well."}, {"post_id": 36860, "ts": "2026-07-29T05:58:16Z", "hours": 3.6517, "text": "here’s an update on what the robot has been doing! i haven’t been working much on the driving part, so my teammates did a majority of figuring out how to navigate the course and how to drive. our robot was able to make it over the hill (but it flipped over if you watch the video lol). i am still working on the intake, but i have gotten further by printing out some pulleys and some shaft to bearing attachments we might use on the robot. tomorrow we will hopefully order sheet metal to hold our intake system. also, one of our prints turned into a blob"}, {"post_id": 36248, "ts": "2026-07-28T06:55:01Z", "hours": 3.0003, "text": "some of our parts for the intake arrived, so i was able to design more parts of our intake around it. i adjusted the rollers and came up with two different iterations, depending on the width of the rubber we will use to wrap around the rollers. i also measured the diameter of the hex shafts that arrived, which let me test printing out GT2 gears. i edited the gear by finding a part on McMaster-Carr and cutting out the hex shape and chopping off the extruded portion."}, {"post_id": 34463, "ts": "2026-07-25T06:02:53Z", "hours": 2.2911, "text": "i worked on our shooter design, coming up with different ways to get the tennis balls into a bucket while fitting into our size constraints. especially with having a pivot on our intake, having the motors for the flywheels in the back would add too much weight, so i am still figuring out how to get that to work. i am testing out different orientations for the motors and flywheel, such as a dual horizontal flywheel shooter and a single flywheel shooter."}, {"post_id": 33908, "ts": "2026-07-24T06:27:49Z", "hours": 3.1067, "text": "today, i worked on editing our parts that will be machined for our intake. instead of making it three pieces, we realized we could just bend one large piece of metal. for the motor mount, i added a way to allow it to tension so that when we add belts, we can adjust accordingly. i also ordered all the parts we need for the intake system, including the shafts, motor, bearings, etc. lastly, we also started planning out how our shooter would work, which we chose to do two flywheels at the end of the conveyor."}, {"post_id": 33540, "ts": "2026-07-23T16:02:48Z", "hours": 2.7739, "text": "i mostly researched different parts to purchase and further refined how the intake would work. to run the conveyor, one motor would power the first roller, then the rest would be connected by pulleys and belts. i also added a motor mount to the side plate of the intake. for the chassis itself, i extended the base plate and L-brackets so that it would be 15x15 inches, which was one of the constraints."}, {"post_id": 33069, "ts": "2026-07-22T17:19:41Z", "hours": 4.6258, "text": "yesterday i worked on combining our intake system with a pivot. i realized that there was very little space between both motors, so i moved the pivot between where two motors are, where a shaft would be placed under the intake. however, in order to fit under the 8 inch limit, the pvc pipes would have to be smaller or the walls of the intake would have to be shorter. i also started putting other components into the CAD, including the bearings, pipes, and pulleys that might be on the robot. lastly, i tried to modify the bottom pan of the robot’s frame to allow for the intake to turn downwards at a more drastic angle."}, {"post_id": 32206, "ts": "2026-07-21T06:57:44Z", "hours": 3.6667, "text": "today, my teammates and i first worked on getting the 3d printed center parts of our wheels to fit. the pneumatic wheels were really difficult to work with, especially because the prints weren’t fitting on perfectly (it took us like 1-2 hours). while the others worked on driving with the new wheels and drafting the climbing mechanism, i worked on designing our intake and shooter. i made a 3d model and a geometry sketch to figure out how the pivot would work and how our motors would be mounted. i eventually landed on this design that i will edit more tomorrow."}, {"post_id": 30481, "ts": "2026-07-18T02:59:44Z", "hours": 3.7114, "text": "i continued to work on the intake system, which we plan to do a roller and conveyor system to hold/intake the tennis balls. i found several components online and compiled them into a spreadsheet to check the costs. i ran into some issues, especially with figuring out how to pivot the entire conveyor while being able to secure the two plates so they move together."}, {"post_id": 29892, "ts": "2026-07-17T01:52:54Z", "hours": 2.0811, "text": "earlier in the day, we switched out our ESCs so now our wheels can turn in both directions. we also tried flipping over the robot to see if that would allow for a greater chassis to wheel clearance. later, we brainstormed the next steps for our robot, especially the intake and shooter as well as the climb mechanism. i spent a lot of time creating geometry sketches for different ways we can shoot the tennis balls to fit within the size constraints. we ended up choosing to do a conveyor-like system and either magnets or a cascading system for climb."}, {"post_id": 29303, "ts": "2026-07-16T04:03:55Z", "hours": 2.7892, "text": "we assembled all of our aluminum parts using rivets and tested our drive program. our wheels started to fall off because the 3d prints started to get looser on the motors, but we were able to successfully drive. although we only used our unidirectional ESCs, we were able to drive around by only going forward. the bearing pivot had issues as well, especially because when it rammed into cinderblocks it would get bent… but we were able to print containers for our electrical components (batteries, raspberry pi, arducam etc.). i was able to test my vision program to slalom around the cones, and it wasn’t exactly perfect but it was able to respond to obstacles."}, {"post_id": 28762, "ts": "2026-07-15T07:16:14Z", "hours": 5.5689, "text": "after we 3d printed more wheels and glued rubber to the pla, we got to assemble our first iteration of our robot!! we used a cardboard box temporarily, but it was very flimsy so the motors/wheels weren’t very secure. right now, we are using unidirectional ESCs so we will hopefully get bidirectional ones so our robot can go backwards. i used ai to work on a vision program so that the robot would slalom around the red cones using the raspberry pi and arducam. also, our aluminum parts finally came in so tomorrow we will get to put together more parts"}, {"post_id": 26297, "ts": "2026-07-11T00:37:57Z", "hours": 2.5231, "text": "as a team we worked on figuring out the cad for our robot. i worked on making the l-brackets using onshape. we took inspiration from the hammerhead gobilda robot that had the front two wheels on an axle which would help us when navigating the obstacles on the course. i learned how to use new features on onshape, like the sheet metal model and the flange to make bends on the model."}, {"post_id": 25600, "ts": "2026-07-09T23:22:47Z", "hours": 5.0814, "text": "we started brainstorming ideas for how our autonomous robot would look like and function. since our first goal is to just have a robot that can drive, we sketched out a drivebase and chassis. we also researched different materials, like motors, that we may need for the project. earlier, i used ai to develop a vision system on my computer to detect tennis balls."}]...
|
Title: robot - intake and frame by @kaylawong | St Title: robot - intake and frame by @kaylawong | Stardance
Devlogs:
we started brainstorming ideas for how our autonomous robot would look like and function. since our first goal is to just have a robot that can drive, we sketched out a drivebase and chassis. we also researched different materials, like motors, that we may need for the project. earlier, i used ai to develop a vision system on my computer to detect tennis balls.
as a team we worked on figuring out the cad for our robot. i worked on making the l-brackets using onshape. we took inspiration from the hammerhead gobilda robot that had the front two wheels on an axle which would help us when navigating the obstacles on the course. i learned how to use new features on onshape, like the sheet metal model and the flange to make bends on the model.
after we 3d printed more wheels and glued rubber to the pla, we got to assemble our first iteration of our robot!! we used a cardboard box temporarily, but it was very flimsy so the motors/wheels weren’t very secure. right now, we are using unidirectional ESCs so we will hopefully get bidirectional ones so our robot can go backwards. i used ai to work on a vision program so that the robot would slalom around the red cones using the raspberry pi and arducam. also, our aluminum parts finally came in so tomorrow we will get to put together more parts
we assembled all of our aluminum parts using rivets and tested our drive program. our wheels started to fall off because the 3d prints started to get looser on the motors, but we were able to successfully drive. although we only used our unidirectional ESCs, we were able to drive around by only going forward. the bearing pivot had issues as well, especially because when it rammed into cinderblocks it would get bent… but we were able to print containers for our electrical components (batteries, raspberry pi, arducam etc.). i was able to test my vision program to slalom around the cones, and it wasn’t exactly perfect but it was able to respond to obstacles.
earlier in the day, we switched out our ESCs so now our wheels can turn in both directions. we also tried flipping over the robot to see if that would allow for a greater chassis to wheel clearance. later, we brainstormed the next steps for our robot, especially the intake and shooter as well as the climb mechanism. i spent a lot of time creating geometry sketches for different ways we can shoot the tennis balls to fit within the size constraints. we ended up choosing to do a conveyor-like system and either magnets or a cascading system for climb.
i continued to work on the intake system, which we plan to do a roller and conveyor system to hold/intake the tennis balls. i found several components online and compiled them into a spreadsheet to check the costs. i ran into some issues, especially with figuring out how to pivot the entire conveyor while being able to secure the two plates so they move together.
today, my teammates and i first worked on getting the 3d printed center parts of our wheels to fit. the pneumatic wheels were really difficult to work with, especially because the prints weren’t fitting on perfectly (it took us like 1-2 hours). while the others worked on driving with the new wheels and drafting the climbing mechanism, i worked on designing our intake and shooter. i made a 3d model and a geometry sketch to figure out how the pivot would work and how our motors would be mounted. i eventually landed on this design that i will edit more tomorrow.
yesterday i worked on combining our intake system with a pivot. i realized that there was very little space between both motors, so i moved the pivot between where two motors are, where a shaft would be placed under the intake. however, in order to fit under the 8 inch limit, the pvc pipes would have to be smaller or the walls of the intake would have to be shorter. i also started putting other components into the CAD, including the bearings, pipes, and pulleys that might be on the robot. lastly, i tried to modify the bottom pan of the robot’s frame to allow for the intake to turn downwards at a more drastic angle.
i mostly researched different parts to purchase and further refined how the intake would work. to run the conveyor, one motor would power the first roller, then the rest would be connected by pulleys and belts. i also added a motor mount to the side plate of the intake. for the chassis itself, i extended the base plate and L-brackets so that it would be 15x15 inches, which was one of the constraints.
today, i worked on editing our parts that will be machined for our intake. instead of making it three pieces, we realized we could just bend one large piece of metal. for the motor mount, i added a way to allow it to tension so that when we add belts, we can adjust accordingly. i also ordered all the parts we need for the intake system, including the shafts, motor, bearings, etc. lastly, we also started planning out how our shooter would work, which we chose to do two flywheels at the end of the conveyor.
i worked on our shooter design, coming up with different ways to get the tennis balls into a bucket while fitting into our size constraints. especially with having a pivot on our intake, having the motors for the flywheels in the back would add too much weight, so i am still figuring out how to get that to work. i am testing out different orientations for the motors and flywheel, such as a dual horizontal flywheel shooter and a single flywheel shooter.
some of our parts for the intake arrived, so i was able to design more parts of our intake around it. i adjusted the rollers and came up with two different iterations, depending on the width of the rubber we will use to wrap around the rollers. i also measured the diameter of the hex shafts that arrived, which let me test printing out GT2 gears. i edited the gear by finding a part on McMaster-Carr and cutting out the hex shape and chopping off the extruded portion.
here’s an update on what the robot has been doing! i haven’t been working much on the driving part, so my teammates did a majority of figuring out how to navigate the course and how to drive. our robot was able to make it over the hill (but it flipped over if you watch the video lol). i am still working on the intake, but i have gotten further by printing out some pulleys and some shaft to bearing attachments we might use on the robot. tomorrow we will hopefully order sheet metal to hold our intake system. also, one of our prints turned into a blob
today i iterated more on the design of the intake. after printing the pulleys, we realized the belt was slipping and skipping teeth on the pulleys because we were using GT2 belts. we’re now pivoting to HTD-5M belts so we can hopefully not have any slipping happen on our intake. we also ordered more parts and added them to our purchase list!! when the sheet metal comes, we will be able to test the fit of bearings and other parts as well.
yesterday i worked on making the shaft collars and pulleys to print out. our pulley prints were not very successful, but the shaft collars turned out great. i downloaded a free shaft collar file from this link and i changed the size of the screw hole, the width, and i adjusted it so there were two flat ends (so we could use a screw and nut). my team also cut the shafts so we can start making our intake
on friday and today, i mounted the 3d prints to the shafts to start assembling the intake. i was struggling to attach a lot of these parts to the shafts because a layer of the prints kept on stopping the shaft from going all the way through. someone else had to hammer the parts onto the shafts in order for it to work :’) we’re still waiting on our metal part that will contain all of our intake parts, but we do have other components printed. our rollers were printed using TPU, and we also got our pulleys and shaft collars finished as well. we also have very very colorful filament now!!
i worked on assembling the intake, which was mostly the last part of the day today. we got our metal parts in the afternoon ish, so earlier in the day i was working on the guides to funnel the balls into the intake. i also continued refining the cad so now it looks like this!! the intake itself is working decently okay, i have to attach the motor tomorrow. one problem is that i have to wrap around the rubber onto the conveyor, otherwise there is no contact from the rollers on the conveyor to the tennis balls.
i had to take apart and reassemble the intake because the pulleys were on the wrong side… since the pulley on the motor shaft doesn’t fit over the set screw on the shaft, the final belt had to be on the opposite side, so i had to take everything apart :’) my teammate attached the shooter system onto the intake after i was done, so our robot is finally coming together!!
we finally got our intake and shooter to work! i mostly helped by tensioning the neoprene rubber strips and using rubber glue to secure it. earlier, i was trying to make a 3d print to make it easier to cut the rubber strip so that it can be cut at an angle, allowing me to overlap the rubber without making the conveyor too thick. however, that didn’t end up working because the rubber was difficult to cut, so we just decided to glue one on top of the other. one issue we ran into was that on the overlapped portion, it would jam into the pulley for the shooter. this was eventually fixed by cutting the part of the rubber conveyor that was too thick and would hit the pulley! with the extra scraps of rubber that i messed up on, i made a little dude with scissors
i finally have a good idea on how to slice for bambu printers!! i did a lot of 3d printing today, and i started by reprinting the side funnel walls . i also helped to make an attachment so that the limit switch would be pressed once the intake has pivoted past a certain point, to make sure it doesn’t touch the ground. it is definitely not the best solution but i was able to make it work with a bunch of tape and 3d print iterations !!
i just updated our limit switch arm because it ended up snapping!! i thickened the arm and i also included a filleted part to prevent it from snapping so easily. that’s it for today!!
Ships:
Alongside a team of 2 other high schoolers, I helped to make a robot that can intake balls, shoot balls, and navigate across an obstacle course. It was originally intended to be autonomous, but we wanted to focus more on the mechanical systems that were on the robot. I was in charge of designing and assembling the intake subsystem. It was very challenging to fit within the design constraints that we were provided but it was very rewarding once I saw my CAD come to life! This was my first time having something I designed online turn into something physical, so I was very surprised that when all my parts got shipped that it all came together nicely. I did this under a summer program in collaboration with Stardance called Definity Education Summer Camp and it was fun going through trial and error to see what worked and didn’t work. The hardest part was definitely having to make everything from scratch and not buying pre-made FTC or VEX parts, like getting our sheet metal manufactured was a risk in itself! But it was totally worth it....
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1793468958.0341508
|
1793555358.0341508
|
|
5840
|
Endless runner game by @martinho4364 | Stardance
|
martinho4364
|
1
|
36.0
|
473
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:36:02Z", "hours": 36.0, "multiplier": 13.04, "payout": 473, "blessing": "neutral", "text": "An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”).", "repo": "https://github.com/MartinH4364/endless-runner-game", "demo": "https://drcooke123.itch.io/endless-runner-test"}]...
|
[{"post_id": 48705, "ts": "202 [{"post_id": 48705, "ts": "2026-08-17T06:45:30Z", "hours": 2.2644, "text": "V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0."}, {"post_id": 46721, "ts": "2026-08-14T05:21:51Z", "hours": 3.3803, "text": "FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game."}, {"post_id": 28100, "ts": "2026-07-14T04:48:04Z", "hours": 6.0725, "text": "Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials"}, {"post_id": 25133, "ts": "2026-07-09T04:37:12Z", "hours": 4.6536, "text": "Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes."}, {"post_id": 23804, "ts": "2026-07-06T23:19:53Z", "hours": 1.5053, "text": "Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions."}, {"post_id": 23261, "ts": "2026-07-06T03:20:50Z", "hours": 6.1453, "text": "Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)"}, {"post_id": 3306, "ts": "2026-06-06T05:09:44Z", "hours": 2.4514, "text": "Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor."}, {"post_id": 2850, "ts": "2026-06-05T18:11:04Z", "hours": 4.1478, "text": "Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental."}, {"post_id": 2324, "ts": "2026-06-04T19:15:01Z", "hours": 5.6542, "text": "Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test"}]...
|
Title: Endless runner game by @martinho4364 | Star Title: Endless runner game by @martinho4364 | Stardance
Devlogs:
Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test
Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental.
Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor.
Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)
Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions.
Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes.
Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials
FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game.
V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0.
Ships:
An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”)....
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1793490642.6187901
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1793577042.6187901
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44697
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Jarvis Graph-RAG Personal Assistant by @jaysonkuan Jarvis Graph-RAG Personal Assistant by @jaysonkuang21 | Stardance...
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jaysonkuang21
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1
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21.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:02:50Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Jarvis assistant which has fully adjust RAG pipeline while using Obsidian vault as relational database and vector database for querying. The assistant is designed as a harness for any model of the user’s choice. The voice model (only available locally) uses Fish TTS to replicate Jarvis’s voice.", "repo": "https://github.com/jaysonkuang21-source/Jarvis", "demo": "https://agent15365.hackclub.app/"}]...
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[{"post_id": 49384, "ts": "202 [{"post_id": 49384, "ts": "2026-08-18T05:30:53Z", "hours": 1.8492, "text": "Fixing frontend error on demo. Couldn’t call embedding model and kept on failing chunking. Now fixed."}, {"post_id": 48013, "ts": "2026-08-16T09:22:29Z", "hours": 1.4531, "text": "Finished uploading to frontend and some final touches. Also added details to readme."}, {"post_id": 47896, "ts": "2026-08-16T05:21:57Z", "hours": 4.3289, "text": "Tested the different chunker options, a few frontend bug fixes, quality of life improvements to view chunking quality, preparing for demo version"}, {"post_id": 45442, "ts": "2026-08-11T21:49:12Z", "hours": 11.535, "text": "Creating Demo Frontend With Rate Limiting"}, {"post_id": 42414, "ts": "2026-08-07T03:12:46Z", "hours": 1.8725, "text": "Working on prompt cleanup to prevent prompt injections!!"}]...
|
Title: Jarvis Graph-RAG Personal Assistant by @jay Title: Jarvis Graph-RAG Personal Assistant by @jaysonkuang21 | Stardance
Devlogs:
Working on prompt cleanup to prevent prompt injections!!
Creating Demo Frontend With Rate Limiting
Tested the different chunker options, a few frontend bug fixes, quality of life improvements to view chunking quality, preparing for demo version
Finished uploading to frontend and some final touches. Also added details to readme.
Fixing frontend error on demo. Couldn’t call embedding model and kept on failing chunking. Now fixed.
Ships:
I made a Jarvis assistant which has fully adjust RAG pipeline while using Obsidian vault as relational database and vector database for querying. The assistant is designed as a harness for any model of the user’s choice. The voice model (only available locally) uses Fish TTS to replicate Jarvis’s voice....
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1793332313.7759786
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1793418713.7759786
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48547
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Spend Raidar by @dragonvibes01 | Stardance
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dragonvibes01
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1
|
15.63
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:00:22Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just completed yes this is my very first completed code project yes I used ai I am new to coding and my journey begins and I will stop using ai from now on", "repo": "https://github.com/Raghavsinghgod/Spendradar", "demo": "https://spendradar-ochre.vercel.app/"}]...
|
[{"post_id": 55885, "ts": "202 [{"post_id": 55885, "ts": "2026-08-27T19:49:02Z", "hours": 3.9547, "text": "Hey dear shipwriter in have rewrite the entire repository I used 6.14% ai at first then I rewrite the entire css js and partial html"}, {"post_id": 55436, "ts": "2026-08-27T08:23:35Z", "hours": 1.6333, "text": "I am done this was simple and ez with a lot of fun"}, {"post_id": 55396, "ts": "2026-08-27T06:23:11Z", "hours": 6.7092, "text": "I was making an ai in frictionless and getting cancelled and now I realised what’s wrong let remake this project from scratch and I will be making an subscription tracker"}, {"post_id": 55171, "ts": "2026-08-26T17:27:35Z", "hours": 0.9575, "text": "This project is being flaged as ai which is not true yes I used ai for frountend but the project is actually the stt ai model which I custum make and trained for over 30 hours"}, {"post_id": 54378, "ts": "2026-08-25T10:56:23Z", "hours": 2.3783, "text": "devlog aug 24 what actually works landing page loads on vercel studio records from mic and shows waveform onnx model loads from indexeddb transcription runs in wasm, no server history saves to indexeddb console tracks api key usage what doesnt work yet model outputs silence on some audio formats (preprocessing mismatch, probably mel vs raw pcm) havent tested on mobile safari the 91mb model makes first load slow docs page is mostly placeholder the hard part wasnt getting the ai to write code. it was knowing which 90 files to delete. next fix the silence bug (check input_values vs log-mel path in engine.ts) test on actual mobile shrink the model or lazy-load it rewrite the remaining pages to be less… corporate built by raghav singh."}, {"post_id": 49115, "ts": "2026-08-17T18:58:32Z", "hours": 0.3239, "text": "It’s a free speech to text tool check it out I have made it so you can use and have no issues it’s fast and can be runed locally too (it required steup)"}]...
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Title: Spend Raidar by @dragonvibes01 | Stardance
Title: Spend Raidar by @dragonvibes01 | Stardance
Devlogs:
It’s a free speech to text tool check it out I have made it so you can use and have no issues it’s fast and can be runed locally too (it required steup)
devlog aug 24 what actually works landing page loads on vercel studio records from mic and shows waveform onnx model loads from indexeddb transcription runs in wasm, no server history saves to indexeddb console tracks api key usage what doesnt work yet model outputs silence on some audio formats (preprocessing mismatch, probably mel vs raw pcm) havent tested on mobile safari the 91mb model makes first load slow docs page is mostly placeholder the hard part wasnt getting the ai to write code. it was knowing which 90 files to delete. next fix the silence bug (check input_values vs log-mel path in engine.ts) test on actual mobile shrink the model or lazy-load it rewrite the remaining pages to be less… corporate built by raghav singh.
This project is being flaged as ai which is not true yes I used ai for frountend but the project is actually the stt ai model which I custum make and trained for over 30 hours
I was making an ai in frictionless and getting cancelled and now I realised what’s wrong let remake this project from scratch and I will be making an subscription tracker
I am done this was simple and ez with a lot of fun
Hey dear shipwriter in have rewrite the entire repository I used 6.14% ai at first then I rewrite the entire css js and partial html
Ships:
I just completed yes this is my very first completed code project yes I used ai I am new to coding and my journey begins and I will stop using ai from now on...
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1792882052.2587788
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1793746052.2587788
|
|
50068
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Give Your Website a Pulse by @vires | Stardance
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vires
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T04:18:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A minimal browser start page built with pure HTML, CSS and JavaScript — no dependencies, no build step. Open it as a new tab and get everything you need right away: clock, search, bookmarks, tasks, and an inspiring quote.", "repo": "https://github.com/abdulakimabdimanapov-rgb/Give-Your-Website-a-Pulse", "demo": "https://abdulakimabdimanapov-rgb.github.io/Give-Your-Website-a-Pulse/"}]...
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[{"post_id": 48649, "ts": "202 [{"post_id": 48649, "ts": "2026-08-17T04:01:40Z", "hours": 0.6942, "text": "Hey everyone! Just shipped my custom New Tab page for the Give Your Website a Pulse mission! wanted a clean, fast, and interactive dashboard for my daily browser use, so I built this starting page with a modern glassmorphism design."}]...
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Title: Give Your Website a Pulse by @vires | Stard Title: Give Your Website a Pulse by @vires | Stardance
Devlogs:
Hey everyone! Just shipped my custom New Tab page for the Give Your Website a Pulse mission! wanted a clean, fast, and interactive dashboard for my daily browser use, so I built this starting page with a modern glassmorphism design.
Ships:
A minimal browser start page built with pure HTML, CSS and JavaScript — no dependencies, no build step. Open it as a new tab and get everything you need right away: clock, search, bookmarks, tasks, and an inspiring quote....
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1792878468.464725
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1793742468.464725
|
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50623
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SpeakMeter by @Ditto | Stardance
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Ditto
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T02:32:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "When practicing English speaking, I couldn’t tell how many words I was saying or if there were many duplicates. That is why I developed SpeakMeter. SpeakMeter uses a web-based speech-to-text API to convert the user’s voice into text and tells them how many words they are saying and which words are duplicates. To keep it as simple as possible—allowing users to come, use, leave, and return at any time—I did not include login or database connection features.", "repo": "https://github.com/d08835149-prog/speakmeter", "demo": "https://speakmeter.vercel.app/"}]...
|
[{"post_id": 49322, "ts": "202 [{"post_id": 49322, "ts": "2026-08-18T02:23:59Z", "hours": 1.0717, "text": "I’m building SpeakMeter, a simple tool use while studying English. I can practice speaking and quickly check my speaking time, WPM, vocabulary, repeated words, and filler words."}]...
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Title: SpeakMeter by @Ditto | Stardance
Devlogs:
Title: SpeakMeter by @Ditto | Stardance
Devlogs:
I’m building SpeakMeter, a simple tool use while studying English. I can practice speaking and quickly check my speaking time, WPM, vocabulary, repeated words, and filler words.
Ships:
When practicing English speaking, I couldn’t tell how many words I was saying or if there were many duplicates. That is why I developed SpeakMeter. SpeakMeter uses a web-based speech-to-text API to convert the user’s voice into text and tells them how many words they are saying and which words are duplicates. To keep it as simple as possible—allowing users to come, use, leave, and return at any time—I did not include login or database connection features....
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1793545006.0177674
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1793631406.0177674
|
|
50637
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Hatchway by @lnsekhon | Stardance
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lnsekhon
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T00:05:48Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Hatchway, an AI-powered copilot for early-stage founders. It gives founders a single dashboard to discover pitch deck examples, VC conferences, pitch opportunities, and local investor meetups tailored specifically to their startup idea and location. Hooking up the backend Gemini API pipeline to evaluate product context cleanly was definitely the hardest part. I had to structure the backend payload so Gemini reliably parses the app name, description, and city to return relevant event matches, while also managing asynchronous loading states on the frontend to keep the UI locked and stable during requests. I am really proud of how clean the UI turned out. The dark theme with teal gradients looks sharp, and the component layout keeps everything organized. The flow from entering product info to rendering dynamic AI matches feels super smooth. To test it, click the “Try It” button in the navbar. Enter your app name, a short description of what you are building, and your closest major city (like New York City, Toronto, or San Francisco). Click “Generate Matches” and wait a few seconds for the Gemini pipeline to fetch your tailored list of VC events and meetups.", "repo": "https://github.com/brisqdev/Hatchway", "demo": "https://hatchway.vercel.app/"}]...
|
[{"post_id": 49275, "ts": "202 [{"post_id": 49275, "ts": "2026-08-17T23:54:44Z", "hours": 7.1181, "text": "worked on the frontend UI, component structure, and backend Gemini integration for Hatchway. I started by setting up the dark-mode landing page with teal gradients, breaking the layout into modular components for the navbar, hero section, and project overview. On the “Try It” page, I built the main product form with input fields for the App Name, Short Description, and Closest Large City, alongside a dedicated Results container underneath. To handle the dynamic logic, I connected the form state to a backend route that sends the product payload over to the Google Gemini API. When you hit “Generate Matches,” the button triggers an asynchronous loading state, passes the project data to Gemini, and renders a tailored list of VC conferences and pitch opportunities right inside the results view."}]...
|
Title: Hatchway by @lnsekhon | Stardance
Devlogs: Title: Hatchway by @lnsekhon | Stardance
Devlogs:
worked on the frontend UI, component structure, and backend Gemini integration for Hatchway. I started by setting up the dark-mode landing page with teal gradients, breaking the layout into modular components for the navbar, hero section, and project overview. On the “Try It” page, I built the main product form with input fields for the App Name, Short Description, and Closest Large City, alongside a dedicated Results container underneath. To handle the dynamic logic, I connected the form state to a backend route that sends the product payload over to the Google Gemini API. When you hit “Generate Matches,” the button triggers an asynchronous loading state, passes the project data to Gemini, and renders a tailored list of VC conferences and pitch opportunities right inside the results view.
Ships:
I built Hatchway, an AI-powered copilot for early-stage founders. It gives founders a single dashboard to discover pitch deck examples, VC conferences, pitch opportunities, and local investor meetups tailored specifically to their startup idea and location. Hooking up the backend Gemini API pipeline to evaluate product context cleanly was definitely the hardest part. I had to structure the backend payload so Gemini reliably parses the app name, description, and city to return relevant event matches, while also managing asynchronous loading states on the frontend to keep the UI locked and stable during requests. I am really proud of how clean the UI turned out. The dark theme with teal gradients looks sharp, and the component layout keeps everything organized. The flow from entering product info to rendering dynamic AI matches feels super smooth. To test it, click the “Try It” button in the navbar. Enter your app name, a short description of what you are building, and your closest major city (like New York City, Toronto, or San Francisco). Click “Generate Matches” and wait a few seconds for the Gemini pipeline to fetch your tailored list of VC events and meetups....
|
1792878652.9637866
|
1793742652.9637866
|
|
33271
|
AEPad by @aabdullahjaami71 | Stardance
|
aabdullahjaami71
|
1
|
3.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T00:05:12Z", "hours": 3.0, "multiplier": 5.0, "payout": 15, "blessing": "neutral", "text": "This is the AEPad, the ultimate macropad for video editors on After Effects. It has 9 functions that are very commonly used in video editing such as copy and pasting, creating new layers, and pre composing videos. This project was challenging since I had to tackle PCB design for the first time, which I’ve done before. I also had to debug with the QMK firmware since it was very unfamiliar to me. Overall, this project was still a great learning experience and it served as the opening pathway for me in PCB design.", "repo": "https://github.com/aabdullahjaami71-afk/AEPad", "demo": ""}]...
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[{"post_id": 49276, "ts": "202 [{"post_id": 49276, "ts": "2026-08-17T23:55:46Z", "hours": 2.1283, "text": "FINAL FINAL devlog Okay so I basically added all the macros to the hackpad, and made the oled screen and rotary encoder code. However, the rotary encoder doesn’t work irl because me being a genius accidentally soldered over the pads that the encoder was connected to and now one of the pin headers of the MCU isn’t soldered onto the seeduino bc of that. But with that aside, I got the macropad to work and its very functional."}, {"post_id": 47724, "ts": "2026-08-15T20:30:38Z", "hours": 0.9369, "text": "ITS ASSEMBLED! Soldered all of the keys, oled screen, and rotary encoder! Just waiting for the case to print and Im ready to ship. W project and a great intro to PCB design. Im lowkey a noob at soldering so I might’ve added too little or too much solder on each joint but the keyboard still works so lucky me ig? Im gonna ship once my case finishes printing so stay tuned"}, {"post_id": 35562, "ts": "2026-07-27T02:48:51Z", "hours": 4.5414, "text": "LAST (maybe) devlog of this project! I finished the case, firmware, and PCB for this project! I’m pretty proud of what I accomplished and all the hurdles I had to get through. I probably redid my PCB like 5 times it was annoying lol. All I just need to do is complete the github repo, and then I can ship it and get my parts! I’m pretty excited to actually solder and get working on the hardware IRL. This is my first time actually something other than Arduino IDE for firmware so I’ll see how it goes when I’m flashing it onto my seeduino."}, {"post_id": 26345, "ts": "2026-07-11T02:38:16Z", "hours": 2.0625, "text": "DevLog 2: Since my microcontroller didn’t have enough pins, I decided to connect my switches in a matrix. This took longer than expected. After searching a few blogs on what this is, I got a grasp on it and succeeded in making it. This gave me the advatage of having more pins, which I used for the rotary encoder and the OLED display. BUT, as I open up the PCB checker thingy, I get hit with a lot of warnings, which I intend to fix next devlog. Otherwise, I feel pretty proud of myself for getting this much progress."}, {"post_id": 25719, "ts": "2026-07-10T04:43:26Z", "hours": 1.8358, "text": "Creating the AEPad, a dedicated macropad for After Effects Users! This is my first time actually designing a PCB, so most of the time went towards actually going on the HackPad website and learning how to make the circuit board in the first place. This current version isn’t going to be the end product, since I’m thinking of adding a rotary encoder for volume control. The nine keys on the macropad will be in charge of keybinds I mostly use when video editing. Overall, this project could be pretty useful and save a lot of time when editing videos."}]...
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Title: AEPad by @aabdullahjaami71 | Stardance
Dev Title: AEPad by @aabdullahjaami71 | Stardance
Devlogs:
Creating the AEPad, a dedicated macropad for After Effects Users! This is my first time actually designing a PCB, so most of the time went towards actually going on the HackPad website and learning how to make the circuit board in the first place. This current version isn’t going to be the end product, since I’m thinking of adding a rotary encoder for volume control. The nine keys on the macropad will be in charge of keybinds I mostly use when video editing. Overall, this project could be pretty useful and save a lot of time when editing videos.
DevLog 2: Since my microcontroller didn’t have enough pins, I decided to connect my switches in a matrix. This took longer than expected. After searching a few blogs on what this is, I got a grasp on it and succeeded in making it. This gave me the advatage of having more pins, which I used for the rotary encoder and the OLED display. BUT, as I open up the PCB checker thingy, I get hit with a lot of warnings, which I intend to fix next devlog. Otherwise, I feel pretty proud of myself for getting this much progress.
LAST (maybe) devlog of this project! I finished the case, firmware, and PCB for this project! I’m pretty proud of what I accomplished and all the hurdles I had to get through. I probably redid my PCB like 5 times it was annoying lol. All I just need to do is complete the github repo, and then I can ship it and get my parts! I’m pretty excited to actually solder and get working on the hardware IRL. This is my first time actually something other than Arduino IDE for firmware so I’ll see how it goes when I’m flashing it onto my seeduino.
ITS ASSEMBLED! Soldered all of the keys, oled screen, and rotary encoder! Just waiting for the case to print and Im ready to ship. W project and a great intro to PCB design. Im lowkey a noob at soldering so I might’ve added too little or too much solder on each joint but the keyboard still works so lucky me ig? Im gonna ship once my case finishes printing so stay tuned
FINAL FINAL devlog Okay so I basically added all the macros to the hackpad, and made the oled screen and rotary encoder code. However, the rotary encoder doesn’t work irl because me being a genius accidentally soldered over the pads that the encoder was connected to and now one of the pin headers of the MCU isn’t soldered onto the seeduino bc of that. But with that aside, I got the macropad to work and its very functional.
Ships:
This is the AEPad, the ultimate macropad for video editors on After Effects. It has 9 functions that are very commonly used in video editing such as copy and pasting, creating new layers, and pre composing videos. This project was challenging since I had to tackle PCB design for the first time, which I’ve done before. I also had to debug with the QMK firmware since it was very unfamiliar to me. Overall, this project was still a great learning experience and it served as the opening pathway for me in PCB design....
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1793569689.332614
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1793656089.332614
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1942
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Apollo 15 Lunar Rover Model by @fish-in-a-puddle | Apollo 15 Lunar Rover Model by @fish-in-a-puddle | Stardance...
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fish-in-a-puddle
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1
|
10.69
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52
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T23:43:46Z", "hours": 10.0, "multiplier": 5.0, "payout": 52, "blessing": "neutral", "text": "The Apollo 15 Lunar Rover Model V0 is a prototype for an Arduino-powered, Bluetooth-controlled model of the Lunar Roving Vehicle used for the Apollo 15 mission. A few months ago, I watched the NASA livestream where they announced the contracts for various lunar missions. After watching an hour of cool new design presentations, I was inspired to make a project that pays homage to the Apollo missions. Enter the Apollo 15 Lunar Rover Model! It can be controlled manually with Bluetooth controls or set to drive itself with the help of two ultrasonic sensors and two IR sensors. There are also two LED “headlights” that can be controlled manually or turn on and off automatically based on the light level (detected by a photoresistor). The servo motor, which will eventually have a decorative receiver dish attached to it, turns from side to side randomly. Before I could make it look cool, though, I had to test all the different parts and make sure they could a) fit in the chassis size I wanted to use and b) actually work the way I expected. This project has been a great learning experience so far - I’ve improved my coding skills a lot and I’m going to learn a lot about 3D modeling in the next couple weeks as I create the chassis for the V1. The hardest part of making this project has been working with the cardboard frame. Cardboard is great for prototypes because it’s super cheap and easy to cut and glue, but it tends to sag after a week. Plus, it’s not pretty and really takes away from the whole “model” thing. But using the cardboard did work well for the V0 and I’m proud of how it’s turned out.", "repo": "https://github.com/fish-in-a-puddle/Apollo_15_Lunar_Rover_Model", "demo": ""}]...
|
[{"post_id": 56956, "ts": "202 [{"post_id": 56956, "ts": "2026-08-29T00:17:36Z", "hours": 0.6867, "text": "Today I finally got back to work on the 3d model and made a tester to print and make sure everything fits. Tomorrow I’ll actually print it (my 3D printer isn’t big enough for the whole thing to fit on the plate, so I’ll cut the model in half and put it together post printing). I only got a couple hours of sleep last night so this devlog is brought to you by boygenius which I listened to so I wouldn’t fall asleep. thank you boygenius save me boygenius PLEASE BOYGENIUS PLEASE SAVE ME"}, {"post_id": 49247, "ts": "2026-08-17T22:42:02Z", "hours": 1.4503, "text": "So, I’m a couple days late but I’m about to ship! Finished adding images and videos, added instructions for using a Bluetooth app (the custom one did not work out because mit app inventor is not super good at finding Bluetooth devices) and updated my bill of materials."}, {"post_id": 47183, "ts": "2026-08-14T21:57:16Z", "hours": 1.9664, "text": "Wrote the README and organized some of my files. Still need to take and upload images/demo video and test the control app but otherwise it is done. If all goes well, I will ship the project tomorrow!"}, {"post_id": 47031, "ts": "2026-08-14T17:01:54Z", "hours": 0.8931, "text": "Unfortunately, my Lapse is not recognizing that I have a Hackatime project to sync with so imagine I have about two more hours of logged time here :( but ANYWAYS the code is DONE! The app just needs to be TESTED! I am WRITING the DOCS and once I’m done of that, the Apollo 15 Lunar Rover Model v0 will be SHIPPED! Are you happy? I’m happy. But seriously, I just need to make a wiring schematic, a tutorial for building the cardboard frame, a demo video and write the README."}, {"post_id": 44792, "ts": "2026-08-10T20:06:17Z", "hours": 0.4892, "text": "I LOST MY TIMELAPSE TO THE CRUELTY OF HACKATIME ;-; so it says half an hour but it was actually more like an hour and forty-five minutes that it took to get the bluetooth and auto drive to work in one sketch, finish the first draft of the app and start writing the bill of materials. Integrating the auto drive into the bluetooth sketch was actually way easier than expected and working the commands into the app wasn’t too tricky either. The bill of materials, though, may actually kill me. Stay tuned to find out if I survive long enough to ship this guy."}, {"post_id": 42896, "ts": "2026-08-07T21:02:48Z", "hours": 2.2628, "text": "The rover model can now be controlled using bluetooth! After a couple hours of troubleshooting, I was able to use an arduino bluetooth serial app I downloaded from the app store (the custom app isn’t ready) to send commands to the rover. The next step is to make it possible to turn the self-driving mode on and off through bluetooth."}, {"post_id": 41335, "ts": "2026-08-05T14:17:30Z", "hours": 1.4761, "text": "Over the past few days, I have tested several different configurations of sensors to give the rover the ability to navigate on its own. The most effective setup ended up being two ultrasonic sensors on the front of the rover and an IR sensor on each side. I’ve tested it several times and these sensors seem to be picking up about 80-90% of the objects in the robot’s path, which I am satisfied with for now. The next step is to add bluetooth controls to the rover so it can be driven using an app. I will start by using a bluetooth serial app that I already have, but I will eventually build a custom app as well."}, {"post_id": 38270, "ts": "2026-07-31T16:08:00Z", "hours": 1.9297, "text": "Finally, the Lunar Rover model can be built! After waiting a while for the motors to arrive, I built a cardboard frame as a prototype and 3d printed some wheels to get the rover rolling. So far it only runs a test sketch to go forwards, backwards and turn a bit (which really freaked out my dog), but next I’m going to have it navigate on its own using an ultrasonic sensor. Then I’ll add some of the extra features, like Bluetooth control, headlights that turn on when it’s dark and a servo to make the receiver dish sweep from side to side. I do realize that at the moment this guy looks absolutely nothing like the actual lunar rover, but I will be modeling a 3d printed chassis and painting it to look like the real thing. Plus, I’m going to add two little astronauts in the seats, because this was not an autonmous vehicle. It was similar to a space golf cart and by god I will do it justice."}]...
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Title: Apollo 15 Lunar Rover Model by @fish-in-a-p Title: Apollo 15 Lunar Rover Model by @fish-in-a-puddle | Stardance
Devlogs:
Finally, the Lunar Rover model can be built! After waiting a while for the motors to arrive, I built a cardboard frame as a prototype and 3d printed some wheels to get the rover rolling. So far it only runs a test sketch to go forwards, backwards and turn a bit (which really freaked out my dog), but next I’m going to have it navigate on its own using an ultrasonic sensor. Then I’ll add some of the extra features, like Bluetooth control, headlights that turn on when it’s dark and a servo to make the receiver dish sweep from side to side. I do realize that at the moment this guy looks absolutely nothing like the actual lunar rover, but I will be modeling a 3d printed chassis and painting it to look like the real thing. Plus, I’m going to add two little astronauts in the seats, because this was not an autonmous vehicle. It was similar to a space golf cart and by god I will do it justice.
Over the past few days, I have tested several different configurations of sensors to give the rover the ability to navigate on its own. The most effective setup ended up being two ultrasonic sensors on the front of the rover and an IR sensor on each side. I’ve tested it several times and these sensors seem to be picking up about 80-90% of the objects in the robot’s path, which I am satisfied with for now. The next step is to add bluetooth controls to the rover so it can be driven using an app. I will start by using a bluetooth serial app that I already have, but I will eventually build a custom app as well.
The rover model can now be controlled using bluetooth! After a couple hours of troubleshooting, I was able to use an arduino bluetooth serial app I downloaded from the app store (the custom app isn’t ready) to send commands to the rover. The next step is to make it possible to turn the self-driving mode on and off through bluetooth.
I LOST MY TIMELAPSE TO THE CRUELTY OF HACKATIME ;-; so it says half an hour but it was actually more like an hour and forty-five minutes that it took to get the bluetooth and auto drive to work in one sketch, finish the first draft of the app and start writing the bill of materials. Integrating the auto drive into the bluetooth sketch was actually way easier than expected and working the commands into the app wasn’t too tricky either. The bill of materials, though, may actually kill me. Stay tuned to find out if I survive long enough to ship this guy.
Unfortunately, my Lapse is not recognizing that I have a Hackatime project to sync with so imagine I have about two more hours of logged time here :( but ANYWAYS the code is DONE! The app just needs to be TESTED! I am WRITING the DOCS and once I’m done of that, the Apollo 15 Lunar Rover Model v0 will be SHIPPED! Are you happy? I’m happy. But seriously, I just need to make a wiring schematic, a tutorial for building the cardboard frame, a demo video and write the README.
Wrote the README and organized some of my files. Still need to take and upload images/demo video and test the control app but otherwise it is done. If all goes well, I will ship the project tomorrow!
So, I’m a couple days late but I’m about to ship! Finished adding images and videos, added instructions for using a Bluetooth app (the custom one did not work out because mit app inventor is not super good at finding Bluetooth devices) and updated my bill of materials.
Today I finally got back to work on the 3d model and made a tester to print and make sure everything fits. Tomorrow I’ll actually print it (my 3D printer isn’t big enough for the whole thing to fit on the plate, so I’ll cut the model in half and put it together post printing). I only got a couple hours of sleep last night so this devlog is brought to you by boygenius which I listened to so I wouldn’t fall asleep. thank you boygenius save me boygenius PLEASE BOYGENIUS PLEASE SAVE ME
Ships:
The Apollo 15 Lunar Rover Model V0 is a prototype for an Arduino-powered, Bluetooth-controlled model of the Lunar Roving Vehicle used for the Apollo 15 mission. A few months ago, I watched the NASA livestream where they announced the contracts for various lunar missions. After watching an hour of cool new design presentations, I was inspired to make a project that pays homage to the Apollo missions. Enter the Apollo 15 Lunar Rover Model! It can be controlled manually with Bluetooth controls or set to drive itself with the help of two ultrasonic sensors and two IR sensors. There are also two LED “headlights” that can be controlled manually or turn on and off automatically based on the light level (detected by a photoresistor). The servo motor, which will eventually have a decorative receiver dish attached to it, turns from side to side randomly. Before I could make it look cool, though, I had to test all the different parts and make sure they could a) fit in the chassis size I wanted to use and b) actually work the way I expected. This project has been a great learning experience so far - I’ve improved my coding skills a lot and I’m going to learn a lot about 3D modeling in the next couple weeks as I create the chassis for the V1. The hardest part of making this project has been working with the cardboard frame. Cardboard is great for prototypes because it’s super cheap and easy to cut and glue, but it tends to sag after a week. Plus, it’s not pretty and really takes away from the whole “model” thing. But using the cardboard did work well for the V0 and I’m proud of how it’s turned out....
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1793505131.7961915
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1793591531.7961915
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48601
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IronWare by @rasmus_stenlund | Stardance
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rasmus_stenlund
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T22:00:33Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "IronWare This is a WarioWare style game themed around Iron Man getting back through the wormhole to New York City in Avengers. Complete 3 different minigames to finally return through the wormhole or lose all five lives and be stuck in space forever (or try again). All assets used in the game were made by me but were inspired by Marvel and Disney. This project has helped me go from not knowing anything at all about game development to actually having made a full game. There were of course some roadblocks such as typos in my code or not knowing how to do what I wanted at all, such as how to make a fullscreen toggle.", "repo": "https://github.com/RasmusStenlund/IronWare", "demo": "https://rasmus-s.itch.io/ironware"}]...
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[{"post_id": 49224, "ts": "202 [{"post_id": 49224, "ts": "2026-08-17T21:37:16Z", "hours": 0.3528, "text": "I added a simple settings menu with a fullscreen toggle and finally uploaded my game on itch.io. I had to research how to make the game fullscreen and I found a reddit thread that just cleanly showed it."}, {"post_id": 49188, "ts": "2026-08-17T20:33:15Z", "hours": 1.6803, "text": "I added the third and final minigame and a win/loss screen. I had a lot of trouble making the final minigame since I first didn’t use global position and then won on red, which I couldn’t understand, but it was only on the right side. It turns out I had uses the scale property to shrink win area instead of size, so i had to apply the scale to my size value so that it would work. I think having Iron Man and the wormhole gives a better explanation for the goal of the game and what the win screen means. I think the final thing I will do is add a fullscreen checkbox in the settings menu and then I think I am done."}, {"post_id": 48868, "ts": "2026-08-17T13:03:31Z", "hours": 1.1108, "text": "I added the second minigame, a game where you need to click all arc reactors before the time runs out, and I also made the player sprite flip depending on direction in minigame 1 and added the iron man sprite to main menu. The remaining things I will add are settings, maybe another minigame, a win screen and a lose screen."}, {"post_id": 48794, "ts": "2026-08-17T10:24:26Z", "hours": 1.3808, "text": "I added the first minigame, a platformer minigame where you try to collect all arc reactors before the time runs out. I also drew an Iron Man sprite for the player to control. One thing I got stuck on was that the game wouldn’t move to the first minigame scene. This was because I had typed “.tcsn” instead of “.tscn” in my code. The next thing I will do is flip the sprite based on the players direction and add my next minigame"}, {"post_id": 48395, "ts": "2026-08-16T18:36:38Z", "hours": 1.265, "text": "I added a title screen and a working timer screen for the game and themed them by following the WarioWare mission guide. I also drew an image of Iron Mans arc reactor as the lives icon, since this is an iron man themed game. I think the idea of the game is being Iron Man and trying to go through the wormhole back to NYC, like in the first Avengers Movie."}]...
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Title: IronWare by @rasmus_stenlund | Stardance
D Title: IronWare by @rasmus_stenlund | Stardance
Devlogs:
I added a title screen and a working timer screen for the game and themed them by following the WarioWare mission guide. I also drew an image of Iron Mans arc reactor as the lives icon, since this is an iron man themed game. I think the idea of the game is being Iron Man and trying to go through the wormhole back to NYC, like in the first Avengers Movie.
I added the first minigame, a platformer minigame where you try to collect all arc reactors before the time runs out. I also drew an Iron Man sprite for the player to control. One thing I got stuck on was that the game wouldn’t move to the first minigame scene. This was because I had typed “.tcsn” instead of “.tscn” in my code. The next thing I will do is flip the sprite based on the players direction and add my next minigame
I added the second minigame, a game where you need to click all arc reactors before the time runs out, and I also made the player sprite flip depending on direction in minigame 1 and added the iron man sprite to main menu. The remaining things I will add are settings, maybe another minigame, a win screen and a lose screen.
I added the third and final minigame and a win/loss screen. I had a lot of trouble making the final minigame since I first didn’t use global position and then won on red, which I couldn’t understand, but it was only on the right side. It turns out I had uses the scale property to shrink win area instead of size, so i had to apply the scale to my size value so that it would work. I think having Iron Man and the wormhole gives a better explanation for the goal of the game and what the win screen means. I think the final thing I will do is add a fullscreen checkbox in the settings menu and then I think I am done.
I added a simple settings menu with a fullscreen toggle and finally uploaded my game on itch.io. I had to research how to make the game fullscreen and I found a reddit thread that just cleanly showed it.
Ships:
IronWare This is a WarioWare style game themed around Iron Man getting back through the wormhole to New York City in Avengers. Complete 3 different minigames to finally return through the wormhole or lose all five lives and be stuck in space forever (or try again). All assets used in the game were made by me but were inspired by Marvel and Disney. This project has helped me go from not knowing anything at all about game development to actually having made a full game. There were of course some roadblocks such as typos in my code or not knowing how to do what I wanted at all, such as how to make a fullscreen toggle....
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1793469147.6050696
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1793555547.6050696
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43835
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My own AI by @Stv120 | Stardance
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Stv120
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1
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29.69
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:50:19Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello guys! I shipped my project, first off be aware that if you are on Linux or MacOS you need to manually build it yourselves, I designed it to be compatible with those, but I cannot guarantee with maximum certitude that it will work without any flaws after building. Second, The zipped file is about 2.1gb so I attached a link to google drive to download it. Google will probably tell you they can’t scan bigger files for viruses, so if you are not sure check the codes and readme on GitHub. Third, Windows will also give you a warning when trying to run the app, same thing as before. And lastly, don’t move stuff outside the folder after downloading and unzipping to be sure that it will work as I intended. If you want to check all the components and eventually even change the code as you wish I listed everything on git!", "repo": "https://github.com/7lul7/DragoGPT", "demo": "https://github.com/7lul7/DragoGPT/releases/tag/DragoGPT"}]...
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[{"post_id": 51249, "ts": "202 [{"post_id": 51249, "ts": "2026-08-20T19:46:39Z", "hours": 0.6892, "text": "Devlog #8 I did not think this devlog was needed but apparently it is very much needed. This is mostly for the people that will rate this and the ones responsible if my projects gets thru. First off, I gotta say the reviewers are another kind of human species. If you want to rate something, actually rate it and put effort, BUT if you come here review it and conclude “heavy AI usage” from a technical menu and a thinking bubble thats part of the UI, you probably never used an app and got stuck in the 1980, where people used the console to communicate with the computer, because how do you conclude that just from UI???? Thats for my last reviewer who said I used and I quote “heavy AI”, mind you he had the other devlogs to check out, what he only did was review the UI, and 0 code, none of it was code! Okay he did underline some stuff tho that tought was AI, and guess what? It was, YES, what a surprise, a 16 year old USED AI? Well thats shocking. Seriously, do you expect a 16 year old to make a language model all by himself? Some of that stuff you do in 3rd year in university, but I guess this platform is made for only top 0.1% teen coders! This hackaton rates just the final product, rather than the effort. I could put as a project a game that competes with AAA games and there will be people leaving minimum effort ratings saying it is not good enough, probably nothing is good enough for this problem. Sadly I wish you could report reviewers who dont approve ur project from reasons that make no sense! Second, my second last reviewer said my readme was made with AI just because I used “-”. Seriously? Just because AI overuses that character does not mean everyone who uses it used AI for all of it. And guess what? I used AI for the readme too. But not at that part (because apparently using more advanced english or symbols you dont really see, its AI. No. It just means there are people who know how to use the keyboard ), I used it to write the commands for people who want to build the project on MacOS and Linux, and I am 100% not required nor its the bare minimum to make it for those 2 OS. Not even all big companies make their software for Mac or Linux, yet you expect a teen to do it? Pathetic if you ask me. And third, thats about it, the ones who keep saying “web support”, well thats very funny. Because, no, im not writing my project which i spent hours out, because u dont have the effort to download it. I swear where do yall come from? Is your birthplace the Linux kernel? Im sorry but if you code from infant age, does not mean I should deliver top quality, if you want a top quality software, you can go rate the big companies who make overpriced software. If these reviewers actually reviewed stuff that matters way more than a fun hackaton we would live in an utopia. But sure if you want to keep touching the terminal, not grass, and live ur coding life, be my guest! (All these apply for the ones who think teens should be ready for a Microsoft interview! If you dont want to rate this or dont have the energy to, just skip, it helps me and your busted brain!) PS: atp this is cyberbullying gng get a grip 🙏"}, {"post_id": 46926, "ts": "2026-08-14T14:20:47Z", "hours": 6.445, "text": "Devlog #7 Hello guys! This is probably my last devlog before releasing this project, and I want to share what happened during the last 3 days. Also, keep in mind that I previously had a version based on a Q&A-type database that I had generated using an LLM. First off, the version from the last devlog was based on a database from DailyDialog. It was very heavy for the model’s “brain”, and as a result, it wasn’t really able to communicate properly. It would sometimes respond with something completely unrelated to the question. After that, I tried training it on a Wikipedia dump. As an idea, it was good, but the amount of time it took to finish a training session with 30 epochs was LONG. And even after that, the AI still wasn’t capable of having proper conversations. After that, I asked ChatGPT for help, and I can say that ChatGPT is not only bad, it is horrible for debugging. It makes stuff up, changes things that aren’t even broken, and generally makes the debugging process harder. So I tried using Claude. Claude at least tried. It actually computed the project on its server, fixed something, but it still wasn’t enough. Then I discovered Codex. It’s not entirely new, but I didn’t know about it before! I gave Codex the project files and asked it to search for the problem. It gave me the files back, and it actually fixed the problems. When I tried the fixed version, I asked it some questions. It had been trained on both a Q&A database and a Wikipedia database, and it actually answered correctly most of the time. The problem was that when I asked something that wasn’t in the Q&A database, it retrieved information from the Wikipedia dump. That wasn’t necessarily bad, but it didn’t know how to actually make a sentence using the information. It was basically just a retrieval tool rather than a conversational AI. Since my Codex tokens expired and I can’t use it for a month, I didn’t bother continuing with that version. I went back to the version from before the last devlog, which was based on a smaller Q&A database. I improved the database, retrained the model, and now it actually responds. The problem is that if you’re not using proper grammar, it can still respond with something unrelated to the topic. And if the topic isn’t included in the database, it can make stuff up. After that, I added an Ollama version alongside my trained model. This way, if the user wants an answer that my trained AI can’t provide, they can use the Ollama model instead. I also made a UI with the help of an LLM. So now the app is functional. Both models are available. I also thought about adding a tool to my trained AI that detects when the user wants math support, but for now it would only be for math and not other topics, so I’ll see if I end up adding it. About web support I don’t think I’ll add a web version since the UI is made using PySide6, and making it web-compatible would basically mean rewriting the whole UI. Or maybe there’s an easier way to do it that I don’t know about. Linux and macOS support Linux and macOS support is possible, but I don’t have a Mac to actually test whether the program works properly on that platform. Linux should be easier since I can install a Linux distro in a VM and test it there, although I’m not completely sure yet. And that’s basically where the project is right now. If you have any suggestions leave them in the comments, thanks!"}, {"post_id": 45060, "ts": "2026-08-11T10:16:23Z", "hours": 2.4114, "text": "Devlog #6 Hello guys! Yesterday I realized what was the problem with the language model and its predicting. So basically I was testing it by typing “Hello” without punctuation and so the AI was confused and did not know how to respond, hence the unexpected responses. When I tried with the word “Hello.” with the dot it did work! And besides this problem, I also encountered another problem. The AI couldn’t recognize, even if the word was in the training.txt file, if it was spelled wrong or had capital letters or not where it should have been. For example I asked it “What is EArth?” and it returned nothing because it did not recognize “EArth”, in its vocabulary, so last night I sampled a training text in json format from DailyDialog dataset, made a converter.py file, which extracted the dialog from train.json . I ran 3 epochs because the new text contained 2660291 training examples (WHICH was WAY WAY bigger than I expected!), and it took like 1,5 hours to finish. After that I tested it and again, the model predicted the answer wrong so now I upgraded the embedding size from 32 to 64 and ran again train.py (currently it is still training!) . Anyway, if it doesn’t work again I will probably look into the configuration again, maybe upgrade the epochs from 3 to 6, since the other major components like main.py model.py and train.py are fine (probably). I attached below the training progress"}, {"post_id": 44675, "ts": "2026-08-10T16:20:02Z", "hours": 10.2253, "text": "Devlog #5 My brain is soup currently. I have made real progress, at least, at least… . Now the AI is trained on my CUDA cores from my GPU. And now it can actually make a conversation, which is WOW, but the thing is… the responses are not consistent or they do not make sense, but at least they are words that can be understood separately. I have also changed train.py, model.py and main.py multiple times, upgraded to training.txt file which now contains multiple conversation examples, but the project is far from over. I attached below how it responds currently. If it weren’t for the 10 hour devlog limit I would’ve kept going."}, {"post_id": 42121, "ts": "2026-08-06T18:14:08Z", "hours": 5.3847, "text": "Devlog #4 Hello guys! • I finally rebuilt the 3 biggest components of my AI, those being main.py, model.py and train.py, completing a solid foundation which can be upgraded from now on without the need of deleting the current code completely. • Anyway, currently the text sample which it is being trained on is not too big, so it can’t “learn” much, and the context right now is just “Hello wo”, and it predicts the next character right as intended, using the last 8 characters • The first changes I obviously need to make are changing the context from that to the input of the user and making the training sample bigger, then we can move to upgrade the epoch number from 100 to lets say more and the context size from 8 to more characters. I will announce my plans for the future upgrades in the upcoming devlogs. • Here are some previews of the code and some notes I took: (if they all load correctly hopefully)"}, {"post_id": 40952, "ts": "2026-08-04T20:17:34Z", "hours": 2.2158, "text": "Devlog #3 Hello guys! I am working so the program will be based on an 8 character architecture, meaning that it will now predict the next character using the last 8 characters, not just the last one, meaning its brain gets upgraded! I am still learning how to do an AI at home with the help of YouTube tutorials and AI so it will take many hours to finish, but my expectations for the final product are high!"}, {"post_id": 40858, "ts": "2026-08-04T17:28:49Z", "hours": 1.3222, "text": "Devlog #2 Hello guys! I have updated main.py which tests the AI, train.py, model.py and tokenizer.py and I reached a milestone since the AI now predicts what letter comes next. Right now it is being trained by a pretty simple text file but I’m planning to upgrade that too! Here’s a quick preview:"}, {"post_id": 40741, "ts": "2026-08-04T13:51:56Z", "hours": 0.6956, "text": "Devlog #1 Hello guys today I am working on a project with the goal with building my own AI, yes, you heard that right! The goal is to train it locally and that it works 100% offline Here’s what I did up until now: I set up the project in python Built my first neural network with the help of AI that contains one neuron and which was used to understand weights, loss, prediction and more Did my first AI training which the AI discovered the multiplying by 2 rule Dataset loader Tokenizer Custom vocabulary Encoder/Decoder and a few other stuff"}]...
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Title: My own AI by @Stv120 | Stardance
Devlogs:
Title: My own AI by @Stv120 | Stardance
Devlogs:
Devlog #1 Hello guys today I am working on a project with the goal with building my own AI, yes, you heard that right! The goal is to train it locally and that it works 100% offline Here’s what I did up until now: I set up the project in python Built my first neural network with the help of AI that contains one neuron and which was used to understand weights, loss, prediction and more Did my first AI training which the AI discovered the multiplying by 2 rule Dataset loader Tokenizer Custom vocabulary Encoder/Decoder and a few other stuff
Devlog #2 Hello guys! I have updated main.py which tests the AI, train.py, model.py and tokenizer.py and I reached a milestone since the AI now predicts what letter comes next. Right now it is being trained by a pretty simple text file but I’m planning to upgrade that too! Here’s a quick preview:
Devlog #3 Hello guys! I am working so the program will be based on an 8 character architecture, meaning that it will now predict the next character using the last 8 characters, not just the last one, meaning its brain gets upgraded! I am still learning how to do an AI at home with the help of YouTube tutorials and AI so it will take many hours to finish, but my expectations for the final product are high!
Devlog #4 Hello guys! • I finally rebuilt the 3 biggest components of my AI, those being main.py, model.py and train.py, completing a solid foundation which can be upgraded from now on without the need of deleting the current code completely. • Anyway, currently the text sample which it is being trained on is not too big, so it can’t “learn” much, and the context right now is just “Hello wo”, and it predicts the next character right as intended, using the last 8 characters • The first changes I obviously need to make are changing the context from that to the input of the user and making the training sample bigger, then we can move to upgrade the epoch number from 100 to lets say more and the context size from 8 to more characters. I will announce my plans for the future upgrades in the upcoming devlogs. • Here are some previews of the code and some notes I took: (if they all load correctly hopefully)
Devlog #5 My brain is soup currently. I have made real progress, at least, at least… . Now the AI is trained on my CUDA cores from my GPU. And now it can actually make a conversation, which is WOW, but the thing is… the responses are not consistent or they do not make sense, but at least they are words that can be understood separately. I have also changed train.py, model.py and main.py multiple times, upgraded to training.txt file which now contains multiple conversation examples, but the project is far from over. I attached below how it responds currently. If it weren’t for the 10 hour devlog limit I would’ve kept going.
Devlog #6 Hello guys! Yesterday I realized what was the problem with the language model and its predicting. So basically I was testing it by typing “Hello” without punctuation and so the AI was confused and did not know how to respond, hence the unexpected responses. When I tried with the word “Hello.” with the dot it did work! And besides this problem, I also encountered another problem. The AI couldn’t recognize, even if the word was in the training.txt file, if it was spelled wrong or had capital letters or not where it should have been. For example I asked it “What is EArth?” and it returned nothing because it did not recognize “EArth”, in its vocabulary, so last night I sampled a training text in json format from DailyDialog dataset, made a converter.py file, which extracted the dialog from train.json . I ran 3 epochs because the new text contained 2660291 training examples (WHICH was WAY WAY bigger than I expected!), and it took like 1,5 hours to finish. After that I tested it and again, the model predicted the answer wrong so now I upgraded the embedding size from 32 to 64 and ran again train.py (currently it is still training!) . Anyway, if it doesn’t work again I will probably look into the configuration again, maybe upgrade the epochs from 3 to 6, since the other major components like main.py model.py and train.py are fine (probably). I attached below the training progress
Devlog #7 Hello guys! This is probably my last devlog before releasing this project, and I want to share what happened during the last 3 days. Also, keep in mind that I previously had a version based on a Q&A-type database that I had generated using an LLM. First off, the version from the last devlog was based on a database from DailyDialog. It was very heavy for the model’s “brain”, and as a result, it wasn’t really able to communicate properly. It would sometimes respond with something completely unrelated to the question. After that, I tried training it on a Wikipedia dump. As an idea, it was good, but the amount of time it took to finish a training session with 30 epochs was LONG. And even after that, the AI still wasn’t capable of having proper conversations. After that, I asked ChatGPT for help, and I can say that ChatGPT is not only bad, it is horrible for debugging. It makes stuff up, changes things that aren’t even broken, and generally makes the debugging process harder. So I tried using Claude. Claude at least tried. It actually computed the project on its server, fixed something, but it still wasn’t enough. Then I discovered Codex. It’s not entirely new, but I didn’t know about it before! I gave Codex the project files and asked it to search for the problem. It gave me the files back, and it actually fixed the problems. When I tried the fixed version, I asked it some questions. It had been trained on both a Q&A database and a Wikipedia database, and it actually answered correctly most of the time. The problem was that when I asked something that wasn’t in the Q&A database, it retrieved information from the Wikipedia dump. That wasn’t necessarily bad, but it didn’t know how to actually make a sentence using the information. It was basically just a retrieval tool rather than a conversational AI. Since my Codex tokens expired and I can’t use it for a month, I didn’t bother continuing with that version. I went back to the version from before the last devlog, which was based on a smaller Q&A database. I improved the database, retrained the model, and now it actually responds. The problem is that if you’re not using proper grammar, it can still respond with something unrelated to the topic. And if the topic isn’t included in the database, it can make stuff up. After that, I added an Ollama version alongside my trained model. This way, if the user wants an answer that my trained AI can’t provide, they can use the Ollama model instead. I also made a UI with the help of an LLM. So now the app is functional. Both models are available. I also thought about adding a tool to my trained AI that detects when the user wants math support, but for now it would only be for math and not other topics, so I’ll see if I end up adding it. About web support I don’t think I’ll add a web version since the UI is made using PySide6, and making it web-compatible would basically mean rewriting the whole UI. Or maybe there’s an easier way to do it that I don’t know about. Linux and macOS support Linux and macOS support is possible, but I don’t have a Mac to actually test whether the program works properly on that platform. Linux should be easier since I can install a Linux distro in a VM and test it there, although I’m not completely sure yet. And that’s basically where the project is right now. If you have any suggestions leave them in the comments, thanks!
Devlog #8 I did not think this devlog was needed but apparently it is very much needed. This is mostly for the people that will rate this and the ones responsible if my projects gets thru. First off, I gotta say the reviewers are another kind of human species. If you want to rate something, actually rate it and put effort, BUT if you come here review it and conclude “heavy AI usage” from a technical menu and a thinking bubble thats part of the UI, you probably never used an app and got stuck in the 1980, where people used the console to communicate with the computer, because how do you conclude that just from UI???? Thats for my last reviewer who said I used and I quote “heavy AI”, mind you he had the other devlogs to check out, what he only did was review the UI, and 0 code, none of it was code! Okay he did underline some stuff tho that tought was AI, and guess what? It was, YES, what a surprise, a 16 year old USED AI? Well thats shocking. Seriously, do you expect a 16 year old to make a language model all by himself? Some of that stuff you do in 3rd year in university, but I guess this platform is made for only top 0.1% teen coders! This hackaton rates just the final product, rather than the effort. I could put as a project a game that competes with AAA games and there will be people leaving minimum effort ratings saying it is not good enough, probably nothing is good enough for this problem. Sadly I wish you could report reviewers who dont approve ur project from reasons that make no sense! Second, my second last reviewer said my readme was made with AI just because I used “-”. Seriously? Just because AI overuses that character does not mean everyone who uses it used AI for all of it. And guess what? I used AI for the readme too. But not at that part (because apparently using more advanced english or symbols you dont really see, its AI. No. It just means there are people who know how to use the keyboard ), I used it to write the commands for people who want to build the project on MacOS and Linux, and I am 100% not required nor its the bare minimum to make it for those 2 OS. Not even all big companies make their software for Mac or Linux, yet you expect a teen to do it? Pathetic if you ask me. And third, thats about it, the ones who keep saying “web support”, well thats very funny. Because, no, im not writing my project which i spent hours out, because u dont have the effort to download it. I swear where do yall come from? Is your birthplace the Linux kernel? Im sorry but if you code from infant age, does not mean I should deliver top quality, if you want a top quality software, you can go rate the big companies who make overpriced software. If these reviewers actually reviewed stuff that matters way more than a fun hackaton we would live in an utopia. But sure if you want to keep touching the terminal, not grass, and live ur coding life, be my guest! (All these apply for the ones who think teens should be ready for a Microsoft interview! If you dont want to rate this or dont have the energy to, just skip, it helps me and your busted brain!) PS: atp this is cyberbullying gng get a grip 🙏
Ships:
Hello guys! I shipped my project, first off be aware that if you are on Linux or MacOS you need to manually build it yourselves, I designed it to be compatible with those, but I cannot guarantee with maximum certitude that it will work without any flaws after building. Second, The zipped file is about 2.1gb so I attached a link to google drive to download it. Google will probably tell you they can’t scan bigger files for viruses, so if you are not sure check the codes and readme on GitHub. Third, Windows will also give you a warning when trying to run the app, same thing as before. And lastly, don’t move stuff outside the folder after downloading and unzipping to be sure that it will work as I intended. If you want to check all the components and eventually even change the code as you wish I listed everything on git!...
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Samourai-On-A-Budget by @barseghian_daniel | Stard Samourai-On-A-Budget by @barseghian_daniel | Stardance...
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barseghian_daniel
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58.0
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862
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:30:35Z", "hours": 58.0, "multiplier": 14.91, "payout": 862, "blessing": "neutral", "text": "I made a Unity game after 3 years! I really loved relearning C# and Unity. The hardest part was designing, I HAD SO MUCH PAIN, I suck at 3D modeling and making good maps, but I went through a lot of effort and time to make an acceptable map. You can directly try the project in the web or download it for Windows/Mac/Linux in the GitHub release! You can read the Gameplay section of the README if you are lost!", "repo": "https://github.com/danielbarseghian/Kill-The-Monkey", "demo": "https://play.unity.com/en/games/8dd04e48-e69a-4a05-9a92-8c9d7a5b3e64/kill-the-monkey"}]...
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[{"post_id": 49208, "ts": "202 [{"post_id": 49208, "ts": "2026-08-17T21:19:23Z", "hours": 0.9833, "text": "README IS DONE i feel kinda sad but happy at the same time that its finishing.."}, {"post_id": 48991, "ts": "2026-08-17T16:10:14Z", "hours": 1.6167, "text": "Its on the web ! you can try it out here"}, {"post_id": 48878, "ts": "2026-08-17T13:23:40Z", "hours": 4.9692, "text": "ITS REALEAAAAAASED i did alot of small adjustmenets for release check it out here . Its tested for windows and linux, unfortantly i don’t own any mac devices."}, {"post_id": 47756, "ts": "2026-08-15T21:51:34Z", "hours": 0.8167, "text": "Made Start menu is this a W menu? i worked really hard on the background. btw the quit button moves every 1.5 secondes so its harder to quit :)"}, {"post_id": 47595, "ts": "2026-08-15T16:12:36Z", "hours": 1.0767, "text": "10 humans vs 1 monkey We can finally know who will win 10 humans vs 1 monkey (but the monkey doesn’t attack…) i wonder who will win!"}, {"post_id": 47507, "ts": "2026-08-15T13:48:03Z", "hours": 6.0758, "text": "Why the game is so ugly I CAN’T MODEL, my designing skills are soooo bad and let’s not talk about modeling….. But i still took a lot of time and effort to make an “ ok ” map, it may be ugly, but its the best i could! please don’t try to understand the storyline…."}, {"post_id": 46548, "ts": "2026-08-13T21:10:58Z", "hours": 1.5986, "text": "Full level 2 implementation and transition between levels and heart system with vulnarability! I added a heart system with a 10s vulnability each time you get heart! The level 2 is kinda hard (even as a pro gamer) Added transition between the levels when you reach the end :)"}, {"post_id": 46224, "ts": "2026-08-13T09:43:58Z", "hours": 2.9506, "text": "IM BACKKKKKKKK i reinstalled windows, repasted graphics card (dropped 30°C), in the past week. Look at all this dust, no wonder why it was overheating…"}, {"post_id": 42160, "ts": "2026-08-06T19:23:13Z", "hours": 3.3222, "text": "Deleted it all yes i said hey free 16gb on my pc and minutes later realized the big mistake…"}, {"post_id": 40411, "ts": "2026-08-03T21:48:54Z", "hours": 1.0839, "text": "Added buch of things Now when you parry the bullet will reverse and go where you look. Added sword swing sound effect & Started making level 2!"}, {"post_id": 40366, "ts": "2026-08-03T20:32:51Z", "hours": 0.4014, "text": "Added the music"}, {"post_id": 40128, "ts": "2026-08-03T15:05:15Z", "hours": 1.15, "text": "Monkey dancing Gangnam Style before GTA 6 ?? It took 1h30, was it worth it? Absolutly."}, {"post_id": 40083, "ts": "2026-08-03T13:53:20Z", "hours": 0.8836, "text": "Level 1 is now working it may be bad but i put alot of effort on this one :)"}, {"post_id": 39166, "ts": "2026-08-01T22:18:53Z", "hours": 1.3286, "text": "MADE MY FIRST MODEL it may be ugly, but I MADE IT"}, {"post_id": 39121, "ts": "2026-08-01T20:33:13Z", "hours": 2.2506, "text": "Going to keep the basic model I find the basic model, he has mega aura so im going to keep it (and it helps with performance!)"}, {"post_id": 37620, "ts": "2026-07-30T14:12:46Z", "hours": 6.0686, "text": "Yes didn’t know animations were that hard"}, {"post_id": 35796, "ts": "2026-07-27T13:45:30Z", "hours": 1.3506, "text": "Made Parrying you can now parry and i added a sound effect! What is so fun about making a game is that you can do anything with it like i made an enemy shoot infinity and it created this cool effect!"}, {"post_id": 35458, "ts": "2026-07-26T21:54:16Z", "hours": 0.7667, "text": "Migrated to windows My pc was overheating on linux since my fan sensors weren’t working on linux, and now i use Direct X12 and not OpenGL 4.5 . I don’t know if i should be happy or sad."}, {"post_id": 34837, "ts": "2026-07-25T21:06:13Z", "hours": 1.55, "text": "Made Katana and Enemies ! Now if your in distance enemies will shoot you and you can attack them by left clicking when you are close. Next I’m going to implement parrying!"}, {"post_id": 34780, "ts": "2026-07-25T19:28:20Z", "hours": 1.1, "text": "PC overheating…. So my pc overheights since im on linux and they don’t have my motherboard drivers so my fans don’t work si my gpu overheats! I can’t switch to windows where fans are working normally :("}, {"post_id": 34694, "ts": "2026-07-25T16:51:32Z", "hours": 1.4889, "text": "Im not really having fun… So i’ve been folowing tutorials for movement and i wasn’t having fun and quickly get distracted so i just made a fun parcour with a boucing mechanic (myself btw). The 360 at the end was so sick!"}, {"post_id": 34646, "ts": "2026-07-25T15:22:20Z", "hours": 1.5272, "text": "Dear NVIDIA… 3 times, i reinstalled debian 3 times because of the stupid drivers, one time it just didn’t work then got it working but secure boot coudn’t be enabled. But it was all worth it :)"}, {"post_id": 34110, "ts": "2026-07-24T16:23:11Z", "hours": 5.1444, "text": "Made sliding mechanic So you can Slide now there is a cooldown of 1.25 seconds so its not OP!"}, {"post_id": 32872, "ts": "2026-07-22T09:56:56Z", "hours": 2.1167, "text": "Finally finished the movment I finished basic movement and Added sprinting!"}, {"post_id": 32380, "ts": "2026-07-21T14:52:56Z", "hours": 4.5417, "text": "Made basic movement So you can move and jump now ! jumping still needs a bit of adjustment."}, {"post_id": 30935, "ts": "2026-07-18T22:47:32Z", "hours": 1.6833, "text": "WHY IS IT SOOOOO COMPLICATED First, I installed it on Omarchy , but I had problems since it’s not officially supported. Then I installed Debian , which took way longer than expected. I also tried it on Windows , but Lapse and Lookout didn’t work :( Now back on Debian , I’m getting some artifacting bugs, but it’s usable :D"}]...
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Title: Samourai-On-A-Budget by @barseghian_daniel Title: Samourai-On-A-Budget by @barseghian_daniel | Stardance
Devlogs:
WHY IS IT SOOOOO COMPLICATED First, I installed it on Omarchy , but I had problems since it’s not officially supported. Then I installed Debian , which took way longer than expected. I also tried it on Windows , but Lapse and Lookout didn’t work :( Now back on Debian , I’m getting some artifacting bugs, but it’s usable :D
Made basic movement So you can move and jump now ! jumping still needs a bit of adjustment.
Finally finished the movment I finished basic movement and Added sprinting!
Made sliding mechanic So you can Slide now there is a cooldown of 1.25 seconds so its not OP!
Dear NVIDIA… 3 times, i reinstalled debian 3 times because of the stupid drivers, one time it just didn’t work then got it working but secure boot coudn’t be enabled. But it was all worth it :)
Im not really having fun… So i’ve been folowing tutorials for movement and i wasn’t having fun and quickly get distracted so i just made a fun parcour with a boucing mechanic (myself btw). The 360 at the end was so sick!
PC overheating…. So my pc overheights since im on linux and they don’t have my motherboard drivers so my fans don’t work si my gpu overheats! I can’t switch to windows where fans are working normally :(
Made Katana and Enemies ! Now if your in distance enemies will shoot you and you can attack them by left clicking when you are close. Next I’m going to implement parrying!
Migrated to windows My pc was overheating on linux since my fan sensors weren’t working on linux, and now i use Direct X12 and not OpenGL 4.5 . I don’t know if i should be happy or sad.
Made Parrying you can now parry and i added a sound effect! What is so fun about making a game is that you can do anything with it like i made an enemy shoot infinity and it created this cool effect!
Yes didn’t know animations were that hard
Going to keep the basic model I find the basic model, he has mega aura so im going to keep it (and it helps with performance!)
MADE MY FIRST MODEL it may be ugly, but I MADE IT
Level 1 is now working it may be bad but i put alot of effort on this one :)
Monkey dancing Gangnam Style before GTA 6 ?? It took 1h30, was it worth it? Absolutly.
Added the music
Added buch of things Now when you parry the bullet will reverse and go where you look. Added sword swing sound effect & Started making level 2!
Deleted it all yes i said hey free 16gb on my pc and minutes later realized the big mistake…
IM BACKKKKKKKK i reinstalled windows, repasted graphics card (dropped 30°C), in the past week. Look at all this dust, no wonder why it was overheating…
Full level 2 implementation and transition between levels and heart system with vulnarability! I added a heart system with a 10s vulnability each time you get heart! The level 2 is kinda hard (even as a pro gamer) Added transition between the levels when you reach the end :)
Why the game is so ugly I CAN’T MODEL, my designing skills are soooo bad and let’s not talk about modeling….. But i still took a lot of time and effort to make an “ ok ” map, it may be ugly, but its the best i could! please don’t try to understand the storyline….
10 humans vs 1 monkey We can finally know who will win 10 humans vs 1 monkey (but the monkey doesn’t attack…) i wonder who will win!
Made Start menu is this a W menu? i worked really hard on the background. btw the quit button moves every 1.5 secondes so its harder to quit :)
ITS REALEAAAAAASED i did alot of small adjustmenets for release check it out here . Its tested for windows and linux, unfortantly i don’t own any mac devices.
Its on the web ! you can try it out here
README IS DONE i feel kinda sad but happy at the same time that its finishing..
Ships:
I made a Unity game after 3 years! I really loved relearning C# and Unity. The hardest part was designing, I HAD SO MUCH PAIN, I suck at 3D modeling and making good maps, but I went through a lot of effort and time to make an acceptable map. You can directly try the project in the web or download it for Windows/Mac/Linux in the GitHub release! You can read the Gameplay section of the README if you are lost!...
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