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65381
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webCtfThing by @ellie_wood | Stardance
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ellie_wood
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1
|
29.0
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476
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T12:48:33Z", "hours": 29.0, "multiplier": 16.43, "payout": 476, "blessing": "neutral", "text": "The idea of this page was to create a selection of easy to hard challenges that cover a range of different cryptography ciphers as well as web exploration challenges. Creating a CTF style challenge website to learn, problem solve, and explore some cybersecurity areas. What I found was challenging during this process was the fact that I was having to learn and pick up the javascript as I created the project. Due to having to learn the javascript as I went, since I had very basic knowledge at the start, this added to the time aspect quite a lot. I also did many new things in terms of styling to page which led to more errors and time that I spent learning and fixing as I went. Though I do like how the site turned out and am happy that I was able to create around fourteen challenges in total. I was also quite proud of how the styling did turn out since making many of the elements was new to me. When testing this page and going through the challenges, everything that you need for the cryptography challenges is provided if you need the assistance. To complete the web exploration challenges you will need to be able to use the inspect element tool.", "repo": "https://github.com/elliewoodward2024-ops/CTF_Challenges", "demo": "https://elliewoodward2024-ops.github.io/CTF_Challenges/"}]...
|
[{"post_id": 77813, "ts": "202 [{"post_id": 77813, "ts": "2026-10-08T11:51:01Z", "hours": 2.5253, "text": "Just doing what should hopefully be last edits, bug fixes, read throughs, and styling for the page as a whole."}, {"post_id": 76440, "ts": "2026-10-03T14:59:32Z", "hours": 3.62, "text": "Well I added some challenges and finally got round to editing the home page which I had been putting off for ages now. I want to fix the intro text for the home page but not much else for now. I think I am mostly done and might think about shipping soon but we will see how we go."}, {"post_id": 75528, "ts": "2026-09-30T11:37:00Z", "hours": 4.0186, "text": "Well I decided that it would be good to have a page with all the answers to the challenge so here we are. Each challenge will have a quick description on how to solve it, as well as the final flag. I also did some re-styling and adding little things in here and there."}, {"post_id": 75229, "ts": "2026-09-29T15:11:52Z", "hours": 2.2631, "text": "So I got a couple more challenges done for the site today. I think I may only do 2 more challenges (one in in each section) for now so hopefully that will happen tomorrow. Anyway the pic is from one of the web challenges I made, like the last 3 were."}, {"post_id": 74837, "ts": "2026-09-28T12:31:50Z", "hours": 3.2481, "text": "So that took so much longer than I thought it was going to. Not to mention the challenge that I wanted to compleat is still not done, but I don’t want to continue tonight so here I am. Oh well, I think the base of the entier site is mostly done for now. I am just going though and adding the challenges now. I think I have about ten and half done, but I will be focusing on adding them from now on."}, {"post_id": 74324, "ts": "2026-09-27T05:31:06Z", "hours": 2.5086, "text": "OK so I worked on setting up what I think should work as local storage. While setting that up it messed up something else, which I had to fix. I also linked up the progress/checkbox tracker across all the pages and a way to reset said progress. I also went through and fixed some bugs I came across. (Text may change since some are placeholders still)"}, {"post_id": 74015, "ts": "2026-09-26T15:14:23Z", "hours": 2.3839, "text": "Log four: Well after a lot of reading I got this set up for a backend I think. Very first time doing this so I think will take couple times to fully get it but its working for now so I am gonna take that as a win."}, {"post_id": 73560, "ts": "2026-09-25T12:16:07Z", "hours": 2.6561, "text": "Third log: Well I continued to work on the crypt page. Formatted it so you can see and the challenge and hint with different sections so you can look at challenge without seeing hint. This took me, again, probs longer than it should have. I did other things along with some organisation. Oh and I played around making a couple simple challenges."}, {"post_id": 73459, "ts": "2026-09-25T04:13:28Z", "hours": 2.1225, "text": "Second Log: Doing some more styling since I want to get that mostly set up as I work on starting the challenges. Adding a couple more pages since I am procrastinating doing the actual web challenges and I wanted them anyway. Plus it took me much longer than it should have to just make a nav bar that still needs some work."}, {"post_id": 73101, "ts": "2026-09-24T11:47:50Z", "hours": 3.6472, "text": "Starting the basics, getting the idea and base down along with the basic formatting and styling done (though it may change later). Most of the text is just placeholders for now and again may change later. Later me problems."}]...
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Title: webCtfThing by @ellie_wood | Stardance
Dev Title: webCtfThing by @ellie_wood | Stardance
Devlogs:
Starting the basics, getting the idea and base down along with the basic formatting and styling done (though it may change later). Most of the text is just placeholders for now and again may change later. Later me problems.
Second Log: Doing some more styling since I want to get that mostly set up as I work on starting the challenges. Adding a couple more pages since I am procrastinating doing the actual web challenges and I wanted them anyway. Plus it took me much longer than it should have to just make a nav bar that still needs some work.
Third log: Well I continued to work on the crypt page. Formatted it so you can see and the challenge and hint with different sections so you can look at challenge without seeing hint. This took me, again, probs longer than it should have. I did other things along with some organisation. Oh and I played around making a couple simple challenges.
Log four: Well after a lot of reading I got this set up for a backend I think. Very first time doing this so I think will take couple times to fully get it but its working for now so I am gonna take that as a win.
OK so I worked on setting up what I think should work as local storage. While setting that up it messed up something else, which I had to fix. I also linked up the progress/checkbox tracker across all the pages and a way to reset said progress. I also went through and fixed some bugs I came across. (Text may change since some are placeholders still)
So that took so much longer than I thought it was going to. Not to mention the challenge that I wanted to compleat is still not done, but I don’t want to continue tonight so here I am. Oh well, I think the base of the entier site is mostly done for now. I am just going though and adding the challenges now. I think I have about ten and half done, but I will be focusing on adding them from now on.
So I got a couple more challenges done for the site today. I think I may only do 2 more challenges (one in in each section) for now so hopefully that will happen tomorrow. Anyway the pic is from one of the web challenges I made, like the last 3 were.
Well I decided that it would be good to have a page with all the answers to the challenge so here we are. Each challenge will have a quick description on how to solve it, as well as the final flag. I also did some re-styling and adding little things in here and there.
Well I added some challenges and finally got round to editing the home page which I had been putting off for ages now. I want to fix the intro text for the home page but not much else for now. I think I am mostly done and might think about shipping soon but we will see how we go.
Just doing what should hopefully be last edits, bug fixes, read throughs, and styling for the page as a whole.
Ships:
The idea of this page was to create a selection of easy to hard challenges that cover a range of different cryptography ciphers as well as web exploration challenges. Creating a CTF style challenge website to learn, problem solve, and explore some cybersecurity areas. What I found was challenging during this process was the fact that I was having to learn and pick up the javascript as I created the project. Due to having to learn the javascript as I went, since I had very basic knowledge at the start, this added to the time aspect quite a lot. I also did many new things in terms of styling to page which led to more errors and time that I spent learning and fixing as I went. Though I do like how the site turned out and am happy that I was able to create around fourteen challenges in total. I was also quite proud of how the styling did turn out since making many of the elements was new to me. When testing this page and going through the challenges, everything that you need for the cryptography challenges is provided if you need the assistance. To complete the web exploration challenges you will need to be able to use the inspect element tool....
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1792817242.107559
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1792903642.107559
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68574
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My own site! by @shreyancat | Stardance
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shreyancat
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T11:54:46Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created my developer portfolio using HTML, CSS, and Vanilla JavaScript. I have implemented dark/light theme toggle, scroll animation, skill bars, project cards with filters, pop-up modals, and contact form with validation. The most challenging aspects of this project were to achieve all theme persistence, animation, and interaction effects without using any external libraries or frameworks. I am particularly proud of the clean design and rich micro-interactions which were achieved without any third-party libraries. You can view the implementation details of this project by interacting with a dark/light theme switcher, filtering the projects, checking out the contact form validation, and seeing how the responsive mobile menu works :)", "repo": "https://github.com/shreyancat09/website", "demo": "https://shreyancat09.github.io/website/"}]...
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[{"post_id": 77808, "ts": "202 [{"post_id": 77808, "ts": "2026-10-08T11:41:26Z", "hours": 4.0478, "text": "This is my very own portfolio website which i have developed completely by myself,with my own hands,without any AI"}]...
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Title: My own site! by @shreyancat | Stardance
De Title: My own site! by @shreyancat | Stardance
Devlogs:
This is my very own portfolio website which i have developed completely by myself,with my own hands,without any AI
Ships:
I have created my developer portfolio using HTML, CSS, and Vanilla JavaScript. I have implemented dark/light theme toggle, scroll animation, skill bars, project cards with filters, pop-up modals, and contact form with validation. The most challenging aspects of this project were to achieve all theme persistence, animation, and interaction effects without using any external libraries or frameworks. I am particularly proud of the clean design and rich micro-interactions which were achieved without any third-party libraries. You can view the implementation details of this project by interacting with a dark/light theme switcher, filtering the projects, checking out the contact form validation, and seeing how the responsive mobile menu works :)...
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1792817475.9189696
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1792903875.9189696
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64418
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GitGlow by @aarlod2010 | Stardance
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aarlod2010
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T11:53:18Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "GitGlow is a visual GitHub activity tracker that turns your coding history into a dynamic, interactive contribution experience. It helps developers see their progress, explore their activity, and stay motivated to keep building.", "repo": "https://github.com/AaravLodha2010/GitGlow", "demo": "https://git-glow-gules.vercel.app"}]...
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[{"post_id": 77811, "ts": "202 [{"post_id": 77811, "ts": "2026-10-08T11:49:00Z", "hours": 1.5389, "text": "Finished redesigning the UI"}]...
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Title: GitGlow by @aarlod2010 | Stardance
Devlogs Title: GitGlow by @aarlod2010 | Stardance
Devlogs:
Finished redesigning the UI
Ships:
GitGlow is a visual GitHub activity tracker that turns your coding history into a dynamic, interactive contribution experience. It helps developers see their progress, explore their activity, and stay motivated to keep building....
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1792814136.7552583
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1792900536.7552583
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67892
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Foreign invaders invading by @davidhanwu | Stardan Foreign invaders invading by @davidhanwu | Stardance...
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davidhanwu
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T11:51:31Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Foreign Invaders Invading , a simple space shooter using Python and Pygame. Players can move their spaceship, shoot bullets, and fight against fleets of moving aliens. The most challenging part was debugging the game. I struggled with sprite movement, collision detection, and resetting the game after the spaceship was hit. I also spent quite a lot of time figuring out how to package my Python code into a Windows executable, especially fixing the image paths. I’m proud that I managed to turn what I learned about Python and object-oriented programming into an actual playable game. It’s still a relatively simple project, but solving these problems on my own taught me a lot about how game development works. To test the game: Download the Windows ZIP file from my GitHub Release, extract the entire folder, and run AlienInvasion.exe . Use the left and right arrow keys to move, Space to shoot, and 1 to quit. This is my first playable version, and I hope to add a scoring system and more gameplay features in future updates!", "repo": "https://github.com/davywavey/foreign-invaders-invading", "demo": "https://github.com/davywavey/foreign-invaders-invading/releases/tag/v1.00"}]...
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[{"post_id": 77812, "ts": "202 [{"post_id": 77812, "ts": "2026-10-08T11:50:01Z", "hours": 1.4514, "text": "finish!!!"}, {"post_id": 77730, "ts": "2026-10-08T03:19:50Z", "hours": 3.9022, "text": "I’ve already coded the bullet.py, ship.py, and alien.py to construct the main composition of this game, next step is to let fleet move"}, {"post_id": 76726, "ts": "2026-10-04T12:55:10Z", "hours": 0.305, "text": "Created the initialization class for the game"}]...
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Title: Foreign invaders invading by @davidhanwu | Title: Foreign invaders invading by @davidhanwu | Stardance
Devlogs:
Created the initialization class for the game
I’ve already coded the bullet.py, ship.py, and alien.py to construct the main composition of this game, next step is to let fleet move
finish!!!
Ships:
I built Foreign Invaders Invading , a simple space shooter using Python and Pygame. Players can move their spaceship, shoot bullets, and fight against fleets of moving aliens. The most challenging part was debugging the game. I struggled with sprite movement, collision detection, and resetting the game after the spaceship was hit. I also spent quite a lot of time figuring out how to package my Python code into a Windows executable, especially fixing the image paths. I’m proud that I managed to turn what I learned about Python and object-oriented programming into an actual playable game. It’s still a relatively simple project, but solving these problems on my own taught me a lot about how game development works. To test the game: Download the Windows ZIP file from my GitHub Release, extract the entire folder, and run AlienInvasion.exe . Use the left and right arrow keys to move, Space to shoot, and 1 to quit. This is my first playable version, and I hope to add a scoring system and more gameplay features in future updates!...
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1792817435.7404394
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1792903835.7404394
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49502
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smart-reliability-predictor by @Matrix | Stardance
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Matrix
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2
|
70.0
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1044
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T11:39:10Z", "hours": 9.0, "multiplier": 17.9, "payout": 159, "blessing": "neutral", "text": "I have made an smart reliability predictor analysis which dedects anomaly in the systems and flags it . I have made it using prob and stats concepts like z-score , poission formula , bayes etc . i wrapped this section in v1_v2 . And than i created another section V3 where i added an official NASA SMAP and MSL dataset . this was an tough job because i spended lots of days studying data , plotting it on graphs , trying to find patterns in the anomlies . Than i tried multuple models like linear regression and random forest but they just didnt perform well( i also added this models section where user can choose and see results) . Than i moved towards implementing an lstm (RNN) which also performed much bettrt than other models . Than i created an calibration system to choose threshold and persistance itself on training on the validation set and than test it on test set . And created a dashbaord for it and changed it a lots of time and finalize the theme of the dashbaord .", "repo": "https://github.com/Matrix-09x/Smart-Reliability-Predictor", "demo": "https://smart-reliability-predictor.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-28T16:48:40Z", "hours": 61.0, "multiplier": 14.5, "payout": 885, "blessing": "neutral", "text": "I have made an smart reliability predictor analysis which dedects anomaly in the systems and flags it . I have made it using prob and stats concepts like z-score , poission formula , bayes etc . i wrapped this section in v1_v2 . And than i created another section V3 where i added an official NASA SMAP and MSL dataset . this was an tough job because i spended lots of days studying data , plotting it on graphs , trying to find patterns in the anomlies . Than i tried multuple models like linear regression and random forest but they just didnt perform well( i also added this models section where user can choose and see results) . Than i moved towards implementing an lstm (RNN) which also performed much bettrt than other models . Than i created an calibration system to choose threshold and persistance itself on training on the validation set and than test it on test set . And than created an dashboard for it", "repo": "https://github.com/Matrix-09x/Smart-Reliability-Predictor", "demo": "https://smart-reliability-predictor.vercel.app/"}]...
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[{"post_id": 77806, "ts": "202 [{"post_id": 77806, "ts": "2026-10-08T11:35:57Z", "hours": 0.3933, "text": "Like i still have 9 hours left to ship as i logged 9 hours more for satisfying the changes required , so i was going to ship again but like i dont want to ship the project again with no change so instead i changed the theme from plain to this theme , like i played with color wheel for a bit and decide to implement this theme . As i read the ratings a lot of you said my project was exceptional the only thing needed work was the theme as it was plain so i changed it ."}, {"post_id": 76387, "ts": "2026-10-03T11:35:02Z", "hours": 3.7606, "text": "Rewrited and completely changed the frontend by hand ."}, {"post_id": 75891, "ts": "2026-10-01T14:51:56Z", "hours": 1.1089, "text": "Added more cool feature to the dashbaord . Just saw an reel and got an idea , so i implemented it right away ."}, {"post_id": 75587, "ts": "2026-09-30T14:20:19Z", "hours": 1.9786, "text": "i wroted the index.html the frontend part myself this time . I learned html , css and js according the requirement .Like i think html is basically nested boxes it was not that complicated and the documentation was also simple i understood it . Css was also good but js takes time . I think it was pretty similar to the streamlit experience liek the logic was same but this time i was writing it in different langugae i just needed the documenatiton for that . Than i deployed it again . I wanted to make the dashbaord looks like exactly like previous one so i treid to keep the theme same as i liked it ."}, {"post_id": 75268, "ts": "2026-09-29T16:27:32Z", "hours": 1.6183, "text": "I just got to know that we cant use streamlit for dashboard . So i switched to vercel . I wrote the code and everything was fine but in deployment process everytime some problem comes i am working and solving it from past 8 hours continuoulsly . hope it get accepted now . Also one thing to clarify if you open the url intially it will show api offlinne its not an problem or error in code . if you click the run analysis button api will be online and will show you the output so its not the problem . Bye"}, {"post_id": 74928, "ts": "2026-09-28T16:39:18Z", "hours": 0.9422, "text": "I have successfully deployed the app on streamlit . Although i faced many problems but i have finally done it . I also added an killer readme check it out . Thats it bye ."}, {"post_id": 74870, "ts": "2026-09-28T14:08:26Z", "hours": 2.5158, "text": "Final Devlog – this is going to be my last devlog . I have finally compelted the project . I have pretrained the model and save it in models file and used added ‘pretrain’ mode and ‘inference’ mode for my funtions for different model . So basically i used the pretrain model for pretraining the models and save it in the models file and used inference mode in the app.py my dashboard where it take the outputs from the models folder directly so it doesnt need to train again . Only readme is left for my project than i will ship it . Bye"}, {"post_id": 74403, "ts": "2026-09-27T10:13:16Z", "hours": 4.7556, "text": "I have improved and completed the final dashboard for the project . I have added more things like line chart , analysis summary , limitations also improved many other things and polished it . Done same to v1/v2 section improved it more and added more things . I also worked on the thing and added css code for it , as plain white was not up to the mark so i choosed this color .Now deploying it is left . But there is one problem like as it will on free cloud service by streamlit , i think it cant run heavy models like lstm , so i think i am gonna pre train the models save the outputs and than deploy it ."}, {"post_id": 73551, "ts": "2026-09-25T11:42:30Z", "hours": 8.8828, "text": "My research with Nasa dataset has officialy ended today , i tried the things that i can possibly do till now and now the time is almost up and i need the remaining time to focus on different things . so my V3.2 of project the calibration layer has also ended , but i found out that the fixes threshold plus persistance is working better than the calibration layer as it produces more precision and recall compare to others , so i think i am gonna keep it . As the dataset is the official and real dataset from NASA so it was expected . By i learned a lot throught this journey , started with Probability and statistics concepts and ended up making an system with real NASA dataset and implementing lstm (RNN) , and other ml models ."}, {"post_id": 70660, "ts": "2026-09-19T15:22:10Z", "hours": 8.7031, "text": "so i mainly focused on two things from past week . I was adding the calibration layer , in which my system is gonna select the best combination of persistance(continuous anomalies) and threshold my itself . For that first i am generating its threshold combination on the validation dataset , where i myself has injected fake anomalies in it . Than i am gonna test those threshold on the testing dataset(currently in progress) . I also completed adding the linear regression and random forest model to the dahboard so the user can choose it and run the model to see the results for that i created 2 more funtions for linear regressiona and random forest and connected it ."}, {"post_id": 66529, "ts": "2026-09-12T11:29:36Z", "hours": 6.9347, "text": "I was studying the outputs produced by my system across various channels , and was plotting multiple graphs , comparing multiple parameters to understand it .And i found out what i need to do next to increase my model efficiency , i know i cant make it perfect because i am currently working on a real dataset by NASA , also i dont have enough time because of my exams . so my next plan is to add an intelligence layer . Like before i was hardcoding the the thresholds like 2std or 3std and the min_consecutive value logic . so i decided to let my system decide it what is best for it . like i am gonna first train my lstm model on validation set and than like compute threshold with the validation error and also the min_consecutive logic and find the best pair and than test it with the testing dataset . and in past hours i also tried to add the option for user to select the model himself to see the output and result , implemented the random forest one , linear regression is left i think i will do it after the lstm improvement .so stay tuned"}, {"post_id": 63000, "ts": "2026-09-06T15:53:39Z", "hours": 4.4397, "text": "Update – Like i made an basic dashboard for my system .Like i separated it in 2 parts , first my previous stimulator based on my maths concept where i myselft created the random anomlies by inputing the no of request and prob of failures and than used z_Score or poission distirbution accorfing to which conditon it satisdy to conclude the results . Thats was V1 of my project , than added bayes concept like where my system pretend it doesnt know the cause , and it finf the p(cause|evidence) which is finding the prob of cause given evidence , that was v2 . now for v3 i created an different system where i added the nasa dataset and than run the models . So i put both of those to show my actual progress , and like user can play with both ones . now i think i will polish it more and than focus on improving the accuracy of lstm ."}, {"post_id": 61585, "ts": "2026-09-04T15:48:56Z", "hours": 1.8197, "text": "I implemented lstm , but its not that accurate , it works great and precision results are awesome , some channel precision were even 100 , but recall is mostly average i need to improve it like its 26 - 45 % . But heres the problem , my school exams are coming and i need to start prepare for that urgently and cherry on top i have this weekend where i can try to give more hours but next week schedule is gonna be tough but i will still try to code and debug and plan everything and solve the problem . so i have decided first to make a dashboard using streamlit in python . That will include V1+V2 and V3 section where user can choose input like channels from NASA dataset and see the results and found anomalies in the system .So i am working on that and postponding my schedule to improve lstm later , because if i try to improve lstm now i dont know how much time it can take and like time will left for making dashbaord so i need to do this first because we get voting on usability section also and i dont it to be cli ."}, {"post_id": 60760, "ts": "2026-09-03T10:53:43Z", "hours": 5.1192, "text": "Update – i completed my analysis with linear regression and random forest model . I calculated the perdect tuning by changing window size to 10 and found out the best threshold for anomalies , my formula for threshold was x * std + mean , and chosing 0.5 as x gave us the best result and it makes as i realize because prediction errors during anomaly range arent that much bigger compare to errors in normal range . so thats why lowering down the x helped us . Also i created confusion matrix and get result for random forest and linear regression model, catching around 42 percent anomaly though only 12-13 % catched were actually correct . Tested the setup on multiple channels , some channels work perfectly and give some good results but some not and with no cleat pattern i end my case with lienar regression model and random forest here and moved towards implementing LSTM . Currently implemeting it and testing it and trying to improve the results . LSTM update will come in next devlog ."}, {"post_id": 57988, "ts": "2026-08-30T10:08:00Z", "hours": 4.3997, "text": "Update , like i finshed anlayzing the sensors . I plotted multiple sensors on graph and like for point i can observe pattern in the graph for changes like high spike in anomaly zone , but for contextual there was no similarity or pattern . even for point the spikes are not similar for every sensors . Some magintude and std is more compare to other . So i conclude that we cant make an rule based system for this dataset . I have to move towards implementing ml . So i used linear regression model first to train on first 10 input and than predict the 11th ouput , as i am doing time series analysis because my dataset is continuous data , so i have kept my window size 10 . so i am currently analyzing how many errors lie in our anoamly zone . If linear regression model didnt perfectly work i will try differnet model like random forest and if they also didnt work i have to move towards lstm ."}, {"post_id": 55099, "ts": "2026-08-26T15:38:14Z", "hours": 4.1028, "text": "I added real Nasa dataset to my system . Its NASA Anomaly Detection Dataset SMAP MSL . Its vast dataset have different sensors sendsing the telemary and giving the values i have been studying the data from the past 4 hours like across different channels to observe pattern . i currently found that channels of point like p-1 , e-11 have different pattern compared to contextual . like i calculated the changes in their consecutive values , and check the values under anomaly range provided inside the dataset . point sensors have very large amount of change inside their anomaly range and contextual have long runs of zero inside their anomaly range . I am still studying the data to conclude more information and patterns ."}, {"post_id": 52909, "ts": "2026-08-23T09:02:31Z", "hours": 2.0408, "text": "After building Bayes, I added a 3x3 confusion matrix to check its accuracy , it tracks how many predictions were correct versus which causes got mixed up with each other. Then I ran the simulation 10,000 times and saved the accuracy from each run into a list, and the average accuracy came out to about 98% . Next step is adding the NASA dataset to make it an real stimulation system ."}, {"post_id": 51877, "ts": "2026-08-21T19:19:37Z", "hours": 2.525, "text": "So after hours of work i successfully added Bayes logic , it was not an easy task because to find p(cause|evidence) i needed to find p(evidence|cause) and p(cause) and p(evidence) for each possible cause . And i was so confused because i used lots of loops to implement this , and after hours i finally did it . And now for every given evidence i have the most probable cause . The bayes is gonna be more useful in future when i will add real dataset from Nasa and ml concepts also ."}, {"post_id": 51140, "ts": "2026-08-20T17:11:34Z", "hours": 3.8539, "text": "Been learning probability and statistics for my ai engineer roadmap for the past month but it was all theory, no projects, so when i found stardance I figured this was a good chance to actually build something with it instead of just reading. The project stimulates a system getting a bunch of requests with some chance of failing, then uses stats to check if the number of failures is normal or if somethings actually wrong, using binomial and poisson to figure out how many failures we’d expect and comparing that to what we actually got. First version used a z-score for this but while testing with small numbers I noticed the results got weird, turned out z-scores don’t work well when the expected failure count is small because the math assumes a symmetric bell curve and at small numbers the real distribution is skewed, so I ended up building an exact fix using the actual poissonon formula instead of the approximation for those cases. After that I started working on figuring out not just that something’s wrong but why, so now every failure gets assigned a hidden cause like database overload, network issues or server overload along with evidence that actually matches it, like high db load for database issues and high latency for network stuff, but with enough overlap that it’s not too obvious or easy. Next up is bayes theorem, where the program only sees the evidence and has to figure out the probability of each cause itself, which is when it goes from just flagging that something’s off to actually explaining why."}]...
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Title: smart-reliability-predictor by @Matrix | St Title: smart-reliability-predictor by @Matrix | Stardance
Devlogs:
Been learning probability and statistics for my ai engineer roadmap for the past month but it was all theory, no projects, so when i found stardance I figured this was a good chance to actually build something with it instead of just reading. The project stimulates a system getting a bunch of requests with some chance of failing, then uses stats to check if the number of failures is normal or if somethings actually wrong, using binomial and poisson to figure out how many failures we’d expect and comparing that to what we actually got. First version used a z-score for this but while testing with small numbers I noticed the results got weird, turned out z-scores don’t work well when the expected failure count is small because the math assumes a symmetric bell curve and at small numbers the real distribution is skewed, so I ended up building an exact fix using the actual poissonon formula instead of the approximation for those cases. After that I started working on figuring out not just that something’s wrong but why, so now every failure gets assigned a hidden cause like database overload, network issues or server overload along with evidence that actually matches it, like high db load for database issues and high latency for network stuff, but with enough overlap that it’s not too obvious or easy. Next up is bayes theorem, where the program only sees the evidence and has to figure out the probability of each cause itself, which is when it goes from just flagging that something’s off to actually explaining why.
So after hours of work i successfully added Bayes logic , it was not an easy task because to find p(cause|evidence) i needed to find p(evidence|cause) and p(cause) and p(evidence) for each possible cause . And i was so confused because i used lots of loops to implement this , and after hours i finally did it . And now for every given evidence i have the most probable cause . The bayes is gonna be more useful in future when i will add real dataset from Nasa and ml concepts also .
After building Bayes, I added a 3x3 confusion matrix to check its accuracy , it tracks how many predictions were correct versus which causes got mixed up with each other. Then I ran the simulation 10,000 times and saved the accuracy from each run into a list, and the average accuracy came out to about 98% . Next step is adding the NASA dataset to make it an real stimulation system .
I added real Nasa dataset to my system . Its NASA Anomaly Detection Dataset SMAP MSL . Its vast dataset have different sensors sendsing the telemary and giving the values i have been studying the data from the past 4 hours like across different channels to observe pattern . i currently found that channels of point like p-1 , e-11 have different pattern compared to contextual . like i calculated the changes in their consecutive values , and check the values under anomaly range provided inside the dataset . point sensors have very large amount of change inside their anomaly range and contextual have long runs of zero inside their anomaly range . I am still studying the data to conclude more information and patterns .
Update , like i finshed anlayzing the sensors . I plotted multiple sensors on graph and like for point i can observe pattern in the graph for changes like high spike in anomaly zone , but for contextual there was no similarity or pattern . even for point the spikes are not similar for every sensors . Some magintude and std is more compare to other . So i conclude that we cant make an rule based system for this dataset . I have to move towards implementing ml . So i used linear regression model first to train on first 10 input and than predict the 11th ouput , as i am doing time series analysis because my dataset is continuous data , so i have kept my window size 10 . so i am currently analyzing how many errors lie in our anoamly zone . If linear regression model didnt perfectly work i will try differnet model like random forest and if they also didnt work i have to move towards lstm .
Update – i completed my analysis with linear regression and random forest model . I calculated the perdect tuning by changing window size to 10 and found out the best threshold for anomalies , my formula for threshold was x * std + mean , and chosing 0.5 as x gave us the best result and it makes as i realize because prediction errors during anomaly range arent that much bigger compare to errors in normal range . so thats why lowering down the x helped us . Also i created confusion matrix and get result for random forest and linear regression model, catching around 42 percent anomaly though only 12-13 % catched were actually correct . Tested the setup on multiple channels , some channels work perfectly and give some good results but some not and with no cleat pattern i end my case with lienar regression model and random forest here and moved towards implementing LSTM . Currently implemeting it and testing it and trying to improve the results . LSTM update will come in next devlog .
I implemented lstm , but its not that accurate , it works great and precision results are awesome , some channel precision were even 100 , but recall is mostly average i need to improve it like its 26 - 45 % . But heres the problem , my school exams are coming and i need to start prepare for that urgently and cherry on top i have this weekend where i can try to give more hours but next week schedule is gonna be tough but i will still try to code and debug and plan everything and solve the problem . so i have decided first to make a dashboard using streamlit in python . That will include V1+V2 and V3 section where user can choose input like channels from NASA dataset and see the results and found anomalies in the system .So i am working on that and postponding my schedule to improve lstm later , because if i try to improve lstm now i dont know how much time it can take and like time will left for making dashbaord so i need to do this first because we get voting on usability section also and i dont it to be cli .
Update – Like i made an basic dashboard for my system .Like i separated it in 2 parts , first my previous stimulator based on my maths concept where i myselft created the random anomlies by inputing the no of request and prob of failures and than used z_Score or poission distirbution accorfing to which conditon it satisdy to conclude the results . Thats was V1 of my project , than added bayes concept like where my system pretend it doesnt know the cause , and it finf the p(cause|evidence) which is finding the prob of cause given evidence , that was v2 . now for v3 i created an different system where i added the nasa dataset and than run the models . So i put both of those to show my actual progress , and like user can play with both ones . now i think i will polish it more and than focus on improving the accuracy of lstm .
I was studying the outputs produced by my system across various channels , and was plotting multiple graphs , comparing multiple parameters to understand it .And i found out what i need to do next to increase my model efficiency , i know i cant make it perfect because i am currently working on a real dataset by NASA , also i dont have enough time because of my exams . so my next plan is to add an intelligence layer . Like before i was hardcoding the the thresholds like 2std or 3std and the min_consecutive value logic . so i decided to let my system decide it what is best for it . like i am gonna first train my lstm model on validation set and than like compute threshold with the validation error and also the min_consecutive logic and find the best pair and than test it with the testing dataset . and in past hours i also tried to add the option for user to select the model himself to see the output and result , implemented the random forest one , linear regression is left i think i will do it after the lstm improvement .so stay tuned
so i mainly focused on two things from past week . I was adding the calibration layer , in which my system is gonna select the best combination of persistance(continuous anomalies) and threshold my itself . For that first i am generating its threshold combination on the validation dataset , where i myself has injected fake anomalies in it . Than i am gonna test those threshold on the testing dataset(currently in progress) . I also completed adding the linear regression and random forest model to the dahboard so the user can choose it and run the model to see the results for that i created 2 more funtions for linear regressiona and random forest and connected it .
My research with Nasa dataset has officialy ended today , i tried the things that i can possibly do till now and now the time is almost up and i need the remaining time to focus on different things . so my V3.2 of project the calibration layer has also ended , but i found out that the fixes threshold plus persistance is working better than the calibration layer as it produces more precision and recall compare to others , so i think i am gonna keep it . As the dataset is the official and real dataset from NASA so it was expected . By i learned a lot throught this journey , started with Probability and statistics concepts and ended up making an system with real NASA dataset and implementing lstm (RNN) , and other ml models .
I have improved and completed the final dashboard for the project . I have added more things like line chart , analysis summary , limitations also improved many other things and polished it . Done same to v1/v2 section improved it more and added more things . I also worked on the thing and added css code for it , as plain white was not up to the mark so i choosed this color .Now deploying it is left . But there is one problem like as it will on free cloud service by streamlit , i think it cant run heavy models like lstm , so i think i am gonna pre train the models save the outputs and than deploy it .
Final Devlog – this is going to be my last devlog . I have finally compelted the project . I have pretrained the model and save it in models file and used added ‘pretrain’ mode and ‘inference’ mode for my funtions for different model . So basically i used the pretrain model for pretraining the models and save it in the models file and used inference mode in the app.py my dashboard where it take the outputs from the models folder directly so it doesnt need to train again . Only readme is left for my project than i will ship it . Bye
I have successfully deployed the app on streamlit . Although i faced many problems but i have finally done it . I also added an killer readme check it out . Thats it bye .
I just got to know that we cant use streamlit for dashboard . So i switched to vercel . I wrote the code and everything was fine but in deployment process everytime some problem comes i am working and solving it from past 8 hours continuoulsly . hope it get accepted now . Also one thing to clarify if you open the url intially it will show api offlinne its not an problem or error in code . if you click the run analysis button api will be online and will show you the output so its not the problem . Bye
i wroted the index.html the frontend part myself this time . I learned html , css and js according the requirement .Like i think html is basically nested boxes it was not that complicated and the documentation was also simple i understood it . Css was also good but js takes time . I think it was pretty similar to the streamlit experience liek the logic was same but this time i was writing it in different langugae i just needed the documenatiton for that . Than i deployed it again . I wanted to make the dashbaord looks like exactly like previous one so i treid to keep the theme same as i liked it .
Added more cool feature to the dashbaord . Just saw an reel and got an idea , so i implemented it right away .
Rewrited and completely changed the frontend by hand .
Like i still have 9 hours left to ship as i logged 9 hours more for satisfying the changes required , so i was going to ship again but like i dont want to ship the project again with no change so instead i changed the theme from plain to this theme , like i played with color wheel for a bit and decide to implement this theme . As i read the ratings a lot of you said my project was exceptional the only thing needed work was the theme as it was plain so i changed it .
Ships:
I have made an smart reliability predictor analysis which dedects anomaly in the systems and flags it . I have made it using prob and stats concepts like z-score , poission formula , bayes etc . i wrapped this section in v1_v2 . And than i created another section V3 where i added an official NASA SMAP and MSL dataset . this was an tough job because i spended lots of days studying data , plotting it on graphs , trying to find patterns in the anomlies . Than i tried multuple models like linear regression and random forest but they just didnt perform well( i also added this models section where user can choose and see results) . Than i moved towards implementing an lstm (RNN) which also performed much bettrt than other models . Than i created an calibration system to choose threshold and persistance itself on training on the validation set and than test it on test set . And than created an dashboard for it
I have made an smart reliability predictor analysis which dedects anomaly in the systems and flags it . I have made it using prob and stats concepts like z-score , poission formula , bayes etc . i wrapped this section in v1_v2 . And than i created another section V3 where i added an official NASA SMAP and MSL dataset . this was an tough job because i spended lots of days studying data , plotting it on graphs , trying to find patterns in the anomlies . Than i tried multuple models like linear regression and random forest but they just didnt perform well( i also added this models section where user can choose and see results) . Than i moved towards implementing an lstm (RNN) which also performed much bettrt than other models . Than i created an calibration system to choose threshold and persistance itself on training on the validation set and than test it on test set . And created a dashbaord for it and changed it a lots of time and finalize the theme of the dashbaord ....
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1792853541.9490304
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1792939941.9490304
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68556
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Vibe Music by @iam4tharv | Stardance
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iam4tharv
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T09:05:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an opensource music app no ads!! with matrial 3 ui great customisation no ads!!! and its completely free!! worth trying it out i guarantee !!", "repo": "https://github.com/iam4tharv/vibe-music", "demo": "https://projects.iam4tharv.cyou"}]...
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[{"post_id": 77784, "ts": "202 [{"post_id": 77784, "ts": "2026-10-08T08:25:16Z", "hours": 1.6347, "text": "I have created an app using matrial 3 ui and jetpack compose and ive made it opensource with all songs available in it using innertube api and this app has the smoothest ui and best home screen and has download songs option no ads smooth plavback added great customisation support………. its worth trying it its the best app i bet it !!!!"}]...
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Title: Vibe Music by @iam4tharv | Stardance
Devlo Title: Vibe Music by @iam4tharv | Stardance
Devlogs:
I have created an app using matrial 3 ui and jetpack compose and ive made it opensource with all songs available in it using innertube api and this app has the smoothest ui and best home screen and has download songs option no ads smooth plavback added great customisation support………. its worth trying it its the best app i bet it !!!!
Ships:
I made an opensource music app no ads!! with matrial 3 ui great customisation no ads!!! and its completely free!! worth trying it out i guarantee !!...
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1792817475.0293021
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1792903875.0293021
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64040
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Lazy Control by @yashtakhtani | Stardance
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yashtakhtani
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1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T08:30:06Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have completed the first version of this project. Lazy control allows you to control your device with hand gestures. You can control the mouse scroll and zoom through hand gestures easily.", "repo": "https://github.com/Yash-Takhtani/Lazy-Control", "demo": "https://github.com/Yash-Takhtani/Lazy-Control/releases"}]...
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[{"post_id": 77785, "ts": "202 [{"post_id": 77785, "ts": "2026-10-08T08:27:20Z", "hours": 0.4108, "text": "Devlog 4 I added a readme and built the programme into an .exe file. So now you can easily go and test it out!"}, {"post_id": 77775, "ts": "2026-10-08T07:47:26Z", "hours": 4.18, "text": "Devlog 3 Added Mouse and Zoom Functionality I made this quite a while ago and then got sick, forgot to log this. I added Mouse scroll and zoom functionality. The zoom works by bringing thumb and index finger close, then using the middle finger to zoom as you can see in the video. You can also use the mouse in a similar way. your mouse moves with the midpoint of your index and thumb. when you tap them its a left click, when you touch your thumb and middle finger, the tracking stops for you to adjust your hand if it goes out of the camera. You can switch between the 3 modes by pressing “P” while keeping the camera window in focus"}, {"post_id": 72394, "ts": "2026-09-22T20:20:57Z", "hours": 2.3067, "text": "Devlog 2 Added Scrolling Functionality Today I mapped the scroll wheel with pyautogui to scroll as I move my hand up or down while keeping my finger and thumb in contact. To do so I calculated the mid point between my thumb and finger. This point acts as the main point whose position is considered for scrolling. You can see it in the video as well, it turns red when my fingers come in contact Next to actually scroll I use the following code -> diff = ti_mid[1]-prev_ti_midpt_y if abs(diff) > small_movement: pyautogui.scroll(int(diff*sensitivity)) prev_ti_midpt_y = ti_mid[1] Here I Compare the position of the mid pt in each iteration, calculate the difference and multiply with a constant which acts a sensitivity. Finally we use pyautogui to scroll it by that amount. Also if the magnitude of diff is too small (ie. less than small_movement variable) then the movement is not considered. I also defined these variables at the top for easier configurations sensitivity = 4 small_movement = 5 tap_threshold = 0.3 hand_detection_confidence=0.2 tracking_confidence=0.1 scroll_mode = True Tap threshhold here is how close the fingers have to be to consider them in contact Further Plans Next I will be adding the mouse movement. I tried to implement that today but its gonna take more time so I’ll continue it in the next session. For that reason only I also added the variable, scroll_mode"}, {"post_id": 71133, "ts": "2026-09-20T10:36:57Z", "hours": 1.3542, "text": "Devlog 1 Intro I have some plans for this project. I want to build a software which will let me control my pc from my hands via gestures. Functionality Left click - Tapping Thumb and Index finger Right click - Holding thumb and index finger still while in contact Moving cursor - Moving the hand with the thumb and finger close by Scrolling - Holding the thumb & middle finger and moving it up and down Middle click - Tapping thumb and middle finger Stack Python Mediapipe Today’s work Today I had setup a git repo and started writing the code. Till now I have made a basic structure which captures input via opencv, makes a dictionary with coordinates of all points in a hand and finally calculates the distance between thumb and index finger. Then it also detects if the thumb and middle finger are in contact. However I faced one issue when calculating the distance. when I move forward and backward, the distance between 2 fingers is constant in the real world but it keeps changing for the camera as I move hand closer and further from the camera. To fix this we understand that the ratio between the distance of my wrist and the point right where the pinky finger starts and the distance between fingers is always constant (because the palm never bends so it gives us a reference point to calculate distance) , even when I move hand closer or far away. so that’s what I did, I calculated the ratio and used it as the distance which you can also see in the video below. There is also score which is the confidence of hand tracking and contact which tells if the index and thumb are in contact."}]...
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Title: Lazy Control by @yashtakhtani | Stardance
Title: Lazy Control by @yashtakhtani | Stardance
Devlogs:
Devlog 1 Intro I have some plans for this project. I want to build a software which will let me control my pc from my hands via gestures. Functionality Left click - Tapping Thumb and Index finger Right click - Holding thumb and index finger still while in contact Moving cursor - Moving the hand with the thumb and finger close by Scrolling - Holding the thumb & middle finger and moving it up and down Middle click - Tapping thumb and middle finger Stack Python Mediapipe Today’s work Today I had setup a git repo and started writing the code. Till now I have made a basic structure which captures input via opencv, makes a dictionary with coordinates of all points in a hand and finally calculates the distance between thumb and index finger. Then it also detects if the thumb and middle finger are in contact. However I faced one issue when calculating the distance. when I move forward and backward, the distance between 2 fingers is constant in the real world but it keeps changing for the camera as I move hand closer and further from the camera. To fix this we understand that the ratio between the distance of my wrist and the point right where the pinky finger starts and the distance between fingers is always constant (because the palm never bends so it gives us a reference point to calculate distance) , even when I move hand closer or far away. so that’s what I did, I calculated the ratio and used it as the distance which you can also see in the video below. There is also score which is the confidence of hand tracking and contact which tells if the index and thumb are in contact.
Devlog 2 Added Scrolling Functionality Today I mapped the scroll wheel with pyautogui to scroll as I move my hand up or down while keeping my finger and thumb in contact. To do so I calculated the mid point between my thumb and finger. This point acts as the main point whose position is considered for scrolling. You can see it in the video as well, it turns red when my fingers come in contact Next to actually scroll I use the following code -> diff = ti_mid[1]-prev_ti_midpt_y if abs(diff) > small_movement: pyautogui.scroll(int(diff*sensitivity)) prev_ti_midpt_y = ti_mid[1] Here I Compare the position of the mid pt in each iteration, calculate the difference and multiply with a constant which acts a sensitivity. Finally we use pyautogui to scroll it by that amount. Also if the magnitude of diff is too small (ie. less than small_movement variable) then the movement is not considered. I also defined these variables at the top for easier configurations sensitivity = 4 small_movement = 5 tap_threshold = 0.3 hand_detection_confidence=0.2 tracking_confidence=0.1 scroll_mode = True Tap threshhold here is how close the fingers have to be to consider them in contact Further Plans Next I will be adding the mouse movement. I tried to implement that today but its gonna take more time so I’ll continue it in the next session. For that reason only I also added the variable, scroll_mode
Devlog 3 Added Mouse and Zoom Functionality I made this quite a while ago and then got sick, forgot to log this. I added Mouse scroll and zoom functionality. The zoom works by bringing thumb and index finger close, then using the middle finger to zoom as you can see in the video. You can also use the mouse in a similar way. your mouse moves with the midpoint of your index and thumb. when you tap them its a left click, when you touch your thumb and middle finger, the tracking stops for you to adjust your hand if it goes out of the camera. You can switch between the 3 modes by pressing “P” while keeping the camera window in focus
Devlog 4 I added a readme and built the programme into an .exe file. So now you can easily go and test it out!
Ships:
I have completed the first version of this project. Lazy control allows you to control your device with hand gestures. You can control the mouse scroll and zoom through hand gestures easily....
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1792814093.7109132
|
1792900493.7109132
|
|
68058
|
Desktop Draux by @Viy | Stardance
|
Viy
|
1
|
8.0
|
41
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T07:58:16Z", "hours": 8.0, "multiplier": 5.15, "payout": 41, "blessing": "neutral", "text": "Desktop Draux is an interactable desktop pet that can play ambient music, made for Playground. It was pretty fun to make especially with making the art and seeing the critter come to life. I also enjoyed how the ambient music feature came together. I did have some issues with Godot’s window feature, particularly with it registering clicks and drags, but it worked out in the end somehow. Somehow the .exe file is 100+mb… I think most of it are from the unused assets though. Definitely pinning the program to my desktop and playing around on it on my own!", "repo": "https://github.com/viywolf/Desktop-Pet", "demo": "https://viywolf.itch.io/desktop-draux"}]...
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[{"post_id": 77776, "ts": "202 [{"post_id": 77776, "ts": "2026-10-08T07:50:47Z", "hours": 1.0547, "text": "Finishing touches! I added some additional settings such as music volume and music effects. Also made the UI different from the default. I made a quick logo and itch.io image as well."}, {"post_id": 77242, "ts": "2026-10-06T08:03:49Z", "hours": 0.8208, "text": "It is now coloured! Enough with the lineart, the draux now has LIFE. Speaking of life, it also now has DEATH, as you can now close the ‘program’ by right clicking and switching to and clicking the death button."}, {"post_id": 76975, "ts": "2026-10-05T07:55:37Z", "hours": 6.0833, "text": "Desktop pet that runs around on the screen and plays sounds! The pet itself is one of my OCs, a draux (which is basically a cat-dragon-whatever hybrid). At this stage I have only finished the lineart however. Currently, you can drag and drop the draux, and right click on it to open an options menu where you can play various background sounds such as waves, rain, etc. The pet will always try to go towards the bottom of the screen. It can also emit small music notes when it is playing a sound (though only a few before it starts to get insanely laggy since each note is its own window)."}]...
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Title: Desktop Draux by @Viy | Stardance
Devlogs: Title: Desktop Draux by @Viy | Stardance
Devlogs:
Desktop pet that runs around on the screen and plays sounds! The pet itself is one of my OCs, a draux (which is basically a cat-dragon-whatever hybrid). At this stage I have only finished the lineart however. Currently, you can drag and drop the draux, and right click on it to open an options menu where you can play various background sounds such as waves, rain, etc. The pet will always try to go towards the bottom of the screen. It can also emit small music notes when it is playing a sound (though only a few before it starts to get insanely laggy since each note is its own window).
It is now coloured! Enough with the lineart, the draux now has LIFE. Speaking of life, it also now has DEATH, as you can now close the ‘program’ by right clicking and switching to and clicking the death button.
Finishing touches! I added some additional settings such as music volume and music effects. Also made the UI different from the default. I made a quick logo and itch.io image as well.
Ships:
Desktop Draux is an interactable desktop pet that can play ambient music, made for Playground. It was pretty fun to make especially with making the art and seeing the critter come to life. I also enjoyed how the ambient music feature came together. I did have some issues with Godot’s window feature, particularly with it registering clicks and drags, but it worked out in the end somehow. Somehow the .exe file is 100+mb… I think most of it are from the unused assets though. Definitely pinning the program to my desktop and playing around on it on my own!...
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1792817452.6521516
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1792903852.6521516
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48284
|
My own site! by @iam4tharv | Stardance
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iam4tharv
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T06:52:40Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made my personal wesite using matrial 3 ui which is great and i have added dark mode light mode and i have used code rabbit for code quality and i have made it to have my project website listed too!!!", "repo": "https://github.com/iam4tharv/My-site", "demo": "https://iam4tharv.cyou"}]...
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[{"post_id": 77768, "ts": "202 [{"post_id": 77768, "ts": "2026-10-08T06:35:01Z", "hours": 0.4603, "text": "Its my own personal website built with matrial 3 ui !!!!"}]...
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Title: My own site! by @iam4tharv | Stardance
Dev Title: My own site! by @iam4tharv | Stardance
Devlogs:
Its my own personal website built with matrial 3 ui !!!!
Ships:
I have made my personal wesite using matrial 3 ui which is great and i have added dark mode light mode and i have used code rabbit for code quality and i have made it to have my project website listed too!!!...
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1792853434.8956375
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1792939834.8956375
|
|
68545
|
Patito by @daniela_estradacc | Stardance
|
daniela_estradacc
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T05:35:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its my very first proyect, nothing fancy but a little pet that makes company. It was my fist time making that type of proyect and fisrt time using gadot, so i had a hard time undersanding and getting used to it but i like it. I know is not to much i wanted to finish it and star bigger and better proycts", "repo": "https://github.com/danielaestradacc-lgtm/My-Little-Patito", "demo": "https://danielaestradacc.itch.io/patito-pet"}]...
|
[{"post_id": 77756, "ts": "202 [{"post_id": 77756, "ts": "2026-10-08T05:29:23Z", "hours": 2.0881, "text": "Patito(First pet)"}]...
|
Title: Patito by @daniela_estradacc | Stardance
D Title: Patito by @daniela_estradacc | Stardance
Devlogs:
Patito(First pet)
Ships:
Its my very first proyect, nothing fancy but a little pet that makes company. It was my fist time making that type of proyect and fisrt time using gadot, so i had a hard time undersanding and getting used to it but i like it. I know is not to much i wanted to finish it and star bigger and better proycts...
|
1792817471.139348
|
1792903871.139348
|
|
68069
|
My own site! by @MOHD_FAIZAN | Stardance
|
MOHD_FAIZAN
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T05:20:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first ever personal site. IN this journey i started with stardance guide and apart from that i search for many things try to learn them, i have maded many mistakes but at the end i always get to learn something new. I’m feeling proud of it because this helps me to learn many new things but i know this is not that good in looking but everything need a start and that’s my start. Thanks stardance for such a great experience,", "repo": "https://github.com/fazzystorm/My-site", "demo": "https://fazzystorm.github.io/My-site/"}]...
|
[{"post_id": 77260, "ts": "202 [{"post_id": 77260, "ts": "2026-10-06T10:09:21Z", "hours": 2.4408, "text": "I style my page with css and added a social handle section. In css i come to this point after many experiments and i know it is not that well but main this is a part of journey and i hope journey will be very awesome. I made lots of mistake and learnt many things and right now i am going to ship my first project. I try to do my best and that’s it ."}]...
|
Title: My own site! by @MOHD_FAIZAN | Stardance
D Title: My own site! by @MOHD_FAIZAN | Stardance
Devlogs:
I style my page with css and added a social handle section. In css i come to this point after many experiments and i know it is not that well but main this is a part of journey and i hope journey will be very awesome. I made lots of mistake and learnt many things and right now i am going to ship my first project. I try to do my best and that’s it .
Ships:
I made my first ever personal site. IN this journey i started with stardance guide and apart from that i search for many things try to learn them, i have maded many mistakes but at the end i always get to learn something new. I’m feeling proud of it because this helps me to learn many new things but i know this is not that good in looking but everything need a start and that’s my start. Thanks stardance for such a great experience,...
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1792817454.8965094
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1792903854.8965094
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|
55984
|
MDS by @zyluxXD | Stardance
|
zyluxXD
|
1
|
16.0
|
210
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T04:49:43Z", "hours": 16.0, "multiplier": 13.31, "payout": 210, "blessing": "neutral", "text": "I made MDS (Meme Delivery Service), a Python Slack bot that fetches programming memes from ProgrammerHumor! It can post a daily batch automatically, or you can use /memes to request anywhere from 1–10 memes from the home, hot, random, or search feeds. There’s also optional LLM moderation and a Show sources button that links back to the original memes! While making this, there were quite a few moving parts to connect, such as scraping the memes, downloading the images, and uploading them to Slack. Handling errors were quite tedious aswell, including unavailable images, moderation errors, and commands used in channels where the bot hasn’t been invited. Overall, I’m happy with how the whole posting system came together! Daily posts interweave the home and hot feeds, and you can configure the schedule, cooldowns, and moderation. Memes :) Anyways, you, yes YOU should try it TODAY, RIGHT NOW. Just join #mds-playground on the Hack Club Slack and check the pinned message! Ty for reading this :D", "repo": "https://github.com/ZyluxXD/MDS", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C6TQZGQ95"}]...
|
[{"post_id": 77741, "ts": "202 [{"post_id": 77741, "ts": "2026-10-08T04:22:20Z", "hours": 0.4175, "text": "Last minute bugfixing!!!! I’m sure all of y’all had atleast one experience before where you discovered a new bug AFTER finalizing everything . That just happened to me when I realized if MDS isn’t in a channel, it just ghosts you and leaves a error in the console. Yeah, not great, so I added this nice little message if that happens, and also just improved a lil bit of the reliability on the slack side of things. Ready to ship, I think"}, {"post_id": 77454, "ts": "2026-10-07T02:16:13Z", "hours": 6.4686, "text": "Spaghetti and bugs really don’t go well together. Don’t believe me? Try it out… Yeah, you see now? So that is precisely why I cleared out the spaghetti and bugs out of my code! Yes. That took a long time. So basically, I reorganized the fetching, moderation, downloading, and Slack posting code so it is actually readable. I also replaced the scattered dictionaries with actual data models and cleaned up how settings are loaded and checked. Less guessing what some random variable contains. Yay!! On the actual bot side, images now download in parallel, broken or oversized downloads get skipped, and /memes has configurable cooldowns for users and channels. I also improved the source button’s link back to the uploaded post, made the daily posting time configurable, and added separate moderation controls for daily posts and slash commands. All those boring things that suddenly become very interesting when they break And last and probably least , I wrote a README with installation instructions, configuration details, and command examples, added an example .env file and license, and gave MDS a logo and banner! So now you can actually figure out how to run it without having to read through all my code first. well you probably could read it now after the refactor You’re welcome. Anyways, MDS is getting pretty close to being ready to ship!!"}, {"post_id": 66271, "ts": "2026-09-12T00:34:20Z", "hours": 2.4236, "text": "Well, well, well. Look who we have here. (You, reading this devlog). So what I did this time was add the slash commands! Yay!! So basically now there is a ‘/memes’ command that lets you summon a collection of memes in your current channel! You can specify what page of ProgrammerHumor you want it from (like home, hot, random), or you can use a search query! Also I kinda messed up my git, as in my last 2 commits I forgot to actually add the files, so I guess I now have two less commits. Anyways, I also improved reliability, logging, and all those boring things."}, {"post_id": 63213, "ts": "2026-09-06T21:52:10Z", "hours": 2.1831, "text": "After getting ragebaited by LangChain for a while, I’m happy to announce that I have finally completed the LLM moderation feature. Now you can finally rest assured that the memes being sent are appropriate! It is off by default, since you obviously need an llm endpoint to use it, but it is nice to have! Later I may add a setting to control how strict the moderation is. I additionally improved the overall reliability of the app, and made it easier to use as well as easier to understand what’s going on!"}, {"post_id": 59908, "ts": "2026-09-01T22:49:44Z", "hours": 1.7822, "text": "LLMs, the cause of the ram shortage, are now a vital (kinda) part of my app. So basically in the about 2 hours ish of this devlog, I managed to implement the first half of the LLM moderation & ranking feature. I first using the OpenAI API, but then switched to langchain to allow support for other API specifications! But yeah, this feature is pretty time consuming to implement… Also, the screenshot this time is just some code as I don’t wanna add yet another screenshot of the app, with the LLM feature not even implemented yet."}, {"post_id": 57717, "ts": "2026-08-29T23:40:13Z", "hours": 1.1853, "text": "Waiter waiter, more upgrades! Alright, so before I jump to the complicated stuff, I just improved the overall code structure by making it more readable and spread apart, added better logging capabilities, as well as added the core feature: scheduled meme posting, and finally, improved the source links button & overall reliability."}, {"post_id": 57628, "ts": "2026-08-29T20:41:34Z", "hours": 1.3381, "text": "Finished the basic structure of the Slack bot; I got it working and posting memes along with a basic scraper, and a sources button. This is a very basic demo for now, there is so much more to come!"}]...
|
Title: MDS by @zyluxXD | Stardance
Devlogs:
Finis Title: MDS by @zyluxXD | Stardance
Devlogs:
Finished the basic structure of the Slack bot; I got it working and posting memes along with a basic scraper, and a sources button. This is a very basic demo for now, there is so much more to come!
Waiter waiter, more upgrades! Alright, so before I jump to the complicated stuff, I just improved the overall code structure by making it more readable and spread apart, added better logging capabilities, as well as added the core feature: scheduled meme posting, and finally, improved the source links button & overall reliability.
LLMs, the cause of the ram shortage, are now a vital (kinda) part of my app. So basically in the about 2 hours ish of this devlog, I managed to implement the first half of the LLM moderation & ranking feature. I first using the OpenAI API, but then switched to langchain to allow support for other API specifications! But yeah, this feature is pretty time consuming to implement… Also, the screenshot this time is just some code as I don’t wanna add yet another screenshot of the app, with the LLM feature not even implemented yet.
After getting ragebaited by LangChain for a while, I’m happy to announce that I have finally completed the LLM moderation feature. Now you can finally rest assured that the memes being sent are appropriate! It is off by default, since you obviously need an llm endpoint to use it, but it is nice to have! Later I may add a setting to control how strict the moderation is. I additionally improved the overall reliability of the app, and made it easier to use as well as easier to understand what’s going on!
Well, well, well. Look who we have here. (You, reading this devlog). So what I did this time was add the slash commands! Yay!! So basically now there is a ‘/memes’ command that lets you summon a collection of memes in your current channel! You can specify what page of ProgrammerHumor you want it from (like home, hot, random), or you can use a search query! Also I kinda messed up my git, as in my last 2 commits I forgot to actually add the files, so I guess I now have two less commits. Anyways, I also improved reliability, logging, and all those boring things.
Spaghetti and bugs really don’t go well together. Don’t believe me? Try it out… Yeah, you see now? So that is precisely why I cleared out the spaghetti and bugs out of my code! Yes. That took a long time. So basically, I reorganized the fetching, moderation, downloading, and Slack posting code so it is actually readable. I also replaced the scattered dictionaries with actual data models and cleaned up how settings are loaded and checked. Less guessing what some random variable contains. Yay!! On the actual bot side, images now download in parallel, broken or oversized downloads get skipped, and /memes has configurable cooldowns for users and channels. I also improved the source button’s link back to the uploaded post, made the daily posting time configurable, and added separate moderation controls for daily posts and slash commands. All those boring things that suddenly become very interesting when they break And last and probably least , I wrote a README with installation instructions, configuration details, and command examples, added an example .env file and license, and gave MDS a logo and banner! So now you can actually figure out how to run it without having to read through all my code first. well you probably could read it now after the refactor You’re welcome. Anyways, MDS is getting pretty close to being ready to ship!!
Last minute bugfixing!!!! I’m sure all of y’all had atleast one experience before where you discovered a new bug AFTER finalizing everything . That just happened to me when I realized if MDS isn’t in a channel, it just ghosts you and leaves a error in the console. Yeah, not great, so I added this nice little message if that happens, and also just improved a lil bit of the reliability on the slack side of things. Ready to ship, I think
Ships:
I made MDS (Meme Delivery Service), a Python Slack bot that fetches programming memes from ProgrammerHumor! It can post a daily batch automatically, or you can use /memes to request anywhere from 1–10 memes from the home, hot, random, or search feeds. There’s also optional LLM moderation and a Show sources button that links back to the original memes! While making this, there were quite a few moving parts to connect, such as scraping the memes, downloading the images, and uploading them to Slack. Handling errors were quite tedious aswell, including unavailable images, moderation errors, and commands used in channels where the bot hasn’t been invited. Overall, I’m happy with how the whole posting system came together! Daily posts interweave the home and hot feeds, and you can configure the schedule, cooldowns, and moderation. Memes :) Anyways, you, yes YOU should try it TODAY, RIGHT NOW. Just join #mds-playground on the Hack Club Slack and check the pinned message! Ty for reading this :D...
|
1792853643.7677176
|
1792940043.7677176
|
|
42187
|
Nix Dotfiles by @ngarnsworthy | Stardance
|
ngarnsworthy
|
1
|
50.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T04:25:03Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! For one of my stardance projects I chose to work on NixOS dotfiles. They are a little different from the vast majority of projects so, please, bear with me. NixOS is a declarative operating system that has it’s function defined by a set of dotfiles, what I wrote! Because the dotfiles define an operating system it was a little harder to make a demo, so I opted to make a short video showing off some cool things you can do. Also, take a chance to read the README.md to see a little more explanation of some of the parts of the dotfiles. One think I think I’ve learned a lot about through this project is functional programing. The dotfiles I wrote are in the functional Nix language. Functional programming compared to others forms lacks state, each function only acts on its inputs to create outputs. This makes the job of functions easier to determine because they can’t go and touch outside state, something I want to begin using in other projects on mine. One thing I’m very proud of is the ability to run a Minecraft server I created. In the past with the servers I self-hosted I ran into issues with the server running out of resources; to fix this I used systemd (I’ve never really gotten into it before!) to only start and run the server when it is needed!!! I also had to learn about protecting services from bad-actors to prevent issues with my services. One thing I would have done differently was the way I committed. I had a script that created a commit every time I rebuilt the dotfiles, this was a bad idea because now my commit history is full of unexplained commits and commits from when I was trying to get something to work. If I were to start this project from scratch I would have used something like commitizen and optional commits to prevent this issue.", "repo": "https://gitlab.com/ngarnsworthy/nix-dotfiles", "demo": "https://youtu.be/ERCqtOby6EU"}]...
|
[{"post_id": 77735, "ts": "202 [{"post_id": 77735, "ts": "2026-10-08T03:54:25Z", "hours": 2.3667, "text": "Finished up creating a presentation for shipping because there is no way to use my project without installing nixos yourself :P"}, {"post_id": 73138, "ts": "2026-09-24T13:57:51Z", "hours": 9.3597, "text": "Done Added README.md Added wshowkeys to make a demo video Added docker Changed Firefox Bookmarks and added Noogle Added hyprsunset (night screen mode) and hypridle and hyprlock (lock screen) Added more LSP servers to NeoVim Added Discord updates from NeoVim Fixed PDF application Added CDemu Removed some interface modules Fix NAS mount Added a Discord ping to the minecraft server Added VPN Minecraft Server It is useful to know when someone joined the minecraft server. To this end a systemd that starts with the minecraft server was created that was wanted by the main minecraft server. This means when the minecraft server starts so will the ping service. The way the ping works is very simple, it just goes and sends a request to the discord webhook api with a body of {“message”: “The server has started”}. Like all systemd services I created I did my best to harden it. This involved limiting its network access and only allowing to see (and not write) a couple of files on the FS. The discord API key was stored in SOPS. TODO Continue to shape the OS to my developing needs. Also, it may be useful to start from scratch at some point."}, {"post_id": 45882, "ts": "2026-08-12T16:52:33Z", "hours": 9.3231, "text": "Done Minecraft Added more mods to servers and setup a FTB modded server. I would have preferred to setup the FTB server using the nixos philosophy but I needed to install it with the installer because nix-minecraft does not support the use of FTB or Curseforge modpacks. MTOD The pictured MOTD shows up when you login to give a quick picture of the system status. The services that are displayed can be configured. In progress: modularization I’m creating a mySystem set of modules that individual configurations can enable and disable. This abstracts away the nix options and makes it easier to setup a new system quickly. TODO Print Server Improve NeoVim"}, {"post_id": 43641, "ts": "2026-08-09T00:53:36Z", "hours": 9.105, "text": "Done Socket Java Minecraft Server Minecraft servers take up a lot of system resources so it makes sense to turn them off when no one is using them. I accomplish this through systemd services and sockets. A systemd socket listens for any incoming connection on a port and passes that to its associated service. Because Minecraft servers don’t support receiving from UNIX sockets that receiving service is a proxy. That proxy transfers all packets to the Minecraft server. The Minecraft server service is set to only run when the socket is active (which has a timeout). Minecraft Bedrock Server This one gave me a lot of headaches. Simply put BDS does not like NixOS. I ended up using a docker container to run the server in. This also comes with the benefit of auto updates. BedrockOnLinux One of the servers I run in Minecraft Bedrock (/ ) and I want to be able to access it from my NixOS PCs. So I created a nixpkg for BedrockOnLinux a tool that allows you to run Minecraft Bedrock on a Lixux machine. Failures There were SO MANY ISSUES with trying to get sockets working. At first I followed a blog post which used a over complicated method using RCON to stop the server when no players were on but using a timeout on the proxy worked much better and had player pings also keep the server open. I spent far too much time trying to get sockets to work for the bedrock server using socat to proxy the UDP connections, though this may have worked if I got my server properly working I’ll need to check this in the future. TODO Modpack from FTB Firefox Bookmarks Nvim code completion"}, {"post_id": 42433, "ts": "2026-08-07T04:22:35Z", "hours": 5.5086, "text": "Done Package Created a package for mc-image-helper to use in a better Minecraft server module for NixOS because I plan on deploying it to the Minecraft server I run. Clean up Removed template comments and moved to a preset based system where presets like “PC” and “headless” controlled what was included. Fonts Fixed issues with emojis and CJK (Chinese Japanese Korean) characters. Waybar Improved battery icons and showing charging. Also enabled a smoother battery life readout. NeoVim Enabled NeoVim language servers and switched to internal Tree Sitter due to issues with the existing config. Storage Connect automatically to NAS using sops secrets. TODO NeoVim Get snipping engine to work for code autocomplete Server Configure Minecraft module and deploy Minecraft server Firefox Add bookmarks for Stardance, Gitlab, NixOS, etc."}, {"post_id": 40431, "ts": "2026-08-03T22:55:11Z", "hours": 2.9044, "text": "MPD MPD is a tool for playing music on Linux. I set it up as a user service under home-manager (to prevent issues with Pipewire O_o). I also configured a module in Waybar for it for easy control and seeing information. TODO Global MPD server to prevent database loading time Firefox default bookmarks (prehaps) Generalize config"}, {"post_id": 39872, "ts": "2026-08-03T04:24:23Z", "hours": 2.7503, "text": "Transferred over NeoVim config I had already built a NeoVim config in another set of dotfiles (when I was using Arch btw :P) and I just needed to move it over to home-manager nix dotfiles. Fonts Fonts needed to be fixed again 0_o. Now they are all managed my home-manager which avoids some of the fc detection issues I had been having. Emojis work now too! Firefox Firefox has finally been purged of all the junk! The new tab page is now empty from the get go! TODO Firefox default bookmarks Add features to waybar Generalize config for any computer"}, {"post_id": 38471, "ts": "2026-07-31T21:14:48Z", "hours": 1.7994, "text": "Upgraded Waybar to look better. Made system info all icons and removed unnecessary fluff. In the future I want to make it an option in Waybar to have your username be lowercase. TODO NeoVim config Firefox default bookmarks"}, {"post_id": 37986, "ts": "2026-07-31T02:34:59Z", "hours": 6.9425, "text": "Just added this project to Stardance! Set up build automation, hyprland, waybar, kitty, and some common programs. Currently I’m working on creating a NeoVim config that is more than a placeholder to get HackaTime to work."}]...
|
Title: Nix Dotfiles by @ngarnsworthy | Stardance
Title: Nix Dotfiles by @ngarnsworthy | Stardance
Devlogs:
Just added this project to Stardance! Set up build automation, hyprland, waybar, kitty, and some common programs. Currently I’m working on creating a NeoVim config that is more than a placeholder to get HackaTime to work.
Upgraded Waybar to look better. Made system info all icons and removed unnecessary fluff. In the future I want to make it an option in Waybar to have your username be lowercase. TODO NeoVim config Firefox default bookmarks
Transferred over NeoVim config I had already built a NeoVim config in another set of dotfiles (when I was using Arch btw :P) and I just needed to move it over to home-manager nix dotfiles. Fonts Fonts needed to be fixed again 0_o. Now they are all managed my home-manager which avoids some of the fc detection issues I had been having. Emojis work now too! Firefox Firefox has finally been purged of all the junk! The new tab page is now empty from the get go! TODO Firefox default bookmarks Add features to waybar Generalize config for any computer
MPD MPD is a tool for playing music on Linux. I set it up as a user service under home-manager (to prevent issues with Pipewire O_o). I also configured a module in Waybar for it for easy control and seeing information. TODO Global MPD server to prevent database loading time Firefox default bookmarks (prehaps) Generalize config
Done Package Created a package for mc-image-helper to use in a better Minecraft server module for NixOS because I plan on deploying it to the Minecraft server I run. Clean up Removed template comments and moved to a preset based system where presets like “PC” and “headless” controlled what was included. Fonts Fixed issues with emojis and CJK (Chinese Japanese Korean) characters. Waybar Improved battery icons and showing charging. Also enabled a smoother battery life readout. NeoVim Enabled NeoVim language servers and switched to internal Tree Sitter due to issues with the existing config. Storage Connect automatically to NAS using sops secrets. TODO NeoVim Get snipping engine to work for code autocomplete Server Configure Minecraft module and deploy Minecraft server Firefox Add bookmarks for Stardance, Gitlab, NixOS, etc.
Done Socket Java Minecraft Server Minecraft servers take up a lot of system resources so it makes sense to turn them off when no one is using them. I accomplish this through systemd services and sockets. A systemd socket listens for any incoming connection on a port and passes that to its associated service. Because Minecraft servers don’t support receiving from UNIX sockets that receiving service is a proxy. That proxy transfers all packets to the Minecraft server. The Minecraft server service is set to only run when the socket is active (which has a timeout). Minecraft Bedrock Server This one gave me a lot of headaches. Simply put BDS does not like NixOS. I ended up using a docker container to run the server in. This also comes with the benefit of auto updates. BedrockOnLinux One of the servers I run in Minecraft Bedrock (/ ) and I want to be able to access it from my NixOS PCs. So I created a nixpkg for BedrockOnLinux a tool that allows you to run Minecraft Bedrock on a Lixux machine. Failures There were SO MANY ISSUES with trying to get sockets working. At first I followed a blog post which used a over complicated method using RCON to stop the server when no players were on but using a timeout on the proxy worked much better and had player pings also keep the server open. I spent far too much time trying to get sockets to work for the bedrock server using socat to proxy the UDP connections, though this may have worked if I got my server properly working I’ll need to check this in the future. TODO Modpack from FTB Firefox Bookmarks Nvim code completion
Done Minecraft Added more mods to servers and setup a FTB modded server. I would have preferred to setup the FTB server using the nixos philosophy but I needed to install it with the installer because nix-minecraft does not support the use of FTB or Curseforge modpacks. MTOD The pictured MOTD shows up when you login to give a quick picture of the system status. The services that are displayed can be configured. In progress: modularization I’m creating a mySystem set of modules that individual configurations can enable and disable. This abstracts away the nix options and makes it easier to setup a new system quickly. TODO Print Server Improve NeoVim
Done Added README.md Added wshowkeys to make a demo video Added docker Changed Firefox Bookmarks and added Noogle Added hyprsunset (night screen mode) and hypridle and hyprlock (lock screen) Added more LSP servers to NeoVim Added Discord updates from NeoVim Fixed PDF application Added CDemu Removed some interface modules Fix NAS mount Added a Discord ping to the minecraft server Added VPN Minecraft Server It is useful to know when someone joined the minecraft server. To this end a systemd that starts with the minecraft server was created that was wanted by the main minecraft server. This means when the minecraft server starts so will the ping service. The way the ping works is very simple, it just goes and sends a request to the discord webhook api with a body of {“message”: “The server has started”}. Like all systemd services I created I did my best to harden it. This involved limiting its network access and only allowing to see (and not write) a couple of files on the FS. The discord API key was stored in SOPS. TODO Continue to shape the OS to my developing needs. Also, it may be useful to start from scratch at some point.
Finished up creating a presentation for shipping because there is no way to use my project without installing nixos yourself :P
Ships:
Hi! For one of my stardance projects I chose to work on NixOS dotfiles. They are a little different from the vast majority of projects so, please, bear with me. NixOS is a declarative operating system that has it’s function defined by a set of dotfiles, what I wrote! Because the dotfiles define an operating system it was a little harder to make a demo, so I opted to make a short video showing off some cool things you can do. Also, take a chance to read the README.md to see a little more explanation of some of the parts of the dotfiles. One think I think I’ve learned a lot about through this project is functional programing. The dotfiles I wrote are in the functional Nix language. Functional programming compared to others forms lacks state, each function only acts on its inputs to create outputs. This makes the job of functions easier to determine because they can’t go and touch outside state, something I want to begin using in other projects on mine. One thing I’m very proud of is the ability to run a Minecraft server I created. In the past with the servers I self-hosted I ran into issues with the server running out of resources; to fix this I used systemd (I’ve never really gotten into it before!) to only start and run the server when it is needed!!! I also had to learn about protecting services from bad-actors to prevent issues with my services. One thing I would have done differently was the way I committed. I had a script that created a commit every time I rebuilt the dotfiles, this was a bad idea because now my commit history is full of unexplained commits and commits from when I was trying to get something to work. If I were to start this project from scratch I would have used something like commitizen and optional commits to prevent this issue....
|
1792853306.2090993
|
1792939706.2090993
|
|
68520
|
Menu project by @syedakhter | Stardance
|
syedakhter
|
1
|
3.0
|
2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T03:09:06Z", "hours": 3.0, "multiplier": 1.0, "payout": 2, "blessing": "neutral", "text": "I made a menu with a main menu kids’ menu and a drinks menu", "repo": "https://github.com/8051987-eng/Menu", "demo": "https://8051987-eng.github.io/Menu/"}]...
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[{"post_id": 77725, "ts": "202 [{"post_id": 77725, "ts": "2026-10-08T03:07:35Z", "hours": 3.0672, "text": "MY menu"}]...
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Title: Menu project by @syedakhter | Stardance
De Title: Menu project by @syedakhter | Stardance
Devlogs:
MY menu
Ships:
I made a menu with a main menu kids’ menu and a drinks menu...
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1792817470.2699313
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1792903870.2699313
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50076
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orph32 by @pizzalover125 | Stardance
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pizzalover125
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T00:11:52Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "an esp32 devboard to be sold at hack club shops; Orpheus Pico, but with an ESP32 chip", "repo": "https://github.com/pizzalover125/orpheus32", "demo": ""}]...
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[{"post_id": 56129, "ts": "202 [{"post_id": 56129, "ts": "2024-06-04T00:00:00Z", "hours": 1.0, "text": "im locking in polish today this bout to be the most polished thing ever first things first, delete whatever i made b4 start w blank slate okay, time to design a logo will use Figma o, r, p, h all layered on top of each other v2 of logo need to add 32 component to it bruh ts is so hard idk ill start afresh ok im back at 3:45 pm time to get back to work on this ok that looks better ok who let me cook something needs to be in the middle also got tons of positive feedback which is nice to hear who let me cook something forming? i feel like this is enough"}, {"post_id": 56079, "ts": "2024-06-03T00:00:00Z", "hours": 0.25, "text": "ahhhhhh im trying to make it better i tried to brand it as “the most comical devboard” but it did not end up working i need to find a way to make this more personalized ahhhh why is this so hard"}, {"post_id": 56078, "ts": "2024-06-02T00:00:00Z", "hours": 0.5, "text": "project rejected :( apparently it is too generic in terms of art need to fix that! looking at https://hardware.hackclub.com/gallery for inspo i like https://github.com/NotARoomba/ember and Taranium-RP2040 made it comic sans ahhhhh idk how to make the art better"}, {"post_id": 56077, "ts": "2024-05-21T00:00:00Z", "hours": 3.0, "text": "redoing all the passives going to change placement as well some changes to values + decoupling caps added done with pairs + placement! wowoowowowow time to see price bc i lessened number of items bruh price is $93 now $180 w customs and shipping 😢 I HAVE TO RESTART bc ESP32-S3 is too expensive luckily i have rev2 still available which uses routing time wait ill add SK6218-mini ok added PCB done! need to add silkscreen now! both sides done! time to add Hack Club logo BOOM! ok sent message in slack idk i feel like accelorometer is not needed i think i might prepare for submission now ok going to prepare for submission added cool labels to evrything creating render cause why not Render PCB + Schematic KiCAD Render JLC comes out to $40.30 👀 ok time to upload files and prepare README"}, {"post_id": 56076, "ts": "2024-05-20T00:00:00Z", "hours": 2.0, "text": "I fixed DRC errors that Taran pointed out now i want to add a neopixel to make it look cooler going to use SK6812 cause why not routed it! will add 3d model ok added it from SnapEDA wait the headers are reversed; need to fix time for silkscreen raygen wants me to add another neopixel was not planning to, but sure added! going to view other devboards notes from other breadboards: label schematic to make it pretty label pins (seems to be very important) hack club logo + other silkscreen art ok im locked in now wow this is harder than I expected first half done! one more half to go had a bunch of problems choosing font and positioning properly made post on Hack Club Slack ok i think thats it for now; will come back to fix problems, tidy schematic, and prepare to submit! seems like no major errors as nobody has said much on Slack Taran told me to add which GPIO are being used for sensors, so I did that! going to create order on JLC and source parts! im doing everything except the pins cause i don’t really need them PCBA ok i can do a lot of optimization but first, i need to fix all the things Rudy mentioned ahhh too tired for this; will do tmrw ig"}, {"post_id": 56075, "ts": "2024-05-19T00:00:00Z", "hours": 3.0, "text": "@Rudy on Slack told me to use a ESP32 with built-in UART-to-USB ig thats what we are doing for this after brief research, I found ESP32-S3-WROOM-1 with 36 GPIO will read https://documentation.espressif.com/esp32-s3-wroom-1_wroom-1u_datasheet_en.pdf idk if I even should create a board bc its going to be super basic copied USB-C w/o diode going to use same power circuitry added buttons bruh my schematic feels so basic pcb also feels too basic… idk if this is worth it cause its too basic ok im back after a couple of hours i’m going to make this a sensor board finally mastered differential pairs in KiCad w https://www.youtube.com/watch?v=M13QxtPVrXY ! wait routing this is impossible waiting for expert resposne in Slack; going to select some chips to use after brief research, i’ve decided to use BME280 and LSM6DS3 BME280 is temperature, while the LSM6DS3 is accelorometer after much reading of datasheets, came up with this! hopefully it is correct rev 3 is complete!"}, {"post_id": 56074, "ts": "2024-05-18T00:00:00Z", "hours": 2.0, "text": "time to fix everything I did wrong, such as: also apparently my routing is inefficient REROUTED EVERYTHING AGAIN BUT IT STILL DIDN”T WORK AHHHHH time to watch https://www.youtube.com/watch?v=KgOQaBUPiBo ok that vid no good lets try https://www.youtube.com/watch?v=v2okbB05piE AI slop vid; nvm lets try https://www.youtube.com/watch?v=0tuuMSxcVxg got it working! w render and we are done with routing for rev2… wow this is turning out great! next rev, need to minimize vias from 15 to like 5"}, {"post_id": 56073, "ts": "2024-05-18T00:00:00Z", "hours": 3.0, "text": "During highway, Jenin had this idea to make an ESP32 devboard called Orpheus32, but ended up never making it and granted me permission to make it I never made it… until now! im going to use KiCad going to use WROOM-32 realized that it doesn’t have easy USB pins like RP2040; need a USB to UART coverter after some vary minimal research, it looks like CH340C is the standard for the converter using LDO AMS117 3.3v edition working on USB-C need B5819W diode adding power LED following standard conventions for the first time by having GND face down and VCC/VBUS/+5V/etc face up USBC done LDO done USB to UART done buttons done actual ESP32 + pins done also! ok assigned footprints will start PCB now… wow this project is super easy thus far got general layout sort of… need to add components components added time to route ill use differential pair surprisingly not too difficult bruh i messed up schematic ok i added ground planes and am done with rev1! ill get a 3d model of the USBC first ok time to find bugs and do more revisions!"}]...
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Title: orph32 by @pizzalover125 | Stardance
Devlo Title: orph32 by @pizzalover125 | Stardance
Devlogs:
During highway, Jenin had this idea to make an ESP32 devboard called Orpheus32, but ended up never making it and granted me permission to make it I never made it… until now! im going to use KiCad going to use WROOM-32 realized that it doesn’t have easy USB pins like RP2040; need a USB to UART coverter after some vary minimal research, it looks like CH340C is the standard for the converter using LDO AMS117 3.3v edition working on USB-C need B5819W diode adding power LED following standard conventions for the first time by having GND face down and VCC/VBUS/+5V/etc face up USBC done LDO done USB to UART done buttons done actual ESP32 + pins done also! ok assigned footprints will start PCB now… wow this project is super easy thus far got general layout sort of… need to add components components added time to route ill use differential pair surprisingly not too difficult bruh i messed up schematic ok i added ground planes and am done with rev1! ill get a 3d model of the USBC first ok time to find bugs and do more revisions!
time to fix everything I did wrong, such as: also apparently my routing is inefficient REROUTED EVERYTHING AGAIN BUT IT STILL DIDN”T WORK AHHHHH time to watch https://www.youtube.com/watch?v=KgOQaBUPiBo ok that vid no good lets try https://www.youtube.com/watch?v=v2okbB05piE AI slop vid; nvm lets try https://www.youtube.com/watch?v=0tuuMSxcVxg got it working! w render and we are done with routing for rev2… wow this is turning out great! next rev, need to minimize vias from 15 to like 5
@Rudy on Slack told me to use a ESP32 with built-in UART-to-USB ig thats what we are doing for this after brief research, I found ESP32-S3-WROOM-1 with 36 GPIO will read https://documentation.espressif.com/esp32-s3-wroom-1_wroom-1u_datasheet_en.pdf idk if I even should create a board bc its going to be super basic copied USB-C w/o diode going to use same power circuitry added buttons bruh my schematic feels so basic pcb also feels too basic… idk if this is worth it cause its too basic ok im back after a couple of hours i’m going to make this a sensor board finally mastered differential pairs in KiCad w https://www.youtube.com/watch?v=M13QxtPVrXY ! wait routing this is impossible waiting for expert resposne in Slack; going to select some chips to use after brief research, i’ve decided to use BME280 and LSM6DS3 BME280 is temperature, while the LSM6DS3 is accelorometer after much reading of datasheets, came up with this! hopefully it is correct rev 3 is complete!
I fixed DRC errors that Taran pointed out now i want to add a neopixel to make it look cooler going to use SK6812 cause why not routed it! will add 3d model ok added it from SnapEDA wait the headers are reversed; need to fix time for silkscreen raygen wants me to add another neopixel was not planning to, but sure added! going to view other devboards notes from other breadboards: label schematic to make it pretty label pins (seems to be very important) hack club logo + other silkscreen art ok im locked in now wow this is harder than I expected first half done! one more half to go had a bunch of problems choosing font and positioning properly made post on Hack Club Slack ok i think thats it for now; will come back to fix problems, tidy schematic, and prepare to submit! seems like no major errors as nobody has said much on Slack Taran told me to add which GPIO are being used for sensors, so I did that! going to create order on JLC and source parts! im doing everything except the pins cause i don’t really need them PCBA ok i can do a lot of optimization but first, i need to fix all the things Rudy mentioned ahhh too tired for this; will do tmrw ig
redoing all the passives going to change placement as well some changes to values + decoupling caps added done with pairs + placement! wowoowowowow time to see price bc i lessened number of items bruh price is $93 now $180 w customs and shipping 😢 I HAVE TO RESTART bc ESP32-S3 is too expensive luckily i have rev2 still available which uses routing time wait ill add SK6218-mini ok added PCB done! need to add silkscreen now! both sides done! time to add Hack Club logo BOOM! ok sent message in slack idk i feel like accelorometer is not needed i think i might prepare for submission now ok going to prepare for submission added cool labels to evrything creating render cause why not Render PCB + Schematic KiCAD Render JLC comes out to $40.30 👀 ok time to upload files and prepare README
project rejected :( apparently it is too generic in terms of art need to fix that! looking at https://hardware.hackclub.com/gallery for inspo i like https://github.com/NotARoomba/ember and Taranium-RP2040 made it comic sans ahhhhh idk how to make the art better
ahhhhhh im trying to make it better i tried to brand it as “the most comical devboard” but it did not end up working i need to find a way to make this more personalized ahhhh why is this so hard
im locking in polish today this bout to be the most polished thing ever first things first, delete whatever i made b4 start w blank slate okay, time to design a logo will use Figma o, r, p, h all layered on top of each other v2 of logo need to add 32 component to it bruh ts is so hard idk ill start afresh ok im back at 3:45 pm time to get back to work on this ok that looks better ok who let me cook something needs to be in the middle also got tons of positive feedback which is nice to hear who let me cook something forming? i feel like this is enough
Ships:
an esp32 devboard to be sold at hack club shops; Orpheus Pico, but with an ESP32 chip...
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1792399744.8218644
|
1793263744.8218644
|
|
29599
|
Holy Moley by @GeorgeSun | Stardance
|
GeorgeSun
|
3
|
96.74
|
1613
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T23:43:28Z", "hours": 65.0, "multiplier": 19.59, "payout": 1513, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 2, "ts": "2026-09-03T22:02:25Z", "hours": 2.0, "multiplier": 12.89, "payout": 24, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 3, "ts": "2026-07-10T14:24:37Z", "hours": 12.0, "multiplier": 12.93, "payout": 76, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}]...
|
[{"post_id": 82122, "ts": "202 [{"post_id": 82122, "ts": "2026-10-24T00:29:19Z", "hours": 9.1569, "text": "I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!"}, {"post_id": 80043, "ts": "2026-10-16T01:49:13Z", "hours": 8.5842, "text": "I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode."}, {"post_id": 77696, "ts": "2026-10-07T23:19:00Z", "hours": 3.3469, "text": "I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!"}, {"post_id": 77189, "ts": "2026-10-06T00:18:02Z", "hours": 10.3744, "text": "This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data"}, {"post_id": 75730, "ts": "2026-09-30T21:36:11Z", "hours": 9.2133, "text": "I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper"}, {"post_id": 73767, "ts": "2026-09-25T21:55:35Z", "hours": 7.4275, "text": "I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue."}, {"post_id": 72415, "ts": "2026-09-22T21:35:48Z", "hours": 10.3656, "text": "I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better"}, {"post_id": 70715, "ts": "2026-09-19T17:16:05Z", "hours": 8.8269, "text": "There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!"}, {"post_id": 69410, "ts": "2026-09-17T00:24:37Z", "hours": 7.6839, "text": "I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features"}, {"post_id": 68317, "ts": "2026-09-14T22:37:20Z", "hours": 5.8411, "text": "Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook"}, {"post_id": 64521, "ts": "2026-09-09T00:01:03Z", "hours": 2.0364, "text": "I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking"}, {"post_id": 52028, "ts": "2026-08-22T02:07:00Z", "hours": 1.5547, "text": "I ported my Game onto Android and Apple phones and added mobile support!"}, {"post_id": 23539, "ts": "2026-07-06T15:49:12Z", "hours": 10.8819, "text": "Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!"}, {"post_id": 20425, "ts": "2026-07-02T00:51:13Z", "hours": 0.8114, "text": "Added a cave parallax background, the player sprite animations and the health indicator"}]...
|
Title: Holy Moley by @GeorgeSun | Stardance
Devlo Title: Holy Moley by @GeorgeSun | Stardance
Devlogs:
Added a cave parallax background, the player sprite animations and the health indicator
Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!
I ported my Game onto Android and Apple phones and added mobile support!
I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking
Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook
I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features
There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!
I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better
I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue.
I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper
This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data
I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!
I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode.
I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!
Ships:
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.
Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!...
|
1792820939.2334325
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1792907339.2334325
|
|
67321
|
My Personal Site by @bruv | Stardance
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bruv
|
1
|
9.94
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T20:35:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my very first Stardance project I created my own personal website. It consists of 3 sections: About me, Projects and Entertainment. I’m planning on updating it to make it look better and eventually add more projects to it. Writing the html code for this was pretty simple for me since I have learnt it before but what was challenging for me was the CSS code, especially researching on how to animate text to look like it was being typed (luckily I found out how eventually). To everyone checking out my site, you gotta see the entertainment section, it will not disappoint! I am excited to launch my first live site on the internet!", "repo": "https://github.com/Hannah-Dennis/Stardance-floor", "demo": "https://hannah-dennis.github.io/Stardance-floor/"}]...
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[{"post_id": 82083, "ts": "202 [{"post_id": 82083, "ts": "2026-10-23T19:57:43Z", "hours": 0.2908, "text": "Devlog #21: I added a light/dark mode. I’m thinking of putting a bg for it tho."}, {"post_id": 81862, "ts": "2026-10-22T19:56:31Z", "hours": 0.3033, "text": "Devlog #20: I added a progress bar!"}, {"post_id": 81622, "ts": "2026-10-21T19:56:13Z", "hours": 0.3722, "text": "Devlog #19: I added a new feature where if you click on one of the pictures, it will open it but without opening a new tab."}, {"post_id": 81314, "ts": "2026-10-20T19:49:31Z", "hours": 0.4575, "text": "Devlog #18: the parallax effect on the pictures is finally workinggg!!"}, {"post_id": 81065, "ts": "2026-10-19T18:52:36Z", "hours": 0.2883, "text": "Devlog #17: I debugged some code then added the picture files in the same folder. I still need to change their name tho"}, {"post_id": 80743, "ts": "2026-10-18T17:59:52Z", "hours": 0.3144, "text": "Devlog #16: debugged errors and added more animations"}, {"post_id": 80480, "ts": "2026-10-17T19:59:49Z", "hours": 0.2983, "text": "Devlog #14: I added shimmering stars"}, {"post_id": 80227, "ts": "2026-10-16T19:55:18Z", "hours": 0.3139, "text": "Devlog #14: I’m still trying to get the picture-moving-parallax effect..working on JS part now."}, {"post_id": 79990, "ts": "2026-10-15T19:57:48Z", "hours": 0.3378, "text": "Devlog #13: I’m trying to add another parallax effect where the pictures move with the cursor"}, {"post_id": 79638, "ts": "2026-10-14T19:54:43Z", "hours": 0.3911, "text": "Devlog #12: I added a new page for entertainment instead of keeping it as a section in the homepage."}, {"post_id": 79394, "ts": "2026-10-13T19:57:22Z", "hours": 0.3106, "text": "Devlog #11: I decided to add separate pages for Home, Projects,etc. instead of keeping them as sections on the same page. I changed the cursor too!"}, {"post_id": 79137, "ts": "2026-10-12T19:49:26Z", "hours": 0.3228, "text": "Devlog #10: I added a banner…I think I should change the font colour."}, {"post_id": 78838, "ts": "2026-10-11T18:48:43Z", "hours": 0.3283, "text": "Devlog #9: I changed h1 and the nav bar to match the theme of the others. I changed the bg too!"}, {"post_id": 78436, "ts": "2026-10-10T19:59:18Z", "hours": 0.3383, "text": "Devlog #8:I made the boxes translucent and I made the line underneath the heading multiple colours."}, {"post_id": 78144, "ts": "2026-10-09T19:30:04Z", "hours": 0.8153, "text": "Devlog #7: i searched up on different kinds of animations I can add like kinds of cursors. I also added the parallax feature =D"}, {"post_id": 77924, "ts": "2026-10-08T19:54:06Z", "hours": 0.4547, "text": "I’m starting to work on version 2 of my personal website. I researched on how to add a parallax effect and now I’m trying it out."}, {"post_id": 77664, "ts": "2026-10-07T19:26:16Z", "hours": 1.2503, "text": "I added a typewriter-style animation to give my site a hacker-ish vibe. I also put a scrollbar and tried to make the site more aesthetically pleasing."}, {"post_id": 77397, "ts": "2026-10-06T19:57:02Z", "hours": 0.7242, "text": "Devlog 4: I removed the “style” attribute from html and made it css instead. I also made the videos into clickable links."}, {"post_id": 77146, "ts": "2026-10-05T19:36:13Z", "hours": 1.0442, "text": "Devlog 3: I added more info (stuff about me, hobbies, projects), features (images, videos, nav bar) and I added a picture as the background."}, {"post_id": 76812, "ts": "2026-10-04T17:31:32Z", "hours": 0.3006, "text": "Devlog 2: I edited the html part since the previous log was just me following the guide. I’m thinking of adding memes (not definite)"}, {"post_id": 76478, "ts": "2026-10-03T17:31:27Z", "hours": 0.5156, "text": "I am working on my personal website. I have a lot of ideas that I can’t wait to try out =D"}]...
|
Title: My Personal Site by @bruv | Stardance
Devl Title: My Personal Site by @bruv | Stardance
Devlogs:
I am working on my personal website. I have a lot of ideas that I can’t wait to try out =D
Devlog 2: I edited the html part since the previous log was just me following the guide. I’m thinking of adding memes (not definite)
Devlog 3: I added more info (stuff about me, hobbies, projects), features (images, videos, nav bar) and I added a picture as the background.
Devlog 4: I removed the “style” attribute from html and made it css instead. I also made the videos into clickable links.
I added a typewriter-style animation to give my site a hacker-ish vibe. I also put a scrollbar and tried to make the site more aesthetically pleasing.
I’m starting to work on version 2 of my personal website. I researched on how to add a parallax effect and now I’m trying it out.
Devlog #7: i searched up on different kinds of animations I can add like kinds of cursors. I also added the parallax feature =D
Devlog #8:I made the boxes translucent and I made the line underneath the heading multiple colours.
Devlog #9: I changed h1 and the nav bar to match the theme of the others. I changed the bg too!
Devlog #10: I added a banner…I think I should change the font colour.
Devlog #11: I decided to add separate pages for Home, Projects,etc. instead of keeping them as sections on the same page. I changed the cursor too!
Devlog #12: I added a new page for entertainment instead of keeping it as a section in the homepage.
Devlog #13: I’m trying to add another parallax effect where the pictures move with the cursor
Devlog #14: I’m still trying to get the picture-moving-parallax effect..working on JS part now.
Devlog #14: I added shimmering stars
Devlog #16: debugged errors and added more animations
Devlog #17: I debugged some code then added the picture files in the same folder. I still need to change their name tho
Devlog #18: the parallax effect on the pictures is finally workinggg!!
Devlog #19: I added a new feature where if you click on one of the pictures, it will open it but without opening a new tab.
Devlog #20: I added a progress bar!
Devlog #21: I added a light/dark mode. I’m thinking of putting a bg for it tho.
Ships:
For my very first Stardance project I created my own personal website. It consists of 3 sections: About me, Projects and Entertainment. I’m planning on updating it to make it look better and eventually add more projects to it. Writing the html code for this was pretty simple for me since I have learnt it before but what was challenging for me was the CSS code, especially researching on how to animate text to look like it was being typed (luckily I found out how eventually). To everyone checking out my site, you gotta see the entertainment section, it will not disappoint! I am excited to launch my first live site on the internet!...
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1792817392.4290507
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1792903792.4290507
|
|
68329
|
Vensin.dev Sakura by @Vensin | Stardance
|
Vensin
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T20:11:37Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I rebuilt my personal site completely from scratch (vensin.dev v2). The old site had been sitting behind a maintenance page since September while I worked on this one. The look is a cozy old-web style: pixel fonts, little windows with their own title bars, a starry sky in the background. The sidebar is the centerpiece and it’s genuinely alive. It shows my Discord status in real time, coding (with the project and file I’m working on), watching anime, listening to music, playing games, or watching YouTube, each rendered differently depending on what I’m actually doing. My Apple Watch rings show up there too, synced through a Shortcuts automation on my phone. There’s also a “today” widget and a live visitor counter in the footer. The music page is more than just now-playing. Every 30 seconds the site polls Spotify and logs it, and I also imported my full official Spotify data export, so the yearly stats, top tracks, top artists and listening clock are based on real history, not just what the site has seen since launch. The anime page works the same way: a watch log scraped automatically, with weekly bars and badges for seasons I’ve actually finished. The whole site changes with the calendar. Each season has its own particles and color palette, and certain days lock in a special look no matter what you pick yourself: Halloween, Christmas (with a sleigh flying across the sky), New Year, Valentine’s Day, my birthday, and April Fools, which breaks almost everything on purpose for one day. There’s a guestbook with spam and keyword filtering plus a honeypot field, and a contact form that pings me directly on Discord with buttons to approve or reject what came in. Everything on the site, messages, gallery, projects, and a cache of everything pulled from outside APIs, lives in one SQLite file, and a background scheduler keeps that cache warm so visitors never wait on an external API. Nightly backups get encrypted and shipped off-site automatically. My pixel cat Mochi lives in the sidebar and reacts to what I’m doing. She dresses for the season, falls asleep in the browser tab icon when you switch away, and has her own idle clicker game complete with a shop, upgrades, achievements, and a prestige system. There’s also a hidden moon scene easter egg somewhere on the site that I won’t spoil here. The hardest part was keeping everything in sync without it turning into a mess: one database backing the entire site, a scheduler that refreshes different data on different intervals, and a Discord activity system built so that adding support for a new app is just dropping in one small handler file. Getting the whole thing ready to self-host on a Raspberry Pi, including its own Impressum and a proper cookie consent flow, was also its own project on top of everything else. What I’m proud of: there’s no tracking, no ads, it’s fully self-hosted on my own hardware, and it actually feels alive instead of being a static portfolio page. To test it, sign the guestbook, poke Mochi in the sidebar, click into the music and anime pages to see the real live data, and try changing the season picker in the footer.", "repo": "https://github.com/vxnsin/vensin-portfolio-v2", "demo": "https://vensin.dev"}]...
|
[{"post_id": 77673, "ts": "202 [{"post_id": 77673, "ts": "2026-10-07T19:57:25Z", "hours": 0.2811, "text": "Hello my little Stardancers ✨ Devlog #5 for vensin.dev v2: this one’s all about Mochi, my pixel cat, who has quietly become the most work-intensive feature on the whole site. First, the anime page got a real watch log. Every episode gets pulled in automatically and turned into weekly bars, a “finished lately” row, and badges for seasons I’ve actually completed, not just started and abandoned like a coward. Then Mochi herself got proper outfits: a flower for spring, sunglasses for summer, a scarf and witch hat for autumn/Halloween, a santa hat for December, and party hats with actual confetti on special days. Hats sit on her ears now instead of floating above her head like she’s being haunted. Then I got distracted and gave her an entire idle game. Click Mochi, buy her upgrades, the upgrades make more mochi while you’re gone, and when the numbers get silly you spend one of her nine lives to prestige and start over with permanent bonuses. There’s a shop, achievements, and a golden mochi that shows up at random for a bonus. I will not be taking questions about how long I spent balancing the math on this. And somewhere in the code there’s a keyboard shortcut that triggers a full-screen moon scene with two people standing on the ground watching it rise. Find it yourself 🫡"}, {"post_id": 77633, "ts": "2026-10-07T18:03:58Z", "hours": 0.2681, "text": "Hello my little Stardancers ✨ Devlog #4 for vensin.dev v2: the site started celebrating holidays without asking me first. The whole look now follows the calendar. Spring gets sakura petals, summer gets fireflies, autumn has leaves tumbling down, winter gets pixel snow sitting on top of every window. Visitors can override it in the footer if they want a different season than the real one. But a few days of the year lock the look no matter what you pick: Halloween gets ghosts and a cobweb, New Year gets fireworks, my birthday gets confetti, Valentine’s gets pixel hearts, and Christmas gets a full sleigh with two reindeer flying across the sky plus presents falling between the snow. April Fools is its own chapter: the title flips upside down, the cursor turns into a rubber duck, buttons physically dodge your mouse once, and the date claims it’s March 32nd. I will not apologize for any of this. The site can also talk back now. There’s a guestbook with spam filtering (links, slurs, keyboard mashing, a honeypot field bots can’t resist filling in) and a contact form that pings me directly on Discord with a button to approve or reject what came in, so I don’t have to open the admin panel just to read a message. And since all of this now lives in one SQLite file, I added nightly backups: a compressed copy gets made automatically, encrypted, and shipped off to an offsite file host, so a dead SD card can’t just erase the whole site."}, {"post_id": 77596, "ts": "2026-10-07T16:05:14Z", "hours": 0.27, "text": "Hello my little Stardancers ✨ Devlog #3 for vensin.dev v2: the music page, and the boring stuff that makes the fun stuff work. First the boring part, I promise it’s short. Everything on the site now lives in one SQLite file: messages, gallery, projects, and a cache for everything the site pulls from outside. A little scheduler runs inside the server and refreshes the data on its own: Discord every minute, GitHub every hour, anime posters every hour, and so on. A page view never has to wait for GitHub or Spotify, it just reads from the database. Fast for you, cheap for me. Now the fun part. The music page shows what I’m listening to right now, with the cover and a progress bar. But I wanted more than “now playing”, I wanted stats. So every 30 seconds the site asks Spotify what’s playing and writes it down, and that turns into hours listened this year, my most played tracks and artists, and a listening clock that shows at which hour I listen the most. Spoiler: it’s 10 PM, and it’s a lot of System Of A Down. The problem was that the site only counts from the day I turned it on. So I added an import for Spotify’s official data export, and now the yearly stats are real instead of “you listened to 4 songs in 2026”. Spotify then tried its best to break everything: podcasts that aren’t songs, local files with no cover, and a playlist field that got renamed. All handled now, and I’m only a little bit traumatized."}, {"post_id": 77581, "ts": "2026-10-07T15:10:18Z", "hours": 0.3097, "text": "Hello my little Stardancers ✨ Devlog #2 for vensin.dev v2, and the site finally has a face. I went full old-web: pixel fonts, little windows with traffic-light buttons, a starry sky in the background, and at first even cherry blossom petals floating around. I removed those after they kept drifting next to the title and looking like dead pixels. All the icons are pixel art too. I first traced the Steam logo by hand three times, and when it still looked like a potato, I switched to a proper pixel icon set. The real star is the sidebar, because it’s alive. The Discord window shows what I’m doing right now. If I’m coding, you see the project, the file and how many errors VS Code is yelling at me about. If I’m watching anime, you see the show and the episode. If I’m on YouTube, there’s a progress bar. If Discord reports something the site doesn’t know yet, it sends me a DM so I can teach it. Below that, a “today” window flips between the date and the time in Tokyo, and my Apple Watch rings show up as little pixel rings, so now the entire internet can see whether I closed my move ring today. Bold of me, I know. Next devlog: the music page, the anime log, and everything that keeps the data running behind the scenes 🫡"}, {"post_id": 77359, "ts": "2026-10-06T17:32:25Z", "hours": 7.2328, "text": "Hello my little Stardancers ✨Welcome to the very first devlog of vensin.dev “sakura” v2! So, I already have a portfolio. It works, it’s fine, and I don’t like it anymore. It looks like every other developer portfolio out there: a hero section, a “hi, I’m a developer” line, some project cards, done. Nothing about it feels like me. So instead of fixing it, I’m doing the most developer thing possible and rebuilding the whole thing from scratch. The idea is a cozy old-web corner of the internet, like the personal sites from back when people made websites just for fun, mixed with a healthy dose of anime energy: pixel fonts, little windows, a starry sky. And it should feel alive. When you visit, you should see what I’m listening to right now, what I’m watching, what I’m coding, and maybe find a few secrets I’ve hidden around. Less “please hire me”, more “come hang out in my room”. The old site goes into maintenance mode while I build, so the pressure is on. (project is already done, but i post it to show the creation process of making the portfolio bc i forgot to put it on stardance)"}]...
|
Title: Vensin.dev Sakura by @Vensin | Stardance
D Title: Vensin.dev Sakura by @Vensin | Stardance
Devlogs:
Hello my little Stardancers ✨Welcome to the very first devlog of vensin.dev “sakura” v2! So, I already have a portfolio. It works, it’s fine, and I don’t like it anymore. It looks like every other developer portfolio out there: a hero section, a “hi, I’m a developer” line, some project cards, done. Nothing about it feels like me. So instead of fixing it, I’m doing the most developer thing possible and rebuilding the whole thing from scratch. The idea is a cozy old-web corner of the internet, like the personal sites from back when people made websites just for fun, mixed with a healthy dose of anime energy: pixel fonts, little windows, a starry sky. And it should feel alive. When you visit, you should see what I’m listening to right now, what I’m watching, what I’m coding, and maybe find a few secrets I’ve hidden around. Less “please hire me”, more “come hang out in my room”. The old site goes into maintenance mode while I build, so the pressure is on. (project is already done, but i post it to show the creation process of making the portfolio bc i forgot to put it on stardance)
Hello my little Stardancers ✨ Devlog #2 for vensin.dev v2, and the site finally has a face. I went full old-web: pixel fonts, little windows with traffic-light buttons, a starry sky in the background, and at first even cherry blossom petals floating around. I removed those after they kept drifting next to the title and looking like dead pixels. All the icons are pixel art too. I first traced the Steam logo by hand three times, and when it still looked like a potato, I switched to a proper pixel icon set. The real star is the sidebar, because it’s alive. The Discord window shows what I’m doing right now. If I’m coding, you see the project, the file and how many errors VS Code is yelling at me about. If I’m watching anime, you see the show and the episode. If I’m on YouTube, there’s a progress bar. If Discord reports something the site doesn’t know yet, it sends me a DM so I can teach it. Below that, a “today” window flips between the date and the time in Tokyo, and my Apple Watch rings show up as little pixel rings, so now the entire internet can see whether I closed my move ring today. Bold of me, I know. Next devlog: the music page, the anime log, and everything that keeps the data running behind the scenes 🫡
Hello my little Stardancers ✨ Devlog #3 for vensin.dev v2: the music page, and the boring stuff that makes the fun stuff work. First the boring part, I promise it’s short. Everything on the site now lives in one SQLite file: messages, gallery, projects, and a cache for everything the site pulls from outside. A little scheduler runs inside the server and refreshes the data on its own: Discord every minute, GitHub every hour, anime posters every hour, and so on. A page view never has to wait for GitHub or Spotify, it just reads from the database. Fast for you, cheap for me. Now the fun part. The music page shows what I’m listening to right now, with the cover and a progress bar. But I wanted more than “now playing”, I wanted stats. So every 30 seconds the site asks Spotify what’s playing and writes it down, and that turns into hours listened this year, my most played tracks and artists, and a listening clock that shows at which hour I listen the most. Spoiler: it’s 10 PM, and it’s a lot of System Of A Down. The problem was that the site only counts from the day I turned it on. So I added an import for Spotify’s official data export, and now the yearly stats are real instead of “you listened to 4 songs in 2026”. Spotify then tried its best to break everything: podcasts that aren’t songs, local files with no cover, and a playlist field that got renamed. All handled now, and I’m only a little bit traumatized.
Hello my little Stardancers ✨ Devlog #4 for vensin.dev v2: the site started celebrating holidays without asking me first. The whole look now follows the calendar. Spring gets sakura petals, summer gets fireflies, autumn has leaves tumbling down, winter gets pixel snow sitting on top of every window. Visitors can override it in the footer if they want a different season than the real one. But a few days of the year lock the look no matter what you pick: Halloween gets ghosts and a cobweb, New Year gets fireworks, my birthday gets confetti, Valentine’s gets pixel hearts, and Christmas gets a full sleigh with two reindeer flying across the sky plus presents falling between the snow. April Fools is its own chapter: the title flips upside down, the cursor turns into a rubber duck, buttons physically dodge your mouse once, and the date claims it’s March 32nd. I will not apologize for any of this. The site can also talk back now. There’s a guestbook with spam filtering (links, slurs, keyboard mashing, a honeypot field bots can’t resist filling in) and a contact form that pings me directly on Discord with a button to approve or reject what came in, so I don’t have to open the admin panel just to read a message. And since all of this now lives in one SQLite file, I added nightly backups: a compressed copy gets made automatically, encrypted, and shipped off to an offsite file host, so a dead SD card can’t just erase the whole site.
Hello my little Stardancers ✨ Devlog #5 for vensin.dev v2: this one’s all about Mochi, my pixel cat, who has quietly become the most work-intensive feature on the whole site. First, the anime page got a real watch log. Every episode gets pulled in automatically and turned into weekly bars, a “finished lately” row, and badges for seasons I’ve actually completed, not just started and abandoned like a coward. Then Mochi herself got proper outfits: a flower for spring, sunglasses for summer, a scarf and witch hat for autumn/Halloween, a santa hat for December, and party hats with actual confetti on special days. Hats sit on her ears now instead of floating above her head like she’s being haunted. Then I got distracted and gave her an entire idle game. Click Mochi, buy her upgrades, the upgrades make more mochi while you’re gone, and when the numbers get silly you spend one of her nine lives to prestige and start over with permanent bonuses. There’s a shop, achievements, and a golden mochi that shows up at random for a bonus. I will not be taking questions about how long I spent balancing the math on this. And somewhere in the code there’s a keyboard shortcut that triggers a full-screen moon scene with two people standing on the ground watching it rise. Find it yourself 🫡
Ships:
I rebuilt my personal site completely from scratch (vensin.dev v2). The old site had been sitting behind a maintenance page since September while I worked on this one. The look is a cozy old-web style: pixel fonts, little windows with their own title bars, a starry sky in the background. The sidebar is the centerpiece and it’s genuinely alive. It shows my Discord status in real time, coding (with the project and file I’m working on), watching anime, listening to music, playing games, or watching YouTube, each rendered differently depending on what I’m actually doing. My Apple Watch rings show up there too, synced through a Shortcuts automation on my phone. There’s also a “today” widget and a live visitor counter in the footer. The music page is more than just now-playing. Every 30 seconds the site polls Spotify and logs it, and I also imported my full official Spotify data export, so the yearly stats, top tracks, top artists and listening clock are based on real history, not just what the site has seen since launch. The anime page works the same way: a watch log scraped automatically, with weekly bars and badges for seasons I’ve actually finished. The whole site changes with the calendar. Each season has its own particles and color palette, and certain days lock in a special look no matter what you pick yourself: Halloween, Christmas (with a sleigh flying across the sky), New Year, Valentine’s Day, my birthday, and April Fools, which breaks almost everything on purpose for one day. There’s a guestbook with spam and keyword filtering plus a honeypot field, and a contact form that pings me directly on Discord with buttons to approve or reject what came in. Everything on the site, messages, gallery, projects, and a cache of everything pulled from outside APIs, lives in one SQLite file, and a background scheduler keeps that cache warm so visitors never wait on an external API. Nightly backups get encrypted and shipped off-site automatically. My pixel cat Mochi lives in the sidebar and reacts to what I’m doing. She dresses for the season, falls asleep in the browser tab icon when you switch away, and has her own idle clicker game complete with a shop, upgrades, achievements, and a prestige system. There’s also a hidden moon scene easter egg somewhere on the site that I won’t spoil here. The hardest part was keeping everything in sync without it turning into a mess: one database backing the entire site, a scheduler that refreshes different data on different intervals, and a Discord activity system built so that adding support for a new app is just dropping in one small handler file. Getting the whole thing ready to self-host on a Raspberry Pi, including its own Impressum and a proper cookie consent flow, was also its own project on top of everything else. What I’m proud of: there’s no tracking, no ads, it’s fully self-hosted on my own hardware, and it actually feels alive instead of being a static portfolio page. To test it, sign the guestbook, poke Mochi in the sidebar, click into the music and anime pages to see the real live data, and try changing the season picker in the footer....
|
1792817687.2084668
|
1792904087.2084668
|
|
67540
|
CatOS by @Jas1k | Stardance
|
Jas1k
|
2
|
10.0
|
48
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:56:21Z", "hours": 4.0, "multiplier": 13.44, "payout": 48, "blessing": "neutral", "text": "I made a catOS, its cat-style OS, more details, what its all about you can find in my 1. ship or in readme file. I added these features: Theme Templates (catTemp): A dedicated customization window allowing users to switch between four cozy cat-inspired background themes (Coffee, Cat Car, Coffee Beans, and Barista Cat). Features high-quality image previews with crisp edge rendering and persistent preference saving using localStorage. Tic-Tac-Toe Mini-game: A playable, built-in widget that brings an interactive game directly to the desktop environment for quick entertainment. Interactive Loading Screen: A custom boot overlay featuring catOS branding, animated dot spinners, a dynamic percentage progress bar, and a subtle “Tap anywhere to open” prompt that allows entry once loading hits 100%.", "repo": "https://github.com/cubajastk-hue/CatOS", "demo": "https://cubajastk-hue.github.io/CatOS/"}, {"ship_num": 2, "ts": "2026-10-05T19:16:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built catOS, a cozy, cat-themed web operating system using HTML, CSS, and Vanilla JavaScript. The most challenging part was programming the draggable windows and calculating their boundaries so they never get lost off-screen or behind the taskbar. I am really proud of the cohesive coffee-inspired aesthetic and the catNote app, which automatically saves data using localStorage. To test it, simply open the live link, try dragging the windows around, write a note, and play some music in the catOfy app!", "repo": "https://github.com/cubajastk-hue/CatOS", "demo": "https://cubajastk-hue.github.io/CatOS/"}]...
|
[{"post_id": 77671, "ts": "202 [{"post_id": 77671, "ts": "2026-10-07T19:53:06Z", "hours": 0.2964, "text": "Build a loading screen, when the bar hits 100, you can tap anywhere and acces the OS"}, {"post_id": 77640, "ts": "2026-10-07T18:22:56Z", "hours": 1.2906, "text": "Got the templates working, i added 4, and create and tic tac toe minigame, where you play vs bot. Today i am planning on doing the loading screen and shipping the project. I am deleting settings, cuz i dont know what to do with it. And i am also redesinging apps catNotes, catOfy and more."}, {"post_id": 77396, "ts": "2026-10-06T19:48:49Z", "hours": 0.9539, "text": "I did the templates, but it didnt work i only did the graphics. I tried to build rulette, but ai coudnt help me with it, so i have to find a new cool game."}, {"post_id": 77290, "ts": "2026-10-06T13:36:08Z", "hours": 1.0239, "text": "Today i am working on some big changes in my OS. First i am adding some more templates, new minigame and settings. Then i am going to make a custom loading screen. And transfrom the apps and navigations, so it can looked like real OS. Wish me luck."}, {"post_id": 77129, "ts": "2026-10-05T18:48:18Z", "hours": 0.6703, "text": "Last devlog befor shipping poject. I added an “advanced” app called catOfy something like spotify for listening music, i added some cat tracks for listening. I have written some readme W ai, cuz its too hard."}, {"post_id": 76799, "ts": "2026-10-04T16:22:11Z", "hours": 1.9886, "text": "The 4. stage is done. I added notes, ai generated me something to put, most, that the guide said. I am planning to add icons to the apps. I added it to website."}, {"post_id": 76483, "ts": "2026-10-03T18:23:03Z", "hours": 1.1147, "text": "I have added the closing, opening and moving actions, its very cool and interesting, new thing to me. Upgraded the welcome window with X button for closing and a dark strip for moving it around. I have decided to move the footer down, cuz its OS not a web. And I added google link."}, {"post_id": 76395, "ts": "2026-10-03T12:16:13Z", "hours": 0.9964, "text": "Finished second part, planning to redesign the awful box aroud the welcome text"}, {"post_id": 76244, "ts": "2026-10-02T20:33:39Z", "hours": 1.2194, "text": "Creating my own OS. I gave it a name CatOS cuz i like cute cats, today i have done welcome screen for my OS, hope you like it. running in localhost"}]...
|
Title: CatOS by @Jas1k | Stardance
Devlogs:
Creat Title: CatOS by @Jas1k | Stardance
Devlogs:
Creating my own OS. I gave it a name CatOS cuz i like cute cats, today i have done welcome screen for my OS, hope you like it. running in localhost
Finished second part, planning to redesign the awful box aroud the welcome text
I have added the closing, opening and moving actions, its very cool and interesting, new thing to me. Upgraded the welcome window with X button for closing and a dark strip for moving it around. I have decided to move the footer down, cuz its OS not a web. And I added google link.
The 4. stage is done. I added notes, ai generated me something to put, most, that the guide said. I am planning to add icons to the apps. I added it to website.
Last devlog befor shipping poject. I added an “advanced” app called catOfy something like spotify for listening music, i added some cat tracks for listening. I have written some readme W ai, cuz its too hard.
Today i am working on some big changes in my OS. First i am adding some more templates, new minigame and settings. Then i am going to make a custom loading screen. And transfrom the apps and navigations, so it can looked like real OS. Wish me luck.
I did the templates, but it didnt work i only did the graphics. I tried to build rulette, but ai coudnt help me with it, so i have to find a new cool game.
Got the templates working, i added 4, and create and tic tac toe minigame, where you play vs bot. Today i am planning on doing the loading screen and shipping the project. I am deleting settings, cuz i dont know what to do with it. And i am also redesinging apps catNotes, catOfy and more.
Build a loading screen, when the bar hits 100, you can tap anywhere and acces the OS
Ships:
I built catOS, a cozy, cat-themed web operating system using HTML, CSS, and Vanilla JavaScript. The most challenging part was programming the draggable windows and calculating their boundaries so they never get lost off-screen or behind the taskbar. I am really proud of the cohesive coffee-inspired aesthetic and the catNote app, which automatically saves data using localStorage. To test it, simply open the live link, try dragging the windows around, write a note, and play some music in the catOfy app!
I made a catOS, its cat-style OS, more details, what its all about you can find in my 1. ship or in readme file. I added these features: Theme Templates (catTemp): A dedicated customization window allowing users to switch between four cozy cat-inspired background themes (Coffee, Cat Car, Coffee Beans, and Barista Cat). Features high-quality image previews with crisp edge rendering and persistent preference saving using localStorage. Tic-Tac-Toe Mini-game: A playable, built-in widget that brings an interactive game directly to the desktop environment for quick entertainment. Interactive Loading Screen: A custom boot overlay featuring catOS branding, animated dot spinners, a dynamic percentage progress bar, and a subtle “Tap anywhere to open” prompt that allows entry once loading hits 100%....
|
1792817406.2065377
|
1792903806.2065377
|
|
68476
|
Anggit's Website by @gitesperanza | Stardance
|
gitesperanza
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:17:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small web project and have been slowly adding things to it. The hardest part was honestly getting everything to work together without breaking something else lol. There’s been a lot of testing, fixing bugs, and changing things along the way. I’m pretty happy with how it’s turning out so far. It’s not finished yet, but it’s finally starting to feel like a real project. If you have a minute, give it a try and let me know what you think :)", "repo": "https://github.com/InterCyber67/Anggit-s-Portofolio", "demo": "https://stardust-portfolio-eight.vercel.app/"}]...
|
[{"post_id": 77655, "ts": "202 [{"post_id": 77655, "ts": "2026-10-07T19:10:12Z", "hours": 0.53, "text": "been working on this project for a while and it’s finally starting to come together, still got a bunch of things to fix and improve, but the core is getting there, more soon :)"}]...
|
Title: Anggit's Website by @gitesperanza | Sta Title: Anggit's Website by @gitesperanza | Stardance
Devlogs:
been working on this project for a while and it’s finally starting to come together, still got a bunch of things to fix and improve, but the core is getting there, more soon :)
Ships:
I made a small web project and have been slowly adding things to it. The hardest part was honestly getting everything to work together without breaking something else lol. There’s been a lot of testing, fixing bugs, and changing things along the way. I’m pretty happy with how it’s turning out so far. It’s not finished yet, but it’s finally starting to feel like a real project. If you have a minute, give it a try and let me know what you think :)...
|
1792817467.1070926
|
1792903867.1070926
|
|
67104
|
iWebOS-iPhone in the Web by @GoodAron | Stardance
|
GoodAron
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:12:50Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "iPhone in the web-an OS that looks as close to an iPhone as i could get it, keep in mind i don’t have an iPhone", "repo": "https://github.com/GoodShabbos/artists-os", "demo": "https://goodshabbos.github.io/iwebos/"}]...
|
[{"post_id": 77659, "ts": "202 [{"post_id": 77659, "ts": "2026-10-07T19:11:11Z", "hours": 6.3642, "text": "ok i think i am going to ship, so this will be a final devlog, but guys if you see any way i can improve, please comment and i will fix! #iPhoneInTheWeb📱📱👍 for all you nerds you want to know what i did for these six hours i made the lock screen unlock normaly, i added three more backgrounds and a button to rotate backgrounds, a clock in the top right corner, the credits panel which is terrible, and in the folder app a new add note button which took donkeys to make, and now the light mode is so much better"}, {"post_id": 76995, "ts": "2026-10-05T09:20:26Z", "hours": 1.1175, "text": "okay guys the iPhone in the web is looking quite sick if i say so my self i have fixed a load of bugs: when i made the iphone animation of tabs springing up if you know what i mean, then also added an animation for the tabs at the bottom, also now the calculator actually works, i have to see now about getting a browser in there let me take a look until next time! #️⃣📱IphoneInTheWeb"}, {"post_id": 76136, "ts": "2026-10-02T13:41:16Z", "hours": 0.3428, "text": "iPhone in the web i added some fake status (battery and wifi and signal), and the island which i only now noticed iphones 📱have, and the search which i haven’t wired up yet, also brightness slider which uses black overlay to not glitch out the liquid glass"}, {"post_id": 76128, "ts": "2026-10-02T13:03:06Z", "hours": 0.6681, "text": "made it look so much more like an iphone the iphone in the web is looking good although i still need some more bits and pieces to finish with, not so far off!"}, {"post_id": 76119, "ts": "2026-10-02T11:22:30Z", "hours": 0.3517, "text": "iPhone in the Web, iWebOS update: ok i have cleaned up the folder explorer, notepad (uses md) all apps at the moment are re-using the same components so once i had the file explorer the rest was easy"}, {"post_id": 76112, "ts": "2026-10-02T10:41:33Z", "hours": 0.3775, "text": "ok guys the iPhone in the web now has two movable tabs-background chooser and credits (doesn’t do anything, background chooser somehow works) am not fully happy with the design so might spend more time over it, let me see 👍👍"}, {"post_id": 76104, "ts": "2026-10-02T10:13:51Z", "hours": 0.4056, "text": "ok we have the start of an OS over here still no backend or wiring but the project is looking nice and neat-these tabs are just static and dont do anything, I copied and pasted the logos into the folder, now we have to see about some sort of file explorer next"}, {"post_id": 76087, "ts": "2026-10-02T09:37:58Z", "hours": 0.3331, "text": "ok i have finalised the homescreen with some touches, now with 7 rotating backgrounds, now i need to make the os! also the login screen although it doesnt do anything yet, still have to wire it up"}, {"post_id": 75970, "ts": "2026-10-01T19:42:03Z", "hours": 0.5269, "text": "homescreen/landing page is up-it looks 👌i’ll admit that the background is an ai made JPG file but it looks good for my iPhone in the Web-iWebOS sadly i have spend ages making this (3 hours) and i have no OS and no backend but i’ll get there hopefuly"}, {"post_id": 75959, "ts": "2026-10-01T18:51:26Z", "hours": 0.325, "text": "this clock is sick, managed to get hold of the sf pro font, used liquid glass components from liqui glass and some other random repo, image in background is ai generated but is still insane"}, {"post_id": 75886, "ts": "2026-10-01T14:24:11Z", "hours": 1.2564, "text": "Changed the project: ipone OS, in the web! (only screensaver as it is, plis heart 📱👍)"}, {"post_id": 75683, "ts": "2026-09-30T19:04:57Z", "hours": 0.3214, "text": "basic frontend is up! worked on it now, ai scaffolded and i went over with what the guide said"}, {"post_id": 75677, "ts": "2026-09-30T18:38:31Z", "hours": 0.2764, "text": "Scaffolded whole project based, backend only, created github repo, going to sort out hosting and check out the guide for the frontend-going to make a canvas OS for artists!"}]...
|
Title: iWebOS-iPhone in the Web by @GoodAron | Sta Title: iWebOS-iPhone in the Web by @GoodAron | Stardance
Devlogs:
Scaffolded whole project based, backend only, created github repo, going to sort out hosting and check out the guide for the frontend-going to make a canvas OS for artists!
basic frontend is up! worked on it now, ai scaffolded and i went over with what the guide said
Changed the project: ipone OS, in the web! (only screensaver as it is, plis heart 📱👍)
this clock is sick, managed to get hold of the sf pro font, used liquid glass components from liqui glass and some other random repo, image in background is ai generated but is still insane
homescreen/landing page is up-it looks 👌i’ll admit that the background is an ai made JPG file but it looks good for my iPhone in the Web-iWebOS sadly i have spend ages making this (3 hours) and i have no OS and no backend but i’ll get there hopefuly
ok i have finalised the homescreen with some touches, now with 7 rotating backgrounds, now i need to make the os! also the login screen although it doesnt do anything yet, still have to wire it up
ok we have the start of an OS over here still no backend or wiring but the project is looking nice and neat-these tabs are just static and dont do anything, I copied and pasted the logos into the folder, now we have to see about some sort of file explorer next
ok guys the iPhone in the web now has two movable tabs-background chooser and credits (doesn’t do anything, background chooser somehow works) am not fully happy with the design so might spend more time over it, let me see 👍👍
iPhone in the Web, iWebOS update: ok i have cleaned up the folder explorer, notepad (uses md) all apps at the moment are re-using the same components so once i had the file explorer the rest was easy
made it look so much more like an iphone the iphone in the web is looking good although i still need some more bits and pieces to finish with, not so far off!
iPhone in the web i added some fake status (battery and wifi and signal), and the island which i only now noticed iphones 📱have, and the search which i haven’t wired up yet, also brightness slider which uses black overlay to not glitch out the liquid glass
okay guys the iPhone in the web is looking quite sick if i say so my self i have fixed a load of bugs: when i made the iphone animation of tabs springing up if you know what i mean, then also added an animation for the tabs at the bottom, also now the calculator actually works, i have to see now about getting a browser in there let me take a look until next time! #️⃣📱IphoneInTheWeb
ok i think i am going to ship, so this will be a final devlog, but guys if you see any way i can improve, please comment and i will fix! #iPhoneInTheWeb📱📱👍 for all you nerds you want to know what i did for these six hours i made the lock screen unlock normaly, i added three more backgrounds and a button to rotate backgrounds, a clock in the top right corner, the credits panel which is terrible, and in the folder app a new add note button which took donkeys to make, and now the light mode is so much better
Ships:
iPhone in the web-an OS that looks as close to an iPhone as i could get it, keep in mind i don’t have an iPhone...
|
1792817381.2572236
|
1792903781.2572236
|
|
68420
|
Create a website for Brilliant Minds Ambassador Create a website for Brilliant Minds Ambassador's Club by @ranocode | Stardance...
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ranocode
|
1
|
89.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:10:47Z", "hours": 89.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a full-stack website with CMS functionality for BMAC which a public speaking and writing club here in Jos that trains and empower youths. And one of the things I’m of i been able to make the website user friendly and simple for them to be able to use and manage even if I’m not available", "repo": "https://github.com/ranocodes/bmac-next", "demo": "https://bmac-next.vercel.app/"}]...
|
[{"post_id": 77647, "ts": "202 [{"post_id": 77647, "ts": "2026-10-07T18:55:41Z", "hours": 89.3308, "text": "Guy i just finished building a website for Brilliant Minds Ambassador’s Club(BMAC).You can check it by visiting https://bmac-next.vercel.app/"}]...
|
Title: Create a website for Brilliant Minds Ambass Title: Create a website for Brilliant Minds Ambassador's Club by @ranocode | Stardance
Devlogs:
Guy i just finished building a website for Brilliant Minds Ambassador’s Club(BMAC).You can check it by visiting https://bmac-next.vercel.app/
Ships:
I built a full-stack website with CMS functionality for BMAC which a public speaking and writing club here in Jos that trains and empower youths. And one of the things I’m of i been able to make the website user friendly and simple for them to be able to use and manage even if I’m not available...
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1792817693.5192297
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1792904093.5192297
|
|
68471
|
yoru by @yoru_ayan | Stardance
|
yoru_ayan
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:05:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally complete my personal website build and now it is live on vercel. This was a little bit of challenge to design and build a complete website in under 3 hr but still I build it so I Shipping the website. After this I will work on this by shifting this code to React so I will be able to add more feature an more interactive sections.", "repo": "https://github.com/aniway89/Yoru", "demo": "https://yoru-ayan.vercel.app/"}]...
|
[{"post_id": 77650, "ts": "202 [{"post_id": 77650, "ts": "2026-10-07T19:00:17Z", "hours": 1.38, "text": "Finally Complete my Personal Website, It is supper clean and minimal which I want I hope you guys also like this ."}, {"post_id": 77613, "ts": "2026-10-07T17:16:34Z", "hours": 1.2078, "text": "building my Portfolio website from scratch. Current Shema is to create the basis design Using the HTML, CSS later convert it into A react Website for performance and definitely some new features"}]...
|
Title: yoru by @yoru_ayan | Stardance
Devlogs:
bu Title: yoru by @yoru_ayan | Stardance
Devlogs:
building my Portfolio website from scratch. Current Shema is to create the basis design Using the HTML, CSS later convert it into A react Website for performance and definitely some new features
Finally Complete my Personal Website, It is supper clean and minimal which I want I hope you guys also like this .
Ships:
I finally complete my personal website build and now it is live on vercel. This was a little bit of challenge to design and build a complete website in under 3 hr but still I build it so I Shipping the website. After this I will work on this by shifting this code to React so I will be able to add more feature an more interactive sections....
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1792817466.2343123
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1792903866.2343123
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67813
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NASA BLOG by @Lalith | Stardance
|
Lalith
|
1
|
10.87
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:01:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mission Log is a NASA-themed full-stack blog built with Next.js, React, Mongoose, and MongoDB, featuring Markdown articles, accounts, search, NASA data explorers, saved articles, and an editorial studio. The biggest challenges were connecting Atlas and Vercel, configuring environment variables, fixing author login, and restoring the redesigned site after an older deployment replaced it. The part I’m proudest of is how the original blog idea grew into a space publication where people can read stories, explore related data, and save what interests them. To test it, visit Mission Log, open articles, browse topics, try search, and explore the NASA data pages; account features include saving articles and following topics, while publishing requires authorization. Database credential recovery is still unfinished, so database-backed features may fail until configuration is updated. The project was developed with slight AI assistance, and Mission Log is not affiliated with NASA.", "repo": "https://github.com/Hustlenix/mission-log", "demo": "https://mission-log-omega.vercel.app/"}]...
|
[{"post_id": 79502, "ts": "202 [{"post_id": 79502, "ts": "2026-10-14T10:25:53Z", "hours": 0.8728, "text": "I wrote the whole read me by myself, ig it wil get shipped!"}, {"post_id": 77645, "ts": "2026-10-07T18:51:58Z", "hours": 0.7572, "text": "I’ve sucess fully finished this project, thats what i gi=uess. This was a good journey of that API keys and making a full stack website"}, {"post_id": 77280, "ts": "2026-10-06T12:38:11Z", "hours": 2.3531, "text": "NASA"}, {"post_id": 77092, "ts": "2026-10-05T16:54:38Z", "hours": 2.0228, "text": "It just looks like i have sorted everything out, and it is ready to be shipped, but this has few major problems like: the search isnt good the blog is not brodned to match a complete blog, this all feels kinda mid and not finished, so i set my AI to plan, research, and webscrape NASA and help me build a good blog site for NASA!!!"}, {"post_id": 76754, "ts": "2026-10-04T14:27:19Z", "hours": 1.4617, "text": "I have finished the overall UI/Ux of it and now i am on the mission to do those ENV files to make it a Full stack website, man why is it soo hard to make a full stack website man? i was well of when i was just useing my github pages for everyting😭😭, setting up the keys is way harder. Like creating a project, pushing the code, signing in for mongoDB or smtg. and also after doing all of these it will still say, deployment failed🙏🏻😭"}, {"post_id": 76594, "ts": "2026-10-04T03:12:52Z", "hours": 2.9228, "text": "I am on the mission to make a better blog than Nasa’s Blog, using their API key’s help and also webscrape them and use it. You can also get one from this link: https://api.nasa.gov/ that too for free"}]...
|
Title: NASA BLOG by @Lalith | Stardance
Devlogs:
Title: NASA BLOG by @Lalith | Stardance
Devlogs:
I am on the mission to make a better blog than Nasa’s Blog, using their API key’s help and also webscrape them and use it. You can also get one from this link: https://api.nasa.gov/ that too for free
I have finished the overall UI/Ux of it and now i am on the mission to do those ENV files to make it a Full stack website, man why is it soo hard to make a full stack website man? i was well of when i was just useing my github pages for everyting😭😭, setting up the keys is way harder. Like creating a project, pushing the code, signing in for mongoDB or smtg. and also after doing all of these it will still say, deployment failed🙏🏻😭
It just looks like i have sorted everything out, and it is ready to be shipped, but this has few major problems like: the search isnt good the blog is not brodned to match a complete blog, this all feels kinda mid and not finished, so i set my AI to plan, research, and webscrape NASA and help me build a good blog site for NASA!!!
NASA
I’ve sucess fully finished this project, thats what i gi=uess. This was a good journey of that API keys and making a full stack website
I wrote the whole read me by myself, ig it wil get shipped!
Ships:
Mission Log is a NASA-themed full-stack blog built with Next.js, React, Mongoose, and MongoDB, featuring Markdown articles, accounts, search, NASA data explorers, saved articles, and an editorial studio. The biggest challenges were connecting Atlas and Vercel, configuring environment variables, fixing author login, and restoring the redesigned site after an older deployment replaced it. The part I’m proudest of is how the original blog idea grew into a space publication where people can read stories, explore related data, and save what interests them. To test it, visit Mission Log, open articles, browse topics, try search, and explore the NASA data pages; account features include saving articles and following topics, while publishing requires authorization. Database credential recovery is still unfinished, so database-backed features may fail until configuration is updated. The project was developed with slight AI assistance, and Mission Log is not affiliated with NASA....
|
1792817422.4644017
|
1792903822.4644017
|
|
67243
|
Soal a Q and A Bot by @dilesh596 | Stardance
|
dilesh596
|
1
|
15.91
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T18:14:02Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make an AI-Assistant which can work online as well as offline. The challenging part was that I wanted to make it more powerful that it is like I wanted to use the model like gemma4:e2b but my laptop has a RAM problem and so that was the problem. I saw many students struggling to use the AI because of their expensive subscriptions so this project is for my fellow students. I am also a student so I can understand the problems that student face. You need nothing to use this app it only use some ram of your device. Then it is good to go.", "repo": "https://github.com/dilesh596/soul-qa-bot-ai-assistant/blob/main/README.md", "demo": "https://youtu.be/Ngq9Llm6L7E?si=4-5bmeA5ESNwQ54y"}]...
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[{"post_id": 80053, "ts": "202 [{"post_id": 80053, "ts": "2026-10-16T02:39:48Z", "hours": 1.9114, "text": "Hello folks we meet again and now I am building the app called Farmer’s Crop Advisor and iit is so cool. It can work without any internet and can give any advice to farmers as long as it is related to crops and farming. Ok so see you in the next devlog where we will discuss about this project. Till then fair well."}, {"post_id": 77634, "ts": "2026-10-07T18:05:52Z", "hours": 0.7486, "text": "Ok so this is it for this project we will see in the next project either a farmer AI or a website"}, {"post_id": 77480, "ts": "2026-10-07T05:25:15Z", "hours": 2.6489, "text": "Devlog #3: Mission Accomplished! 🚀 What I Built, What I Gained, and What’s NextHi everyone! Dilesh Zingare here, wrapping up my final devlog for the Hack Club Stardance hackathon! 🌟If you caught my last two updates, you know I set out to build an affordable, hybrid online/offline AI assistant to help students who face high internet costs or limited data plans. Powered by the lightweight gemma3:1b model running right on the user’s local machine, it provides instant support even with zero internet connectivity, while seamlessly pulling live web data whenever a connection is available.I am thrilled to announce that the project is officially built, tested, and submitted to the Stardance Arcade! 🎉What I Gained from This JourneyBuilding this hybrid system wasn’t just about writing code; it was a massive learning experience that helped me grow as an aspiring Developer Advocate:• Edge Computing Skills: Figuring out how to optimize and run a model as compact as gemma3:1b efficiently on everyday consumer hardware.• Smart Routing Logic: Designing a seamless fallback system that instantly switches between local inference and live API scraping depending on the user’s network status.• User-Centric Design: Learning how to build developer tools with empathy, ensuring that students with limited resources aren’t left behind in the AI revolution.• The Hack Club Spirit: Earning awesome arcade tickets while building something that genuinely solves a real-world problem for my peers.What’s Next?Just because the hackathon is ending doesn’t mean the project is! I plan to keep optimizing the local response times and look into adding specialized fine-tuned models for specific student subjects like math and coding.Thank you so much to the Hack Club community for the incredible support, the inspiration, and the motivation to push my boundaries.Come on, ask me anything—online or offline, this AI is ready to help!"}, {"post_id": 77014, "ts": "2026-10-05T11:30:50Z", "hours": 2.485, "text": "Hello and welcome to my 2nd devlog! 🚀 Previously we saw why I built this AI-Assistant, and now we are going to see how it works and what it needs.What it needs: Absolutely nothing! A working system is enough for it to work. No internet? No problem! Come on, ask me anything.How it works: Exactly like other AI-Assistants. If it has no internet, you will get information that is stored locally in the gemma3:1b model. If you have internet, no problem—it will pull live information for you!Wait for the next devlog where we will see what I gained after submitting this. This is my 2nd devlog!"}, {"post_id": 76692, "ts": "2026-10-04T11:01:52Z", "hours": 8.5831, "text": "🚀 Devlog #1: Building an Affordable, Hybrid Online/Offline AI for StudentsHi everyone! I am Dilesh Zingare, an aspiring Developer Advocate from Pune, India.I am building an AI assistant that can work both online and offline. I noticed that many people, especially students, want to use AI for their studies but cannot afford expensive internet recharges or data plans. On top of that, many major AI brands are now limiting their free tiers. This project is dedicated to everyone who cannot afford to spend large amounts of money just to access AI.As interesting as it sounds, it will work exactly as envisioned! Support me, wish me luck, and stay tuned for my 2nd devlog, where I will explain exactly how it works under the hood and what it can do."}]...
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Title: Soal a Q and A Bot by @dilesh596 | Stardanc Title: Soal a Q and A Bot by @dilesh596 | Stardance
Devlogs:
🚀 Devlog #1: Building an Affordable, Hybrid Online/Offline AI for StudentsHi everyone! I am Dilesh Zingare, an aspiring Developer Advocate from Pune, India.I am building an AI assistant that can work both online and offline. I noticed that many people, especially students, want to use AI for their studies but cannot afford expensive internet recharges or data plans. On top of that, many major AI brands are now limiting their free tiers. This project is dedicated to everyone who cannot afford to spend large amounts of money just to access AI.As interesting as it sounds, it will work exactly as envisioned! Support me, wish me luck, and stay tuned for my 2nd devlog, where I will explain exactly how it works under the hood and what it can do.
Hello and welcome to my 2nd devlog! 🚀 Previously we saw why I built this AI-Assistant, and now we are going to see how it works and what it needs.What it needs: Absolutely nothing! A working system is enough for it to work. No internet? No problem! Come on, ask me anything.How it works: Exactly like other AI-Assistants. If it has no internet, you will get information that is stored locally in the gemma3:1b model. If you have internet, no problem—it will pull live information for you!Wait for the next devlog where we will see what I gained after submitting this. This is my 2nd devlog!
Devlog #3: Mission Accomplished! 🚀 What I Built, What I Gained, and What’s NextHi everyone! Dilesh Zingare here, wrapping up my final devlog for the Hack Club Stardance hackathon! 🌟If you caught my last two updates, you know I set out to build an affordable, hybrid online/offline AI assistant to help students who face high internet costs or limited data plans. Powered by the lightweight gemma3:1b model running right on the user’s local machine, it provides instant support even with zero internet connectivity, while seamlessly pulling live web data whenever a connection is available.I am thrilled to announce that the project is officially built, tested, and submitted to the Stardance Arcade! 🎉What I Gained from This JourneyBuilding this hybrid system wasn’t just about writing code; it was a massive learning experience that helped me grow as an aspiring Developer Advocate:• Edge Computing Skills: Figuring out how to optimize and run a model as compact as gemma3:1b efficiently on everyday consumer hardware.• Smart Routing Logic: Designing a seamless fallback system that instantly switches between local inference and live API scraping depending on the user’s network status.• User-Centric Design: Learning how to build developer tools with empathy, ensuring that students with limited resources aren’t left behind in the AI revolution.• The Hack Club Spirit: Earning awesome arcade tickets while building something that genuinely solves a real-world problem for my peers.What’s Next?Just because the hackathon is ending doesn’t mean the project is! I plan to keep optimizing the local response times and look into adding specialized fine-tuned models for specific student subjects like math and coding.Thank you so much to the Hack Club community for the incredible support, the inspiration, and the motivation to push my boundaries.Come on, ask me anything—online or offline, this AI is ready to help!
Ok so this is it for this project we will see in the next project either a farmer AI or a website
Hello folks we meet again and now I am building the app called Farmer’s Crop Advisor and iit is so cool. It can work without any internet and can give any advice to farmers as long as it is related to crops and farming. Ok so see you in the next devlog where we will discuss about this project. Till then fair well.
Ships:
I make an AI-Assistant which can work online as well as offline. The challenging part was that I wanted to make it more powerful that it is like I wanted to use the model like gemma4:e2b but my laptop has a RAM problem and so that was the problem. I saw many students struggling to use the AI because of their expensive subscriptions so this project is for my fellow students. I am also a student so I can understand the problems that student face. You need nothing to use this app it only use some ram of your device. Then it is good to go....
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1792817387.6171193
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1792903787.6171193
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17344
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Privournal by @Manonit | Stardance
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Manonit
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2
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48.0
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664
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T18:09:56Z", "hours": 14.0, "multiplier": 13.4, "payout": 184, "blessing": "neutral", "text": "I made Privournal, a retro CLI application for private journaling and custom text encryption featuring basic ciphers, advanced encryption (Swiption, Randomised, Manual Modes Hehe), and new features like Show Keys and View Account. Pheww you’re gonna love this if you’ve people trying to read your journals 😭 The hardest part was restructuring the whole flow so as to make it less repetitive and cleaner , fixing CLI table alignment glitches, and honestly, if you saw my last ship you’d know that the Swiption feature I made gave me a pretty tough time, Lol. Though I’m really proud of creating a seamless terminal workflow and getting it published live on PyPI as well as GitHub, this is one of the few things I’ve worked on and completed in my life. To test it out, run pip install –upgrade privournal, and type privournal in your terminal, and try encrypting and immediately decrypting a short sentence with or without an account!", "repo": "https://github.com/sermanoire/Privournal", "demo": "https://pypi.org/project/privournal/"}, {"ship_num": 2, "ts": "2026-06-19T01:48:24Z", "hours": 34.0, "multiplier": 17.48, "payout": 480, "blessing": "neutral", "text": "I built Privournal, a command-line journal encryptor that allows users to encrypt and decrypt journal entries locally on their own device. Because for me, someone reading my journal is a legit nightmare, and Privournal is something I can use to keep my digital journals secure. For me that’s a clear quality-of-life improvement : ) Write your journal anywhere (Notes, Notion, etc), paste it into Privournal, get back unreadable text, paste that back into your app. No journal content is ever stored - only the encryption key, and that too locally, if you make an account. To read it yourself you can again head to Privournal and decrypt it! It supports multiple encryption modes, including Basic Encryption, Advanced Encryption, Randomized Encryption, and Swiption - a dynamic encryption system that changes a letter’s cover after a particular number of occurrences, making it impossible to crack. The biggest challenge was implementing Swiption and its decryption logic. Managing occurrence tracking, rotating covers, JSON storage, database integration, and reliable decryption took multiple iterations and a lot of debugging. I also migrated the project from a MySQL-based architecture to SQLite after realizing a shared database conflicted with the goal of being fully offline and private. I’m most proud of turning an idea into a complete, usable package that can be installed through PyPI. I’ve never worked on something so religiously on something of this complexity. The project ended up being over 1400 lines of code and taught me a huge amount about python, databases, GitHub and packaging, debugging, and obviously logical thinking. I’ve never worked on something so religiously on something of this complexity. 3 Major Quality-of-Life Improvements : Zero-setup local encryption - Works completely offline with automatic SQLite database. No server or complicated config needed. Powerful & flexible encryption - Multiple modes + Swiption (dynamic rotating covers) makes it much stronger than simple substitution ciphers. Seamless workflow - Write anywhere -> encrypt -> paste back -> decrypt easily with account or manual key. Perfect for daily journaling : ) Try creating an account (or continue without an account), encrypting a journal entry, saving it, and then decrypting it again. Swiption and Randomised Modes are the most interesting and secure features to experiment with. To test it, run these on terminal : pip install privournal python import MainCode MainCode.start() Thank you so much for reading! : )", "repo": "https://github.com/sermanoire/Privournal", "demo": "https://pypi.org/project/privournal/"}]...
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[{"post_id": 77627, "ts": "202 [{"post_id": 77627, "ts": "2026-10-07T17:55:59Z", "hours": 2.0183, "text": "Devlog 16! — Okay, NOW It’s Done. 😭 Phew. I thought Privournal was finally finished, but while making the final ASCII recording, I found a bunch of small errors (Some was huge), inconsistencies and table issues that I had to fix. What I worked on: Added two new functions: Show Keys and View Account . Show Keys lets users view all their saved encryption keys. View Account displays their account details neatly in a table. Fixed several encryption and decryption bugs , including issues with journal selection, menu choices and input validation. Fixed problems with database values and journal data being handled incorrectly. Improved table formatting, spacing and alignment throughout the program. Cleaned up various small inconsistencies and errors that appeared during full end-to-end testing. Made the new ASCII recording . There was some old test data already stored, which was causing confusing duplicate entries and messing up the tables. After clearing that out, everything worked properly. And finally… The entire thing worked perfectly. 🎉 Most of this Devlog was about fixing the small things rather than adding huge new features, but it made Privournal more consistent and reliable."}, {"post_id": 77302, "ts": "2026-10-06T14:14:50Z", "hours": 6.5342, "text": "Devlog 15! It’s done. Phew. Finally, Privournal is DONE. Complete, everything’s perfect. In this final version I’ve made so many improvements! Instead of using time.sleep() to give pauses/time to copy the details, now the users can copy and paste encrypted text and its key without a time limit, and then they can simply press Enter to move ahead. I also made HUGE changes to the code. Earlier, the code used to run and at multiple steps ask for login/signup, which was fine but it was confusing. Now the first page is for login/signup, then the rest of the code flows smoothly accordingly. This restructuring required writing many parts of the code again and breaking a lot of functions into 2 parts. I also renamed some variables. I also worked on spacing and formatting. Now the user details are printed cleanly in a table. Overall, the code outputs are much more uniform. I made a new ASCII recording. It is yet to be updated on my GitHub, though. I’ve also published this new version on PyPI. If you had already installed Privournal, you can just update it. Now the main thing. I’m going to make a Website for Privournal where users wouldn’t need to install anything and can just go straight to encrypting or decrypting their journals. This version will still exist, though. It’ll be a rather Retro CLI version for people who like it this way. Phew. I’ll work on that now."}, {"post_id": 15049, "ts": "2026-06-24T13:23:31Z", "hours": 5.1881, "text": "##Devlog #14 - The Reviewer Arc 🥲 . Well… . The reviewer found some issues 😭 . So I went back and tested basically the ENTIRE project again. . While testing, I found and fixed a bunch of errors, especially in Advanced Encryption. I also added a lot of fallback checks throughout the code so Privournal doesn’t randomly decide to crash anymore 😭 . I also improved the decryption flow. . Earlier users had to select journals using IDs, now they can simply choose them by name, which feels way cleaner. . Another addition was a user guide in menu. I was short on time and it was a no brainer, so I used Claude to help generate the guide content and then integrated it into Privournal. The goal was simply to make the different encryption modes easier to understand :) . Apart from code changes, I also polished the project page, uploaded a sample flowchart, improved formatting and timing, and recorded a completely new asciinema demo PLUS I updated the README too. . Then came final testing, packaging, uploading the latest release, and requesting review again 🤞🏻 . Hopefully Privournal passes thru this time 😭 . Thank you : )"}, {"post_id": 11681, "ts": "2026-06-19T01:11:08Z", "hours": 16.0992, "text": "Devlog #13 - IT’S DONE DONE! The Final Chapter. FINALLY. After two intense days and 16+ hours of grinding, Privournal is officially complete and ready for Stardance! 😭🎉 OH AND Yeah, it’s been two days - Long time no see 😭 . Sorry for disappearing without posting Devlog #13 🥲 . These last 16+ hours were so packed with debugging, packaging, testing, and polishing that I kept postponing the devlog. So this one covers the entire final stretch. . Btw hey I’ll upload the clean Flowchart on Git repo, and yk I was gonna write a LOT here with complete details, but damn there’s a limit. Well it’s oki i’ll add a list of all my devlogs to the repo too :) What Happened? I thought Devlog #12 was the “everything works” moment, but the final stretch turned out to be the work. Audited every function in the codebase Fixed dozens of lingering bugs Cleaned up the entire code Updated the README 10+ times Set up PyPI packaging and releases Recorded asciinema demos (Took enormous time 😭) Added prettier output/interface functions Tested every scenario I could think of Major Change: MySQL → SQLite One of the biggest changes was moving away from MySQL. . Originally, Privournal used MySQL with accounts and a shared database. Later I realized that requires a server, hosting, maintenance, and introduces privacy concerns. . So I redesigned everything around SQLite. . Benefits: Fully offline More private Easier installation Simpler deployment Probably the biggest architectural change in the entire project. Biggest Bugs Fixed Login/signup flow issues Missing database commits Foreign key linking problems JSON serialization/loading bugs The infamous “extra spaces everywhere” decryption bug Variable scope and traversal issues Randomised Mode integration By the end of Day 1, the core encryption/decryption system was finally reliable. The Swiption Demon 😭 Swiption and SwipDe took forever. . The idea sounds simple: letters rotate through multiple covers after a certain number of occurrences. . Actually implementing occurrence tracking, rotation logic, life values, multiple dictionaries, JSON storage, and decryption logic nearly broke my brain 😭 . The funniest part? . After hours of struggling I realized I had overcomplicated everything. Since every cover uniquely maps to a letter, I could simply search through the dictionaries instead of tracking a ton of extra information. LIKE DAMN. Swiption is now fully functional and ended up becoming my coolest feature in the project. Packaging & Shipping Cleaned up the repository Improved README and documentation Fixed PyPI packaging issues Tested in fresh virtual environments Published releases Recorded final demos ✨ Project Complete Privournal is now a real, usable command-line journal encryptor. Thanks to: My brother for catching early logic flaws GPT for quick syntax rescues Everyone who followed the devlogs And myself for not giving up 😭 **Privournal is shipped and ready for Stardance! ** I’d love your feedback once you try it. . This project taught me something exams never did : . Working religiously on something with all your heart to make it real. . Thank you for reading all 13 devlogs ❤️ . ✨ See you in the next project ✨ | Project Complete | Ready to Submit | 🎉"}, {"post_id": 10031, "ts": "2026-06-16T16:23:14Z", "hours": 1.6072, "text": "Devlog #12 - IT WORKS! FINALLY! After an hour of debugging, EVERYTHING WORKS! -Encryption -Decryption -Uploading to & Fetching from the Database -Sign Up -Login . The only things that aren’t fully working yet are Swiption and Random Mode, and honestly that’s on me 😭. I got way too focused on making everything else work first AND GOD I had to improvise whole sections of the decryption logic, you won’t believe it. . If you compare the code I committed before this and the code I committed today, I had to improvise so much! . I removed and added so much. My old decryption was code wrong, I mean the logic was on point but the syntax and a few other things were off that’s why it wasn’t working. . Some of the errors were genuinely silly, again 😅 . All my elifs somehow had the same condition, and people this is why you don’t copy paste conditions to save time (I still don’t know how I missed that) 🥲 . My traversal i was a string, and I kept accidentally treating it like an int iterator, I mean ugh. . A lot of bugs were literally sitting right in front of my eyes. . Some bugs were much bigger tho. One of the weirdest happened after I finally got decryption working - The decrypted text had way too many spaces between words. . After staring at it for a while, I noticed that the number of spaces was exactly the same as the number of unique letters in the text. That’s when it hit me - the loop was continuing to run even after finding a match. Few “breaks” later hehe, everything worked 😭 . After Swiption and Random Mode, those 2 really aren’t done right now, I’m sorry I type so slow 😭 . Yeah so after that I’ll focus on making the code look real pretty, like -Fixing my silly variable names -Comment notes ig? -Better spacing and formatting -Cleaning up extra files -Writing a proper README and project description . And yes… On the 13th Devlog, the project will be done done 🤞🏻 . Note : I improvised all my previous devlogs, with proper format so that it’s easier to read, you can tell me if it’s better 🙃 . See you in the next one!"}, {"post_id": 9530, "ts": "2026-06-15T22:02:49Z", "hours": 3.1286, "text": "Devlog #11 - First Successful Test! Let’s go!!! . First successful test done 😇 . The database fetching works, the encryption flow works - it wasn’t working earlier tho (And I spent an hour finding errors, like i’d run it again n again and also ended up rewriting portions, like my Advanced Encyption code was all messed up 😭) . But yes, now it’s working, i’m sure there are a couple more errors but i’m on my way to fix em! . And yk some of the errors were so silly - I had written input(“Enter cover for”,x), and damn i failed to realise what the issue was. . Then after a lot of trying I asked GPT and it said it’s cuz input() can only have one argument in the braces 😅 . A lot of other errors too were like me getting all confused btw variable names, function not being global and so on. . But yeah, one at a time i fixed em, fixed the code and now only the refining of the code and some other bugs remain. . And um I had said i’d do it in 10 devlogs, but ah now it looks like 12th would be the last one. . But hey, the more the better, ig? 😭 . See ya in the next devlog!"}, {"post_id": 9123, "ts": "2026-06-15T08:21:26Z", "hours": 4.0792, "text": "Devlog #10 - A Slight Setback This is going to be the biggest devlog. And this one’s gonna be a disappointing one 🥲 . First of all, I was talking to my brother and he asked such a good question - It pointed to a flaw which I didn’t notice at all. . Let’s say there’s a word “am” in the journal, a’s cover is 1 and m’s cover is 27 (so am = 127). Now cuz there’s not spacing the decryption code will actually traverse thru each of number at a time in the encrypted text (127), so it’ll literally convert 1 and then 2 and then 7 separately. This was such a major flaw in my logic and I’m still agonizing internally over the fact that my eyes missed it. . But ah it’s ok, I’m fixing that by simply making adding a trailing space after the cover to separate each letter’s cover. . There was so much running and errors and staring at screen and all that. . Another thing I noticed is that in Advanced Encryption when the user will choose covers for 52 letters, he might accidentally repeat a cover - which obvi will make it impossible to distinguish btw 2 letters. So I gotta add each cover to a list and then every time the user adds a cover i’ll see if it’s already there in the list or not. . Now these flaws I got to know when I was talking to my brother, and it was past midnight. So almost immediately after waking up I was onto fixing these flaws, and it’s in progress :) . Apart from that, I’ve been refining the code (Found some silly errors in functions) and fixing more logic issues. . Earlier the Encryption Key that I was using to decrypt, it was a dictionary - with the keys as letters and values as the cover. So before uploading them to the db table, I converted them into text. But then while fixing decryption code, I did tried dict(the string key) and later found out that it all doesn’t work like that, the syntax. . I checked online, asked GPT, he suggested that I use the json module, and so I did. Json made it pretty easy, now the conversion was smooth and 2 liner. . Also I fixed all the login/signup system, it works as smooth as butter now Hehe . I’d say the main issue wasn’t the code it was following where am I. . Like cuz there are so many functions and steps and paths that I was getting overwhelmed (plus the code is like 600 lines), so I basically carefully went thru each line of code and arranged each function in an order and side by side made the final flowchart (It made following the code super easy and looks cool tbh) - But yes that’s hectic work right there. . Now after all that… Does the code run? HELL NO IT DOESNT! . It’s still showing 21 errors 😭 Plus, Swiption’s still left. . So right now, I’m trying to fix the flaws and errors and get this code up and running without Swiption, once it is smooth then at the end I can code Swiption into it. . See ya in the next devlog!"}, {"post_id": 8726, "ts": "2026-06-14T14:26:44Z", "hours": 1.1836, "text": "Devlog #9 - This was unexpected… Turns out there were some issues in the decryption function. It completely ignored spaces while decrypting, which definitely wasn’t ideal 😭 . I’ve fixed that tho. . Also I remade the tables in database with much more info such as date of encryption and email (for forgot password purposes) . And this code was getting too long, like more than 400 lines long. . So, I’ve started splitting things into different files to keep everything organized. Db code has its own file, big functions like AdvEn() have their own file, and the same goes for Swiption and Random Encryption logic. . Target’s to finish the code tonight. . Thanks for reading!"}, {"post_id": 8602, "ts": "2026-06-14T09:32:39Z", "hours": 1.1364, "text": "Devlog #8 - The Eights. . So this would be Privournal’s 8th devlog, and this one feels kinda special :) . My birthday falls on an 8th too, and I just love the number 8. . Anyways, I was actually supposed to be done with the Swiption feature by now, but I just couldn’t help myself and started working on the Random Encryption feature. . Reason’s that it just came to me - . Why not make Random Encryption available for both Advanced Encryption AND Swiption too?? . This would make the whole Encryption process super fast if some user doesn’t want to manually encrypt each letter. So I’m onto that, then I’ll immediately look into Swiption. . Then finally I’ll refine the whole code and just go through all the variables, functions and rename them if needed (I’m one of those people who name the variable something silly and forget what it was for 😭) . I’ve also started mapping out the overall visual flow of Privournal cuz it was getting a bit confusing. . I’m thinking abt wrapping this project up in about 12 devlogs, and then launching it. . You can also check out the GitHub - I’ve been committing code changes on it regularly :) . Thanks for reading!"}, {"post_id": 8359, "ts": "2026-06-13T21:56:30Z", "hours": 1.7153, "text": "Devlog #7 - Almost There! Only the Swiption feature remains! . I’ve also been thinking about adding another cool feature where the covers are randomly chosen using Python’s random module. The idea is that it’ll be added in Custom Encryption. . Also, my bad 😭 . I sometimes refered to the Custom Encryption as Advanced Encrytion, that might confuse you - but i’ll be consistent with names now. It’s just that it’s the start and so many features and ideas just mush into my head 🙃 . Once Swiption is done, the Python version should basically be mostly complete, and then it’ll be time for da next step . Getting all this on a website, tho that is gonna be really difficult for me, I really don’t know how to make websites 🥲. . Not gonna lie, that part scares me a a lot cuz I don’t wanna use AI for the website 😭 . I really don’t know much about web development, but I guess that’s part of building a project. You learn whatever you need as you go. . Thank you so much for reading these devlogs tho :) . Hopefully tmrw the code will be done and I’ll be one step closer to completing Privournal!"}, {"post_id": 8152, "ts": "2026-06-13T16:24:59Z", "hours": 1.0783, "text": "Devlog #6 - Advanced Encryption! Pheww, this part took some effort! . Today I worked on the main encryption logic for Advanced Encryption, and after a lot of thinking, coding, testing, and rethinking, I finally got the foundation for it down :) . This is one of the core features of Privournal, so it feels really good seeing it slowly come together. . That said, this is only a small win . The real challenge is gonna be the “Swiption” feature. Bet Swiption is gonna take half my brain cells 😭"}, {"post_id": 8096, "ts": "2026-06-13T14:51:13Z", "hours": 0.4681, "text": "Devlog #5 - Database Established! . Now the basic outline has to be perfected, with each and every thing being functional. . After spending some time figuring out SQL, databases, connections, and all that stuff, I finally managed to get Python talking to the database successfully :) . Seeing actual records being fetched felt pretty satisfying not gonna lie. For now, the goal’s Add features and make everything functional Connect everything together Improve the overall structure On the way to do that!"}, {"post_id": 8033, "ts": "2026-06-13T12:07:47Z", "hours": 0.9758, "text": "Devlog #4 - Still on the Db thing . Hehe, my highschool Python-SQL interface notes are coming in handy! . When I was studying this stuff, I honestly didn’t think I’d ever end up using most of it cuz it seemed too basic Turns out I was wrong :) . Since Privournal is gonna need a database for account credentials and all that, I’ve started revising my old notes and figuring out how everything fits together. . Let’s see how this goes!"}, {"post_id": 7690, "ts": "2026-06-12T21:00:25Z", "hours": 0.6611, "text": "Devlog #3 - The Plan’s Shape Guys! . Errors fixed and a basic outline has been made (This time on a paper Hehe) . AND i’ve thought about how i’m gonna go about it! . I’ve also spent some time thinking about how I’m actually gonna build this thing. . I’ll have to make a sql database ig (For account credentials and encryption details) and link it to my python code. I’m still new so i’m not sure if the sql database method for keeping records is how the real companies operate, but still seems pretty nice. . And I mean these are journals that we’re talking about, - so security and privacy matter a lot. . Tho my whole idea and code is that the actual journal entry is never stored. Only the encryption sequence and logic is. . That way, even if some dummy somehow got access to the database, they wouldn’t find the journal itself (Hehe can’t outsmart me) . For now, the plan pretty clear: Finish the Python main code Get encryption working properly Add database support Convert it into a website Well, that’s it ig. . I’m gonna go and tmrw complete the whole thing in python and then yes - hopefully convert it into a website :)"}, {"post_id": 7639, "ts": "2026-06-12T19:21:01Z", "hours": 0.9731, "text": "Devlog #2 - The First Error and an Outline . Ran into the first error, phewww! . Honestly, had it coming - things were going way too smoothly for a rather newbie like me 😭 . I was working on the account system and trying to get the signup and login flow working when I hit the error. I also created a basic outline of flow (In my mind 😅) . Spent a good chunk of time staring, retracing my code, and trying to figure out what exactly I had written wrong. But yes, I’m on it!"}, {"post_id": 7568, "ts": "2026-06-12T17:29:14Z", "hours": 0.5239, "text": "Devlog #1 - The Beginning . Today wasn’t about building features but about getting everything ready. . I finished setting up the Github thing (Took me an hour lol), cleaned things up, and wrote the first version of the README. . It might not seem like much, but damn did it feel so hectic, maybe cuz it’s my first time working on a real software project :) . After the setup, I finally started writing the core code. . Right now it’s just the foundation and an outline that I’ve set out to achieve :) . The journey begins!"}]...
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Title: Privournal by @Manonit | Stardance
Devlogs Title: Privournal by @Manonit | Stardance
Devlogs:
Devlog #1 - The Beginning . Today wasn’t about building features but about getting everything ready. . I finished setting up the Github thing (Took me an hour lol), cleaned things up, and wrote the first version of the README. . It might not seem like much, but damn did it feel so hectic, maybe cuz it’s my first time working on a real software project :) . After the setup, I finally started writing the core code. . Right now it’s just the foundation and an outline that I’ve set out to achieve :) . The journey begins!
Devlog #2 - The First Error and an Outline . Ran into the first error, phewww! . Honestly, had it coming - things were going way too smoothly for a rather newbie like me 😭 . I was working on the account system and trying to get the signup and login flow working when I hit the error. I also created a basic outline of flow (In my mind 😅) . Spent a good chunk of time staring, retracing my code, and trying to figure out what exactly I had written wrong. But yes, I’m on it!
Devlog #3 - The Plan’s Shape Guys! . Errors fixed and a basic outline has been made (This time on a paper Hehe) . AND i’ve thought about how i’m gonna go about it! . I’ve also spent some time thinking about how I’m actually gonna build this thing. . I’ll have to make a sql database ig (For account credentials and encryption details) and link it to my python code. I’m still new so i’m not sure if the sql database method for keeping records is how the real companies operate, but still seems pretty nice. . And I mean these are journals that we’re talking about, - so security and privacy matter a lot. . Tho my whole idea and code is that the actual journal entry is never stored. Only the encryption sequence and logic is. . That way, even if some dummy somehow got access to the database, they wouldn’t find the journal itself (Hehe can’t outsmart me) . For now, the plan pretty clear: Finish the Python main code Get encryption working properly Add database support Convert it into a website Well, that’s it ig. . I’m gonna go and tmrw complete the whole thing in python and then yes - hopefully convert it into a website :)
Devlog #4 - Still on the Db thing . Hehe, my highschool Python-SQL interface notes are coming in handy! . When I was studying this stuff, I honestly didn’t think I’d ever end up using most of it cuz it seemed too basic Turns out I was wrong :) . Since Privournal is gonna need a database for account credentials and all that, I’ve started revising my old notes and figuring out how everything fits together. . Let’s see how this goes!
Devlog #5 - Database Established! . Now the basic outline has to be perfected, with each and every thing being functional. . After spending some time figuring out SQL, databases, connections, and all that stuff, I finally managed to get Python talking to the database successfully :) . Seeing actual records being fetched felt pretty satisfying not gonna lie. For now, the goal’s Add features and make everything functional Connect everything together Improve the overall structure On the way to do that!
Devlog #6 - Advanced Encryption! Pheww, this part took some effort! . Today I worked on the main encryption logic for Advanced Encryption, and after a lot of thinking, coding, testing, and rethinking, I finally got the foundation for it down :) . This is one of the core features of Privournal, so it feels really good seeing it slowly come together. . That said, this is only a small win . The real challenge is gonna be the “Swiption” feature. Bet Swiption is gonna take half my brain cells 😭
Devlog #7 - Almost There! Only the Swiption feature remains! . I’ve also been thinking about adding another cool feature where the covers are randomly chosen using Python’s random module. The idea is that it’ll be added in Custom Encryption. . Also, my bad 😭 . I sometimes refered to the Custom Encryption as Advanced Encrytion, that might confuse you - but i’ll be consistent with names now. It’s just that it’s the start and so many features and ideas just mush into my head 🙃 . Once Swiption is done, the Python version should basically be mostly complete, and then it’ll be time for da next step . Getting all this on a website, tho that is gonna be really difficult for me, I really don’t know how to make websites 🥲. . Not gonna lie, that part scares me a a lot cuz I don’t wanna use AI for the website 😭 . I really don’t know much about web development, but I guess that’s part of building a project. You learn whatever you need as you go. . Thank you so much for reading these devlogs tho :) . Hopefully tmrw the code will be done and I’ll be one step closer to completing Privournal!
Devlog #8 - The Eights. . So this would be Privournal’s 8th devlog, and this one feels kinda special :) . My birthday falls on an 8th too, and I just love the number 8. . Anyways, I was actually supposed to be done with the Swiption feature by now, but I just couldn’t help myself and started working on the Random Encryption feature. . Reason’s that it just came to me - . Why not make Random Encryption available for both Advanced Encryption AND Swiption too?? . This would make the whole Encryption process super fast if some user doesn’t want to manually encrypt each letter. So I’m onto that, then I’ll immediately look into Swiption. . Then finally I’ll refine the whole code and just go through all the variables, functions and rename them if needed (I’m one of those people who name the variable something silly and forget what it was for 😭) . I’ve also started mapping out the overall visual flow of Privournal cuz it was getting a bit confusing. . I’m thinking abt wrapping this project up in about 12 devlogs, and then launching it. . You can also check out the GitHub - I’ve been committing code changes on it regularly :) . Thanks for reading!
Devlog #9 - This was unexpected… Turns out there were some issues in the decryption function. It completely ignored spaces while decrypting, which definitely wasn’t ideal 😭 . I’ve fixed that tho. . Also I remade the tables in database with much more info such as date of encryption and email (for forgot password purposes) . And this code was getting too long, like more than 400 lines long. . So, I’ve started splitting things into different files to keep everything organized. Db code has its own file, big functions like AdvEn() have their own file, and the same goes for Swiption and Random Encryption logic. . Target’s to finish the code tonight. . Thanks for reading!
Devlog #10 - A Slight Setback This is going to be the biggest devlog. And this one’s gonna be a disappointing one 🥲 . First of all, I was talking to my brother and he asked such a good question - It pointed to a flaw which I didn’t notice at all. . Let’s say there’s a word “am” in the journal, a’s cover is 1 and m’s cover is 27 (so am = 127). Now cuz there’s not spacing the decryption code will actually traverse thru each of number at a time in the encrypted text (127), so it’ll literally convert 1 and then 2 and then 7 separately. This was such a major flaw in my logic and I’m still agonizing internally over the fact that my eyes missed it. . But ah it’s ok, I’m fixing that by simply making adding a trailing space after the cover to separate each letter’s cover. . There was so much running and errors and staring at screen and all that. . Another thing I noticed is that in Advanced Encryption when the user will choose covers for 52 letters, he might accidentally repeat a cover - which obvi will make it impossible to distinguish btw 2 letters. So I gotta add each cover to a list and then every time the user adds a cover i’ll see if it’s already there in the list or not. . Now these flaws I got to know when I was talking to my brother, and it was past midnight. So almost immediately after waking up I was onto fixing these flaws, and it’s in progress :) . Apart from that, I’ve been refining the code (Found some silly errors in functions) and fixing more logic issues. . Earlier the Encryption Key that I was using to decrypt, it was a dictionary - with the keys as letters and values as the cover. So before uploading them to the db table, I converted them into text. But then while fixing decryption code, I did tried dict(the string key) and later found out that it all doesn’t work like that, the syntax. . I checked online, asked GPT, he suggested that I use the json module, and so I did. Json made it pretty easy, now the conversion was smooth and 2 liner. . Also I fixed all the login/signup system, it works as smooth as butter now Hehe . I’d say the main issue wasn’t the code it was following where am I. . Like cuz there are so many functions and steps and paths that I was getting overwhelmed (plus the code is like 600 lines), so I basically carefully went thru each line of code and arranged each function in an order and side by side made the final flowchart (It made following the code super easy and looks cool tbh) - But yes that’s hectic work right there. . Now after all that… Does the code run? HELL NO IT DOESNT! . It’s still showing 21 errors 😭 Plus, Swiption’s still left. . So right now, I’m trying to fix the flaws and errors and get this code up and running without Swiption, once it is smooth then at the end I can code Swiption into it. . See ya in the next devlog!
Devlog #11 - First Successful Test! Let’s go!!! . First successful test done 😇 . The database fetching works, the encryption flow works - it wasn’t working earlier tho (And I spent an hour finding errors, like i’d run it again n again and also ended up rewriting portions, like my Advanced Encyption code was all messed up 😭) . But yes, now it’s working, i’m sure there are a couple more errors but i’m on my way to fix em! . And yk some of the errors were so silly - I had written input(“Enter cover for”,x), and damn i failed to realise what the issue was. . Then after a lot of trying I asked GPT and it said it’s cuz input() can only have one argument in the braces 😅 . A lot of other errors too were like me getting all confused btw variable names, function not being global and so on. . But yeah, one at a time i fixed em, fixed the code and now only the refining of the code and some other bugs remain. . And um I had said i’d do it in 10 devlogs, but ah now it looks like 12th would be the last one. . But hey, the more the better, ig? 😭 . See ya in the next devlog!
Devlog #12 - IT WORKS! FINALLY! After an hour of debugging, EVERYTHING WORKS! -Encryption -Decryption -Uploading to & Fetching from the Database -Sign Up -Login . The only things that aren’t fully working yet are Swiption and Random Mode, and honestly that’s on me 😭. I got way too focused on making everything else work first AND GOD I had to improvise whole sections of the decryption logic, you won’t believe it. . If you compare the code I committed before this and the code I committed today, I had to improvise so much! . I removed and added so much. My old decryption was code wrong, I mean the logic was on point but the syntax and a few other things were off that’s why it wasn’t working. . Some of the errors were genuinely silly, again 😅 . All my elifs somehow had the same condition, and people this is why you don’t copy paste conditions to save time (I still don’t know how I missed that) 🥲 . My traversal i was a string, and I kept accidentally treating it like an int iterator, I mean ugh. . A lot of bugs were literally sitting right in front of my eyes. . Some bugs were much bigger tho. One of the weirdest happened after I finally got decryption working - The decrypted text had way too many spaces between words. . After staring at it for a while, I noticed that the number of spaces was exactly the same as the number of unique letters in the text. That’s when it hit me - the loop was continuing to run even after finding a match. Few “breaks” later hehe, everything worked 😭 . After Swiption and Random Mode, those 2 really aren’t done right now, I’m sorry I type so slow 😭 . Yeah so after that I’ll focus on making the code look real pretty, like -Fixing my silly variable names -Comment notes ig? -Better spacing and formatting -Cleaning up extra files -Writing a proper README and project description . And yes… On the 13th Devlog, the project will be done done 🤞🏻 . Note : I improvised all my previous devlogs, with proper format so that it’s easier to read, you can tell me if it’s better 🙃 . See you in the next one!
Devlog #13 - IT’S DONE DONE! The Final Chapter. FINALLY. After two intense days and 16+ hours of grinding, Privournal is officially complete and ready for Stardance! 😭🎉 OH AND Yeah, it’s been two days - Long time no see 😭 . Sorry for disappearing without posting Devlog #13 🥲 . These last 16+ hours were so packed with debugging, packaging, testing, and polishing that I kept postponing the devlog. So this one covers the entire final stretch. . Btw hey I’ll upload the clean Flowchart on Git repo, and yk I was gonna write a LOT here with complete details, but damn there’s a limit. Well it’s oki i’ll add a list of all my devlogs to the repo too :) What Happened? I thought Devlog #12 was the “everything works” moment, but the final stretch turned out to be the work. Audited every function in the codebase Fixed dozens of lingering bugs Cleaned up the entire code Updated the README 10+ times Set up PyPI packaging and releases Recorded asciinema demos (Took enormous time 😭) Added prettier output/interface functions Tested every scenario I could think of Major Change: MySQL → SQLite One of the biggest changes was moving away from MySQL. . Originally, Privournal used MySQL with accounts and a shared database. Later I realized that requires a server, hosting, maintenance, and introduces privacy concerns. . So I redesigned everything around SQLite. . Benefits: Fully offline More private Easier installation Simpler deployment Probably the biggest architectural change in the entire project. Biggest Bugs Fixed Login/signup flow issues Missing database commits Foreign key linking problems JSON serialization/loading bugs The infamous “extra spaces everywhere” decryption bug Variable scope and traversal issues Randomised Mode integration By the end of Day 1, the core encryption/decryption system was finally reliable. The Swiption Demon 😭 Swiption and SwipDe took forever. . The idea sounds simple: letters rotate through multiple covers after a certain number of occurrences. . Actually implementing occurrence tracking, rotation logic, life values, multiple dictionaries, JSON storage, and decryption logic nearly broke my brain 😭 . The funniest part? . After hours of struggling I realized I had overcomplicated everything. Since every cover uniquely maps to a letter, I could simply search through the dictionaries instead of tracking a ton of extra information. LIKE DAMN. Swiption is now fully functional and ended up becoming my coolest feature in the project. Packaging & Shipping Cleaned up the repository Improved README and documentation Fixed PyPI packaging issues Tested in fresh virtual environments Published releases Recorded final demos ✨ Project Complete Privournal is now a real, usable command-line journal encryptor. Thanks to: My brother for catching early logic flaws GPT for quick syntax rescues Everyone who followed the devlogs And myself for not giving up 😭 **Privournal is shipped and ready for Stardance! ** I’d love your feedback once you try it. . This project taught me something exams never did : . Working religiously on something with all your heart to make it real. . Thank you for reading all 13 devlogs ❤️ . ✨ See you in the next project ✨ | Project Complete | Ready to Submit | 🎉
##Devlog #14 - The Reviewer Arc 🥲 . Well… . The reviewer found some issues 😭 . So I went back and tested basically the ENTIRE project again. . While testing, I found and fixed a bunch of errors, especially in Advanced Encryption. I also added a lot of fallback checks throughout the code so Privournal doesn’t randomly decide to crash anymore 😭 . I also improved the decryption flow. . Earlier users had to select journals using IDs, now they can simply choose them by name, which feels way cleaner. . Another addition was a user guide in menu. I was short on time and it was a no brainer, so I used Claude to help generate the guide content and then integrated it into Privournal. The goal was simply to make the different encryption modes easier to understand :) . Apart from code changes, I also polished the project page, uploaded a sample flowchart, improved formatting and timing, and recorded a completely new asciinema demo PLUS I updated the README too. . Then came final testing, packaging, uploading the latest release, and requesting review again 🤞🏻 . Hopefully Privournal passes thru this time 😭 . Thank you : )
Devlog 15! It’s done. Phew. Finally, Privournal is DONE. Complete, everything’s perfect. In this final version I’ve made so many improvements! Instead of using time.sleep() to give pauses/time to copy the details, now the users can copy and paste encrypted text and its key without a time limit, and then they can simply press Enter to move ahead. I also made HUGE changes to the code. Earlier, the code used to run and at multiple steps ask for login/signup, which was fine but it was confusing. Now the first page is for login/signup, then the rest of the code flows smoothly accordingly. This restructuring required writing many parts of the code again and breaking a lot of functions into 2 parts. I also renamed some variables. I also worked on spacing and formatting. Now the user details are printed cleanly in a table. Overall, the code outputs are much more uniform. I made a new ASCII recording. It is yet to be updated on my GitHub, though. I’ve also published this new version on PyPI. If you had already installed Privournal, you can just update it. Now the main thing. I’m going to make a Website for Privournal where users wouldn’t need to install anything and can just go straight to encrypting or decrypting their journals. This version will still exist, though. It’ll be a rather Retro CLI version for people who like it this way. Phew. I’ll work on that now.
Devlog 16! — Okay, NOW It’s Done. 😭 Phew. I thought Privournal was finally finished, but while making the final ASCII recording, I found a bunch of small errors (Some was huge), inconsistencies and table issues that I had to fix. What I worked on: Added two new functions: Show Keys and View Account . Show Keys lets users view all their saved encryption keys. View Account displays their account details neatly in a table. Fixed several encryption and decryption bugs , including issues with journal selection, menu choices and input validation. Fixed problems with database values and journal data being handled incorrectly. Improved table formatting, spacing and alignment throughout the program. Cleaned up various small inconsistencies and errors that appeared during full end-to-end testing. Made the new ASCII recording . There was some old test data already stored, which was causing confusing duplicate entries and messing up the tables. After clearing that out, everything worked properly. And finally… The entire thing worked perfectly. 🎉 Most of this Devlog was about fixing the small things rather than adding huge new features, but it made Privournal more consistent and reliable.
Ships:
I built Privournal, a command-line journal encryptor that allows users to encrypt and decrypt journal entries locally on their own device. Because for me, someone reading my journal is a legit nightmare, and Privournal is something I can use to keep my digital journals secure. For me that’s a clear quality-of-life improvement : ) Write your journal anywhere (Notes, Notion, etc), paste it into Privournal, get back unreadable text, paste that back into your app. No journal content is ever stored - only the encryption key, and that too locally, if you make an account. To read it yourself you can again head to Privournal and decrypt it! It supports multiple encryption modes, including Basic Encryption, Advanced Encryption, Randomized Encryption, and Swiption - a dynamic encryption system that changes a letter’s cover after a particular number of occurrences, making it impossible to crack. The biggest challenge was implementing Swiption and its decryption logic. Managing occurrence tracking, rotating covers, JSON storage, database integration, and reliable decryption took multiple iterations and a lot of debugging. I also migrated the project from a MySQL-based architecture to SQLite after realizing a shared database conflicted with the goal of being fully offline and private. I’m most proud of turning an idea into a complete, usable package that can be installed through PyPI. I’ve never worked on something so religiously on something of this complexity. The project ended up being over 1400 lines of code and taught me a huge amount about python, databases, GitHub and packaging, debugging, and obviously logical thinking. I’ve never worked on something so religiously on something of this complexity. 3 Major Quality-of-Life Improvements : Zero-setup local encryption - Works completely offline with automatic SQLite database. No server or complicated config needed. Powerful & flexible encryption - Multiple modes + Swiption (dynamic rotating covers) makes it much stronger than simple substitution ciphers. Seamless workflow - Write anywhere -> encrypt -> paste back -> decrypt easily with account or manual key. Perfect for daily journaling : ) Try creating an account (or continue without an account), encrypting a journal entry, saving it, and then decrypting it again. Swiption and Randomised Modes are the most interesting and secure features to experiment with. To test it, run these on terminal : pip install privournal python import MainCode MainCode.start() Thank you so much for reading! : )
I made Privournal, a retro CLI application for private journaling and custom text encryption featuring basic ciphers, advanced encryption (Swiption, Randomised, Manual Modes Hehe), and new features like Show Keys and View Account. Pheww you’re gonna love this if you’ve people trying to read your journals 😭 The hardest part was restructuring the whole flow so as to make it less repetitive and cleaner , fixing CLI table alignment glitches, and honestly, if you saw my last ship you’d know that the Swiption feature I made gave me a pretty tough time, Lol. Though I’m really proud of creating a seamless terminal workflow and getting it published live on PyPI as well as GitHub, this is one of the few things I’ve worked on and completed in my life. To test it out, run pip install –upgrade privournal, and type privournal in your terminal, and try encrypting and immediately decrypting a short sentence with or without an account!...
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1792832015.2502553
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1792918415.2502553
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62715
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My own site! by @Zemal | Stardance
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Zemal
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2
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2.0
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6
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T17:17:53Z", "hours": 2.0, "multiplier": 2.33, "payout": 6, "blessing": "neutral", "text": "I am reshipping my personal portfolio after making the requested improvements. I updated the design, cleaned up the styling, improved the README, and made the overall site more polished and easier to navigate. I am proud that I went back, fixed the feedback, and improved the project instead of leaving it as it was. Everything should now be working properly and the site can be tested through the live link.", "repo": "https://github.com/zemaldars01-png/zemal-personal-site", "demo": "https://zemaldars01-png.github.io/zemal-personal-site/"}, {"ship_num": 2, "ts": "2026-09-17T18:42:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first personal portfolio website with sections about me, my achievements, projects, certificates, and leadership. The most challenging part was learning the layout, CSS styling, GitHub, and deployment. I’m proud that I built and published a real website for the first time. People can test it by opening the live website, checking the navigation, viewing each section, and using the buttons and links. I used ChatGPT for guidance and debugging when I got stuck.", "repo": "https://github.com/zemaldars01-png/zemal-personal-site", "demo": "https://zemaldars01-png.github.io/zemal-personal-site/"}]...
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[{"post_id": 76441, "ts": "202 [{"post_id": 76441, "ts": "2026-10-03T15:01:35Z", "hours": 1.0794, "text": "I worked on my personal website again today after getting feedback. I changed the HTML and CSS, fixed some of the layout, made the code simpler, and updated the README too. I also added a preview image so the project page looks better. I am still learning, so I had to test a lot of things and fix some mistakes, but I understand the code much better now. Live site: https://zemaldars01-png.github.io/zemal-personal-site/"}, {"post_id": 75591, "ts": "2026-09-30T14:40:04Z", "hours": 1.3028, "text": "Got some feedback on my personal website, so I went back and worked on it a bit more today. I added more detail to the README so it explains the project, its features, how everything is structured, and what I learned while making it. I also went through the CSS again and rewrote and cleaned up different parts of it myself. Going back to improve everything was actually really helpful because I understand the website and my own code much better now. Hopefully this version is ready for re-certification 🤞"}, {"post_id": 69677, "ts": "2026-09-17T15:45:55Z", "hours": 0.2983, "text": "Today I worked on my personal portfolio website. I improved the About Me, achievements, projects, certifications and contact sections. I also learned how to push my code to GitHub and deploy the website using GitHub Pages. This was my first time building and deploying a website, and as I kept working on it, I found the process more interesting and enjoyable."}]...
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Title: My own site! by @Zemal | Stardance
Devlogs Title: My own site! by @Zemal | Stardance
Devlogs:
Today I worked on my personal portfolio website. I improved the About Me, achievements, projects, certifications and contact sections. I also learned how to push my code to GitHub and deploy the website using GitHub Pages. This was my first time building and deploying a website, and as I kept working on it, I found the process more interesting and enjoyable.
Got some feedback on my personal website, so I went back and worked on it a bit more today. I added more detail to the README so it explains the project, its features, how everything is structured, and what I learned while making it. I also went through the CSS again and rewrote and cleaned up different parts of it myself. Going back to improve everything was actually really helpful because I understand the website and my own code much better now. Hopefully this version is ready for re-certification 🤞
I worked on my personal website again today after getting feedback. I changed the HTML and CSS, fixed some of the layout, made the code simpler, and updated the README too. I also added a preview image so the project page looks better. I am still learning, so I had to test a lot of things and fix some mistakes, but I understand the code much better now. Live site: https://zemaldars01-png.github.io/zemal-personal-site/
Ships:
I made my first personal portfolio website with sections about me, my achievements, projects, certificates, and leadership. The most challenging part was learning the layout, CSS styling, GitHub, and deployment. I’m proud that I built and published a real website for the first time. People can test it by opening the live website, checking the navigation, viewing each section, and using the buttons and links. I used ChatGPT for guidance and debugging when I got stuck.
I am reshipping my personal portfolio after making the requested improvements. I updated the design, cleaned up the styling, improved the README, and made the overall site more polished and easier to navigate. I am proud that I went back, fixed the feedback, and improved the project instead of leaving it as it was. Everything should now be working properly and the site can be tested through the live link....
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1792813965.9436843
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1792900365.9436843
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58854
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pixeli by @Zephyr | Stardance
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Zephyr
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1
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50.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T16:33:10Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added a GUI to pixeli! currently, it only supports grid merge, but it fully works and is up and running (runs on port 3000). Make beautiful image mosaics, now outside of your terminal! Make sure to check out the beta release for the latest version of everything, as this is a beta release and not available on the main branch :) it’s on the “pixeli-gui” branch. Hope yall enjoy this last project from me!", "repo": "https://github.com/pakdad-mousavi/pixeli/tree/pixeli-gui", "demo": "https://www.npmjs.com/package/pixeli/v/1.0.6-beta.3"}]...
|
[{"post_id": 77604, "ts": "202 [{"post_id": 77604, "ts": "2026-10-07T16:30:25Z", "hours": 5.0356, "text": "Final devlog… forever (turning 19 tomorrow, so this is the last devlog :D) I finally released the beta!!! We got the GUI running (only for grid merge so far) but it works! I added state management inside of local storage so changes dont keep disappearing, and I also added the export button functionality! Have fun!"}, {"post_id": 74358, "ts": "2026-09-27T07:21:57Z", "hours": 9.205, "text": "LADIES AND GENTLEMEN, GUESS WHAT TIME IT IS. (devlog time ) First of all, I added a summary and continue section in the sidebar on the right to provide a more “guided” user experience I guess you could say. :> Then, I also, changed the left sidebar to make things simpler; there will only be a single page for all merges now. :D And the rest? I’ve just been adding fields in the merge page for all the different settings the user can mess around with (there’s a LOT). Once I finish with that, I’ll be actually rendering the final product to the user so they can see what they get once they export!"}, {"post_id": 72996, "ts": "2026-09-24T05:54:31Z", "hours": 9.8092, "text": "DEVLOG! Okay SO. Image selection is now complete: users can choose which images they want to proceed with. I also added shift-clicking, so users can select multiple images more easily (see the video!). Next: Responsiveness ✨ I made the main sidebar responsive so far, so the layout of the page seems to be working fine, at least up until around the sm / md breakpoints. I’ll also have to handle making the secondary sidebar responsive in mobile screens. Finally: Light mode and dark mode! FINALLY, I added a button to toggle between the two, should be much easier to design either theme now :> Next step is to add a bar on the bottom of the screen which helps guide the user’s next step. Then we can start with the merge pages!"}, {"post_id": 71045, "ts": "2026-09-20T07:40:21Z", "hours": 9.9878, "text": "NEW DEVLOG! Alright ladies and gentlemen, I’ve made a layout for the images, where the user can choose either a compact layout or a normal (slot-like) layout. I’m using animejs for the smooth, snappy animations, in case anyone out there was curious :> Now, I need to allow the user to select which images they want, then, I’d also like to add some sort of utility bar on the top/bottom. Then, I’ll use those images to make the merge pages! wish me luck :>"}, {"post_id": 66402, "ts": "2026-09-12T06:48:35Z", "hours": 5.9064, "text": "OKAY. Some progress (and some setbacks :>) So I’ve worked on the uploaded design, as well as the backend that was meant to write the file to the /tmp directory. The problem I needed to solve was to figure out a way to store the files on the backend that didn’t involve writing duplicates to the user’s disk. This is a very difficult task, because I can’t get file paths from the input field in the frontend, only the filename and file content (and some other unrelated details). Solution? Implement a different system that DOESN’T involve file uploads :D If I just use the directory im in when the user runs the command to start the loopback GUI, I can define a “project scope” in a sense, where I only try to use images in that directory. This way, it’s up to the user to choose which folder they want to use as their project. :> So now I need to refactor BOTH my design and backend to support this HA. Awesome"}, {"post_id": 64620, "ts": "2026-09-09T04:51:06Z", "hours": 9.5767, "text": "Initial Devlog! Okay so: I’m back. :> I’ve started working on a project I’ve been meaning to do for a while, called “Pixeli”, a CLI for merging images together! I actually already made this project before, and now I’m adding a GUI to it. Currently, I’m working on the file upload and rendering mechanisms. :D Will also be doing dark mode :0"}]...
|
Title: pixeli by @Zephyr | Stardance
Devlogs:
Ini Title: pixeli by @Zephyr | Stardance
Devlogs:
Initial Devlog! Okay so: I’m back. :> I’ve started working on a project I’ve been meaning to do for a while, called “Pixeli”, a CLI for merging images together! I actually already made this project before, and now I’m adding a GUI to it. Currently, I’m working on the file upload and rendering mechanisms. :D Will also be doing dark mode :0
OKAY. Some progress (and some setbacks :>) So I’ve worked on the uploaded design, as well as the backend that was meant to write the file to the /tmp directory. The problem I needed to solve was to figure out a way to store the files on the backend that didn’t involve writing duplicates to the user’s disk. This is a very difficult task, because I can’t get file paths from the input field in the frontend, only the filename and file content (and some other unrelated details). Solution? Implement a different system that DOESN’T involve file uploads :D If I just use the directory im in when the user runs the command to start the loopback GUI, I can define a “project scope” in a sense, where I only try to use images in that directory. This way, it’s up to the user to choose which folder they want to use as their project. :> So now I need to refactor BOTH my design and backend to support this HA. Awesome
NEW DEVLOG! Alright ladies and gentlemen, I’ve made a layout for the images, where the user can choose either a compact layout or a normal (slot-like) layout. I’m using animejs for the smooth, snappy animations, in case anyone out there was curious :> Now, I need to allow the user to select which images they want, then, I’d also like to add some sort of utility bar on the top/bottom. Then, I’ll use those images to make the merge pages! wish me luck :>
DEVLOG! Okay SO. Image selection is now complete: users can choose which images they want to proceed with. I also added shift-clicking, so users can select multiple images more easily (see the video!). Next: Responsiveness ✨ I made the main sidebar responsive so far, so the layout of the page seems to be working fine, at least up until around the sm / md breakpoints. I’ll also have to handle making the secondary sidebar responsive in mobile screens. Finally: Light mode and dark mode! FINALLY, I added a button to toggle between the two, should be much easier to design either theme now :> Next step is to add a bar on the bottom of the screen which helps guide the user’s next step. Then we can start with the merge pages!
LADIES AND GENTLEMEN, GUESS WHAT TIME IT IS. (devlog time ) First of all, I added a summary and continue section in the sidebar on the right to provide a more “guided” user experience I guess you could say. :> Then, I also, changed the left sidebar to make things simpler; there will only be a single page for all merges now. :D And the rest? I’ve just been adding fields in the merge page for all the different settings the user can mess around with (there’s a LOT). Once I finish with that, I’ll be actually rendering the final product to the user so they can see what they get once they export!
Final devlog… forever (turning 19 tomorrow, so this is the last devlog :D) I finally released the beta!!! We got the GUI running (only for grid merge so far) but it works! I added state management inside of local storage so changes dont keep disappearing, and I also added the export button functionality! Have fun!
Ships:
I added a GUI to pixeli! currently, it only supports grid merge, but it fully works and is up and running (runs on port 3000). Make beautiful image mosaics, now outside of your terminal! Make sure to check out the beta release for the latest version of everything, as this is a beta release and not available on the main branch :) it’s on the “pixeli-gui” branch. Hope yall enjoy this last project from me!...
|
1792856939.3619657
|
1792943339.3619657
|
|
63734
|
PCB Ruler by @RishitJain | Stardance
|
RishitJain
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T16:11:29Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a ruler, its a pcb not much to it rlly, its made in kicad, it has measurements, a unit and conversion table, some ‘inspirational’ quotes and some hack club advertising (yay!). what was hard? taking off the tape from the packaging. okie im done", "repo": "https://github.com/RishitJain-dev/PCB-Ruler", "demo": ""}]...
|
[{"post_id": 77599, "ts": "202 [{"post_id": 77599, "ts": "2026-10-07T16:08:58Z", "hours": 0.3617, "text": "i unboxed the pcbs and took some cool pics!"}, {"post_id": 70653, "ts": "2026-09-19T15:01:34Z", "hours": 4.0575, "text": "Designed PCB for my ruler"}]...
|
Title: PCB Ruler by @RishitJain | Stardance
Devlo Title: PCB Ruler by @RishitJain | Stardance
Devlogs:
Designed PCB for my ruler
i unboxed the pcbs and took some cool pics!
Ships:
i made a ruler, its a pcb not much to it rlly, its made in kicad, it has measurements, a unit and conversion table, some ‘inspirational’ quotes and some hack club advertising (yay!). what was hard? taking off the tape from the packaging. okie im done...
|
1792814060.7788382
|
1792900460.7788382
|
|
68428
|
Doors OS by @Mahmoud_Mohamed | Stardance
|
Mahmoud_Mohamed
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T15:59:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a web os , i called it doors os (to be samiliar to windows) i’ve made an anti-vuris app( not a real app) and calculator and my computer app (file explorer) . I’ve desing this project at one dev log because i don’t know that this task requirs 3 devlogs", "repo": "https://github.com/MahmoudMohamed99-AI/Doors-OS-V1", "demo": "https://mahmoudmohamed99-ai.github.io/doorsOs/"}]...
|
[{"post_id": 77583, "ts": "202 [{"post_id": 77583, "ts": "2026-10-07T15:25:40Z", "hours": 1.1567, "text": "Doors OS"}]...
|
Title: Doors OS by @Mahmoud_Mohamed | Stardance
D Title: Doors OS by @Mahmoud_Mohamed | Stardance
Devlogs:
Doors OS
Ships:
I’ve made a web os , i called it doors os (to be samiliar to windows) i’ve made an anti-vuris app( not a real app) and calculator and my computer app (file explorer) . I’ve desing this project at one dev log because i don’t know that this task requirs 3 devlogs...
|
1792817694.380764
|
1792904094.380764
|
|
20172
|
Rakon's portfolio site by @Rakon150 | Stardanc Rakon's portfolio site by @Rakon150 | Stardance...
|
Rakon150
|
2
|
16.0
|
48
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T15:52:40Z", "hours": 6.0, "multiplier": 6.23, "payout": 34, "blessing": "neutral", "text": "This is the second ship of my personal portfolio with button to popup animations working on desktop and mobile, projects page, status dot linked to uptime kuma api and a carbon background. Even though this project took more than it should I learned a lot and I am happy with how this project turned out. Main challanges for me were the animations and uptime kuma api.", "repo": "https://github.com/Rakon150/Homepage", "demo": "https://rakon.qzz.io"}, {"ship_num": 2, "ts": "2026-09-26T18:11:20Z", "hours": 10.0, "multiplier": 1.37, "payout": 14, "blessing": "neutral", "text": "Selfhosted portfolio website for my projects, links and about me. To open any info the button expands into a popup windows with all the text. The animation was probably the hardest thing on this entire project. Then on /projects there is a list of all my projects with links to github. There are still things to improve but this is a finalised version of my website.", "repo": "https://github.com/Rakon150/Homepage", "demo": "https://rakon.qzz.io"}]...
|
[{"post_id": 77591, "ts": "202 [{"post_id": 77591, "ts": "2026-10-07T15:47:47Z", "hours": 2.4567, "text": "Devlog #5 The mobile UI is now fully usable although it depends on what screen you have but most phones are all right. The project is ready for a v2 ship with the new status dot, fully working mobile UI and some other small changes Everything now finished on rakon.qzz.io"}, {"post_id": 76502, "ts": "2026-10-03T19:26:49Z", "hours": 3.075, "text": "Devlog #4 - time for edits for second ship So because some people said that adding a back button to the projects page would be good so I added it 100% revolutionary feature - status dot, all it does is react to my uptime kuma API and show the status of my services. This took me too long to get it working because of CORS of all things but that is all fixed"}, {"post_id": 74041, "ts": "2026-09-26T16:10:14Z", "hours": 2.3339, "text": "#Devlog #3 the project is finally ready to ship TO-DO make it more mobile friendly possibly rewrite in react (if I have spare time) DONE the entire website is done along side the projects page /projects now shows all my projects I have done everything is deployed on rakon.qzz.io selfhosted on my server"}, {"post_id": 73184, "ts": "2026-09-24T15:22:57Z", "hours": 5.0536, "text": "Devlog #2 TO-DO add the /projects page ideally make the projects easily “addable” so its faster possibly rewrite in react (if I have spare time) The stuff that is actually done there is actually stuff now a beautiful popup animation with a beautiful blur (definitely not biased)"}, {"post_id": 13024, "ts": "2026-06-21T09:25:27Z", "hours": 3.0919, "text": "The first Devlog actually started work on the portfolio now and its going well I have the main structure of the page but still WIP cause nothing works (for now) I got the site up and hosted on my server so anyone can find it on rakon.qzz.io The plan: add popups with the info for all the buttons I would like to test out making some sort of animation for the background if I find a way how to implement that so it would work well possibly try to rewrite the site in Tailwind/React make it presentable"}]...
|
Title: Rakon's portfolio site by @Rakon150 | S Title: Rakon's portfolio site by @Rakon150 | Stardance
Devlogs:
The first Devlog actually started work on the portfolio now and its going well I have the main structure of the page but still WIP cause nothing works (for now) I got the site up and hosted on my server so anyone can find it on rakon.qzz.io The plan: add popups with the info for all the buttons I would like to test out making some sort of animation for the background if I find a way how to implement that so it would work well possibly try to rewrite the site in Tailwind/React make it presentable
Devlog #2 TO-DO add the /projects page ideally make the projects easily “addable” so its faster possibly rewrite in react (if I have spare time) The stuff that is actually done there is actually stuff now a beautiful popup animation with a beautiful blur (definitely not biased)
#Devlog #3 the project is finally ready to ship TO-DO make it more mobile friendly possibly rewrite in react (if I have spare time) DONE the entire website is done along side the projects page /projects now shows all my projects I have done everything is deployed on rakon.qzz.io selfhosted on my server
Devlog #4 - time for edits for second ship So because some people said that adding a back button to the projects page would be good so I added it 100% revolutionary feature - status dot, all it does is react to my uptime kuma API and show the status of my services. This took me too long to get it working because of CORS of all things but that is all fixed
Devlog #5 The mobile UI is now fully usable although it depends on what screen you have but most phones are all right. The project is ready for a v2 ship with the new status dot, fully working mobile UI and some other small changes Everything now finished on rakon.qzz.io
Ships:
Selfhosted portfolio website for my projects, links and about me. To open any info the button expands into a popup windows with all the text. The animation was probably the hardest thing on this entire project. Then on /projects there is a list of all my projects with links to github. There are still things to improve but this is a finalised version of my website.
This is the second ship of my personal portfolio with button to popup animations working on desktop and mobile, projects page, status dot linked to uptime kuma api and a carbon background. Even though this project took more than it should I learned a lot and I am happy with how this project turned out. Main challanges for me were the animations and uptime kuma api....
|
1792853586.57578
|
1792939986.57578
|
|
68443
|
My First Slack Bot by @Alonzo_1208 | Stardance
|
Alonzo_1208
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T14:38:17Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just a simple Slackbot", "repo": "https://github.com/Alonzo12-tech/AXPS4-AlonzoX-Slack-bot", "demo": "https://alonzo-singh.ct.ws"}]...
|
[{"post_id": 77566, "ts": "202 [{"post_id": 77566, "ts": "2026-10-07T14:32:29Z", "hours": 1.7814, "text": "Created my first Slack Bot that can run 24/7 added custom Slash Commands as well , tested it also… works well!"}]...
|
Title: My First Slack Bot by @Alonzo_1208 | Starda Title: My First Slack Bot by @Alonzo_1208 | Stardance
Devlogs:
Created my first Slack Bot that can run 24/7 added custom Slash Commands as well , tested it also… works well!
Ships:
Just a simple Slackbot...
|
1792817695.2568944
|
1792904095.2568944
|
|
65961
|
Lokin by @AriDev24 | Stardance
|
AriDev24
|
1
|
32.15
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:57:24Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Lokin: Get set lock-in Overview: Lokin in a beautiful and modern workspace that helps you stay organized, manage tasks, and lock in on your work. It combines a focus timer, task management, customizable themes, and a distraction-free interface into one simple workspace. I am proud that its my first project that i can call it a Real Product, not just a practice project.", "repo": "https://github.com/aridev24/Lokin", "demo": "https://lokin-delta.vercel.app/"}]...
|
[{"post_id": 77914, "ts": "202 [{"post_id": 77914, "ts": "2026-10-08T18:57:23Z", "hours": 2.1517, "text": "Today i removed all the AI generated images, and replace them with real images and its breaking my website UI, but i can not do anything because AI images are not allowed"}, {"post_id": 77554, "ts": "2026-10-07T12:50:26Z", "hours": 1.65, "text": "(Lokin) Just wrote the final README before ship"}, {"post_id": 77339, "ts": "2026-10-06T16:43:58Z", "hours": 7.5844, "text": "(Lokin) Many things has been added, And the Best part is i have even started using Lokin for my daily tasks and it turns out amazing, It helps me through my whole day i can even add new tasks that will be save even if you leave and Now you can also set theme according to yourself and your mood. BTW I love it and using it. It help me focus on my projects. That’s All…"}, {"post_id": 76630, "ts": "2026-10-04T06:41:55Z", "hours": 10.4228, "text": "(Lokin) Sorry for the late devlog but now many things has been added, i have added a task pannel nad now you can also create new tasks, check the checkbox and can also delete the tasks. creating the new tasks was so complicated due to JS because when you enter a task it goes to js and the function converts it into a html element having checkbox and delete btn and then add to the the task list"}, {"post_id": 75691, "ts": "2026-09-30T19:22:06Z", "hours": 5.7042, "text": "Now its no more just a html and CSS skeleton. Today i added many new features using JavaScript like first i working on play and pause button so that timer can be played and stopped. and after this i started working on three buttons (focus, short break, long break) to change the timer and reset everything, and than i worked on changing the visual appearance (CSS) of the buttons after being selected."}, {"post_id": 75169, "ts": "2026-09-29T11:12:14Z", "hours": 1.2094, "text": "(Lokin) Get Locked in : Today i add four new buttons to the lokin, I add a button got music, a button for to do liss or tasks, a button for themes, and a final settings button. And now i am going to start working on its JavaScript to make the features working."}, {"post_id": 74595, "ts": "2026-09-27T18:18:53Z", "hours": 1.6936, "text": "Finally my main html, CSS structure is almost completed and now i am going to work on its JS to make it work like a real tool currently i add a timer place holder and some new buttons to control it ,but its just a css structure so you cant control anything yet. Thats It…"}, {"post_id": 74393, "ts": "2026-09-27T09:55:10Z", "hours": 1.4939, "text": "(Lokin) Get Set Lokinnnnnn I have started making a project that heps you guys to get lock in and focus on your projects. Its a beautiful and an intractive way to be focused on your work. In the next update i will tell you how this can help you"}]...
|
Title: Lokin by @AriDev24 | Stardance
Devlogs:
(L Title: Lokin by @AriDev24 | Stardance
Devlogs:
(Lokin) Get Set Lokinnnnnn I have started making a project that heps you guys to get lock in and focus on your projects. Its a beautiful and an intractive way to be focused on your work. In the next update i will tell you how this can help you
Finally my main html, CSS structure is almost completed and now i am going to work on its JS to make it work like a real tool currently i add a timer place holder and some new buttons to control it ,but its just a css structure so you cant control anything yet. Thats It…
(Lokin) Get Locked in : Today i add four new buttons to the lokin, I add a button got music, a button for to do liss or tasks, a button for themes, and a final settings button. And now i am going to start working on its JavaScript to make the features working.
Now its no more just a html and CSS skeleton. Today i added many new features using JavaScript like first i working on play and pause button so that timer can be played and stopped. and after this i started working on three buttons (focus, short break, long break) to change the timer and reset everything, and than i worked on changing the visual appearance (CSS) of the buttons after being selected.
(Lokin) Sorry for the late devlog but now many things has been added, i have added a task pannel nad now you can also create new tasks, check the checkbox and can also delete the tasks. creating the new tasks was so complicated due to JS because when you enter a task it goes to js and the function converts it into a html element having checkbox and delete btn and then add to the the task list
(Lokin) Many things has been added, And the Best part is i have even started using Lokin for my daily tasks and it turns out amazing, It helps me through my whole day i can even add new tasks that will be save even if you leave and Now you can also set theme according to yourself and your mood. BTW I love it and using it. It help me focus on my projects. That’s All…
(Lokin) Just wrote the final README before ship
Today i removed all the AI generated images, and replace them with real images and its breaking my website UI, but i can not do anything because AI images are not allowed
Ships:
Lokin: Get set lock-in Overview: Lokin in a beautiful and modern workspace that helps you stay organized, manage tasks, and lock in on your work. It combines a focus timer, task management, customizable themes, and a distraction-free interface into one simple workspace. I am proud that its my first project that i can call it a Real Product, not just a practice project....
|
1792817290.125246
|
1792903690.125246
|
|
67452
|
Hidalgo by @vexith | Stardance
|
vexith
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:45:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this program because it doesnt exist any other good alternatives to the everything on linux. find is slow, fzf only sees whats already on the screen, so i took matters on my own hands 3 QoL improvements over existing tools: instant search, index once, search in milliseconds fuzzy matching, finds files even if you dont remember the full name, exibe isso persistent cache, index saved to ~/.cache/hidalgo, second run is 3x faster, skips unchanged directories via time, and ignores /proc, /sys, /tmp and other system paths entirely. built from scratch: hashmap (FNV-1a), pthread worker pool, binary cache, glob matcher", "repo": "https://github.com/Vexith/Hidalgo", "demo": "https://github.com/Vexith/Hidalgo/releases"}]...
|
[{"post_id": 77529, "ts": "202 [{"post_id": 77529, "ts": "2026-10-07T10:36:57Z", "hours": 1.1764, "text": "devlog 3 => persistent cache and ignoring temp files now in hidalgo, the searches are more faster because of a persistent cache created on the home folder and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)"}, {"post_id": 77064, "ts": "2026-10-05T15:10:11Z", "hours": 1.6567, "text": "devlog 2 => threads and blob search now in hidalgo, you can search using wildcards for certain file types! and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads. added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics planning to add local cache and hook to the system calls (not inotify too slow)"}, {"post_id": 76260, "ts": "2026-10-02T23:25:10Z", "hours": 1.8186, "text": "devlog 1 => the big bang i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows. now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything. for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli."}]...
|
Title: Hidalgo by @vexith | Stardance
Devlogs:
de Title: Hidalgo by @vexith | Stardance
Devlogs:
devlog 1 => the big bang i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows. now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything. for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli.
devlog 2 => threads and blob search now in hidalgo, you can search using wildcards for certain file types! and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads. added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics planning to add local cache and hook to the system calls (not inotify too slow)
devlog 3 => persistent cache and ignoring temp files now in hidalgo, the searches are more faster because of a persistent cache created on the home folder and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)
Ships:
i made this program because it doesnt exist any other good alternatives to the everything on linux. find is slow, fzf only sees whats already on the screen, so i took matters on my own hands 3 QoL improvements over existing tools: instant search, index once, search in milliseconds fuzzy matching, finds files even if you dont remember the full name, exibe isso persistent cache, index saved to ~/.cache/hidalgo, second run is 3x faster, skips unchanged directories via time, and ignores /proc, /sys, /tmp and other system paths entirely. built from scratch: hashmap (FNV-1a), pthread worker pool, binary cache, glob matcher...
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1792817398.5067532
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1792903798.5067532
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66506
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Pixelart.js by @safwanxd | Stardance
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safwanxd
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1
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7.28
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:17:27Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a mspaint clone that features 7 tools (brush, spray, pen, eraser, circle, rectangle and triangle. You can also customise the tool settings and adjust the strokes of shapes. After you are done drawing, you can export your work as a png.", "repo": "https://github.com/sawfan1/pixelart.js", "demo": "https://sawfan1.github.io/pixelart.js/"}]...
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[{"post_id": 77877, "ts": "202 [{"post_id": 77877, "ts": "2026-10-08T17:06:48Z", "hours": 0.2783, "text": "Updated the readme.md file, which is now more descriptive."}, {"post_id": 77543, "ts": "2026-10-07T12:13:38Z", "hours": 1.07, "text": "Triangles work now, I put the finishing touches on the the app, yay!"}, {"post_id": 76316, "ts": "2026-10-03T05:24:42Z", "hours": 1.0131, "text": "Added download and clear buttons to export the image."}, {"post_id": 76146, "ts": "2026-10-02T14:22:07Z", "hours": 1.1608, "text": "The circles and rectangles now work properly"}, {"post_id": 75871, "ts": "2026-10-01T13:05:54Z", "hours": 0.9872, "text": "The spray brush works now, woohoo"}, {"post_id": 75844, "ts": "2026-10-01T10:10:34Z", "hours": 0.4928, "text": "Added color support"}, {"post_id": 75569, "ts": "2026-09-30T13:54:17Z", "hours": 0.4969, "text": "Improved the brush tool, will add color support"}, {"post_id": 75561, "ts": "2026-09-30T13:13:32Z", "hours": 1.2539, "text": "Working on improving the brush tool, everything coming together slowly."}, {"post_id": 74867, "ts": "2026-09-28T14:05:58Z", "hours": 0.8061, "text": "Made the basic UI, deciding on which architecture to use to represent the canvas state."}]...
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Title: Pixelart.js by @safwanxd | Stardance
Devlo Title: Pixelart.js by @safwanxd | Stardance
Devlogs:
Made the basic UI, deciding on which architecture to use to represent the canvas state.
Working on improving the brush tool, everything coming together slowly.
Improved the brush tool, will add color support
Added color support
The spray brush works now, woohoo
The circles and rectangles now work properly
Added download and clear buttons to export the image.
Triangles work now, I put the finishing touches on the the app, yay!
Updated the readme.md file, which is now more descriptive.
Ships:
I made a mspaint clone that features 7 tools (brush, spray, pen, eraser, circle, rectangle and triangle. You can also customise the tool settings and adjust the strokes of shapes. After you are done drawing, you can export your work as a png....
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1792817340.7676964
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1792903740.7676964
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40458
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LA Ferrari Render by @nejenabinupa | Stardance
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nejenabinupa
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1
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13.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T11:34:13Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its finished now all of the information are in the readme hope you enjoy", "repo": "https://github.com/binupax6699/LAFERRARI-3D-CINEMATIC/blob/main/README.md", "demo": "https://youtube.com/shorts/UCaVigC117I?si=yJ42UXRwK6nM4fag"}]...
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[{"post_id": 58124, "ts": "202 [{"post_id": 58124, "ts": "2026-08-30T14:09:37Z", "hours": 3.2558, "text": "I changed the render engine to eevee and changed the color of the car to make the body much more good and all are good to go to ship"}, {"post_id": 43116, "ts": "2026-08-08T06:26:06Z", "hours": 5.2011, "text": "I’m done animating and jesting the lights now need to render the video"}, {"post_id": 35657, "ts": "2026-07-27T07:34:41Z", "hours": 4.8386, "text": "Took a standard Ferrari model and completely transformed it into a custom spec I Fixed low-poly artifacts and cleaned up the body panel geometry. And make a Satin Black finish highlighted by custom Gold and exposeddetailing. Studio Lighting: Tuned soft reflection passes to highlight the aero lines and body curves."}]...
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Title: LA Ferrari Render by @nejenabinupa | Starda Title: LA Ferrari Render by @nejenabinupa | Stardance
Devlogs:
Took a standard Ferrari model and completely transformed it into a custom spec I Fixed low-poly artifacts and cleaned up the body panel geometry. And make a Satin Black finish highlighted by custom Gold and exposeddetailing. Studio Lighting: Tuned soft reflection passes to highlight the aero lines and body curves.
I’m done animating and jesting the lights now need to render the video
I changed the render engine to eevee and changed the color of the car to make the body much more good and all are good to go to ship
Ships:
its finished now all of the information are in the readme hope you enjoy...
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1792853482.8679245
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1792939882.8679245
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68282
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Seal Gaming Utility by @Sahilpreet | Stardance
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Sahilpreet
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T11:05:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seal - a small, open source, control centre for HP OMEN/Victus, ASUS ROG/TUF and Acer Predator/Nitro laptops. It manages thermal modes, custom 7 point fan curves, graphics switching, and RGB in one lightweight . What was hard? Reverse engineering vendor ACPI WMI and EC registers for various hardware generations to be able to safely inject firmware opcodes that do not conflict with Windows. What are you proud of? It is able to replace bloated vendor suites of 1.2 GB + with a superfast 1.6 MB binary that takes up less than 20 MB RAM, has real time fan curve editing capabilities and runs perfectly from the system tray. What should people be aware of to test? No installation required. Download Seal.exe from my GitHub , run on Windows 10/11 and test mode cycling or fan curve editing. It even detects your laptop automatically on startup!", "repo": "https://github.com/sahilneverdies/Seal", "demo": "https://sahilneverdies.github.io/Seal/"}]...
|
[{"post_id": 77528, "ts": "202 [{"post_id": 77528, "ts": "2026-10-07T10:34:11Z", "hours": 1.8719, "text": "Introducing Seal: Replacing OEM Laptop Bloatware with a 1.6 MB UtilityModern gaming laptops cost thousands of dollars, yet OEMs still bundle them with sluggish, bloated background services (OMEN Gaming Hub, Armoury Crate, PredatorSense) that eat up over a gigabyte of RAM, run persistent telemetry, and even push ads.I wanted total control over my machine without the bloat, so I built Seal — a lightweight, single-executable gaming utility written in C# and WPF. It talks directly to the hardware’s BIOS mailbox and ACPI WMI interfaces (hpqBIntM, ASUS_WMI, Acer EC) to control fan curves, switch power profiles, configure RGB keyboards, and monitor real-time temps with zero background services.In this first session, I:Finalized the standalone 1.6 MB executable build with no external dependencies required.Embedded my custom chrome emblem across the app window, navigation rail, and tray telemetry.Tested custom fan-curve logic and thermal safeguards to ensure safe cooling under load.Pushed the source code, build scripts, and multi-vendor hardware documentation to GitHub.Next up: expanding custom hotkey support and fine-tuning the in-game overlay!"}]...
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Title: Seal Gaming Utility by @Sahilpreet | Starda Title: Seal Gaming Utility by @Sahilpreet | Stardance
Devlogs:
Introducing Seal: Replacing OEM Laptop Bloatware with a 1.6 MB UtilityModern gaming laptops cost thousands of dollars, yet OEMs still bundle them with sluggish, bloated background services (OMEN Gaming Hub, Armoury Crate, PredatorSense) that eat up over a gigabyte of RAM, run persistent telemetry, and even push ads.I wanted total control over my machine without the bloat, so I built Seal — a lightweight, single-executable gaming utility written in C# and WPF. It talks directly to the hardware’s BIOS mailbox and ACPI WMI interfaces (hpqBIntM, ASUS_WMI, Acer EC) to control fan curves, switch power profiles, configure RGB keyboards, and monitor real-time temps with zero background services.In this first session, I:Finalized the standalone 1.6 MB executable build with no external dependencies required.Embedded my custom chrome emblem across the app window, navigation rail, and tray telemetry.Tested custom fan-curve logic and thermal safeguards to ensure safe cooling under load.Pushed the source code, build scripts, and multi-vendor hardware documentation to GitHub.Next up: expanding custom hotkey support and fine-tuning the in-game overlay!
Ships:
Seal - a small, open source, control centre for HP OMEN/Victus, ASUS ROG/TUF and Acer Predator/Nitro laptops. It manages thermal modes, custom 7 point fan curves, graphics switching, and RGB in one lightweight . What was hard? Reverse engineering vendor ACPI WMI and EC registers for various hardware generations to be able to safely inject firmware opcodes that do not conflict with Windows. What are you proud of? It is able to replace bloated vendor suites of 1.2 GB + with a superfast 1.6 MB binary that takes up less than 20 MB RAM, has real time fan curve editing capabilities and runs perfectly from the system tray. What should people be aware of to test? No installation required. Download Seal.exe from my GitHub , run on Windows 10/11 and test mode cycling or fan curve editing. It even detects your laptop automatically on startup!...
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1792817685.1239161
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1792904085.1239161
|
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65964
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Playground Z by @Ali-was-taken | Stardance
|
Ali-was-taken
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1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T10:28:55Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a sandbox game project I’ve created by myself, it’s about playing around with objects, ragdolls, fruits! (yes you read right) The game has 4 maps, each of them unique, and consists of 2 main gamemodes Sandbox and Survival: Sandbox: The player can mess around with the entities as much as they’d want without having to worry about death. Survival: The objective of the player is to finish through all of the waves, which progressively get harder, whilst ridding all of the zombies in ways they please. The game consists around a toolbar that can be used to access 6 tools: Hand tool, used to thrust items away from the player. 2.Magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Item spawnner, pretty self-explanatory. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. Rocket Launcher, used to shoot missiles at objects… and Zombies. Trasher, used to get rid of redundant objects you don’t want lying around. One of the main takeaways from the game is the Physics, I’ve spent a lot of time trying to refine them to make it highly realistic. Thank you for reading! :D", "repo": "https://github.com/Alishayan41879/Playground-Z", "demo": "https://alishayan41879.github.io/Playground-Z/"}]...
|
[{"post_id": 77490, "ts": "202 [{"post_id": 77490, "ts": "2026-10-07T06:48:46Z", "hours": 2.0306, "text": "Last Devlog | Menu & Debugging Hey guys, so I’ve finally finished the project, and I am also done with the final touches . I added the game menu (as you can see below), and fixed some buggy physics, and glitches I encountered. You can play the game online now, without having to download it from github, the game also supports mobile so have fun! Play the game here: https://alishayan41879.github.io/Playground-Z/ Thank you for reading! and a Final Goodbye."}, {"post_id": 77238, "ts": "2026-10-06T07:32:23Z", "hours": 5.18, "text": "Devlog#4 | Survival Mode & Inventory Items Hey guys, been a while. So I’ve worked on the inventory system and now you can add more than just boring crates. Select Q to to select between the the items you would like to spawn. I’ve also added a new gamemode (as promised), and it’s turned out to be pretty addicting, especially wave 5+, so go on and try it! Bonus: New MAPS! Thank you for reading."}, {"post_id": 75863, "ts": "2026-10-01T11:46:13Z", "hours": 6.1206, "text": "Devlog#3 | Finished Gameplay! Hey guys, I’ve got good news. I finished developing the rest of the hotbar items: 3. Crate spawner, pretty self-explanatory. 4. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. 5. Rocket Launcher, used to shoot missiles at objects. (will be useful for upcoming gamemodes) 6. Trasher, used to get rid of redundant objects you don’t want lying around. It took really long learning how to code the physics for each of these instruments, so I really hope y’all enjoy my game, which I will release very very soon. Thank for you taking the time to read <3"}, {"post_id": 75477, "ts": "2026-09-30T06:29:32Z", "hours": 8.3025, "text": "Devlog#2 | Props, Physics, and Hotbar. So I have finally added new props to the game including crates, balls, and some ramps. I’ve also added physics to the ball so that you can use your the different items in the hotbar to, esentially, play around with it. The hotbar currently includes: A hand feature, simple tool used to thrust items away from the player. A magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Going to finish coding the other 4 soon! Thank you for reading… (Human)."}, {"post_id": 74498, "ts": "2026-09-27T14:56:32Z", "hours": 8.6219, "text": "First Devlog | Initialisation, and Map Creation Hey guys! so I’ve just created a new project for a sandbox game idea. The purpose of the game is to… mess around with ragdolls and objects, but it should also include a zombie mode (which I’ll be developing soon dw). It took me 2 days but I’ve finally made an substantially advanced camera system - compared to my last game - but I also managed to finish with the first map. The animation is what took up most of my time… still looks fiddly yet I am satified with the results, but do let me know if y’all have tips. I also did the character designs thanks to some easy tutorial. Thanks for reading!"}]...
|
Title: Playground Z by @Ali-was-taken | Stardance
Title: Playground Z by @Ali-was-taken | Stardance
Devlogs:
First Devlog | Initialisation, and Map Creation Hey guys! so I’ve just created a new project for a sandbox game idea. The purpose of the game is to… mess around with ragdolls and objects, but it should also include a zombie mode (which I’ll be developing soon dw). It took me 2 days but I’ve finally made an substantially advanced camera system - compared to my last game - but I also managed to finish with the first map. The animation is what took up most of my time… still looks fiddly yet I am satified with the results, but do let me know if y’all have tips. I also did the character designs thanks to some easy tutorial. Thanks for reading!
Devlog#2 | Props, Physics, and Hotbar. So I have finally added new props to the game including crates, balls, and some ramps. I’ve also added physics to the ball so that you can use your the different items in the hotbar to, esentially, play around with it. The hotbar currently includes: A hand feature, simple tool used to thrust items away from the player. A magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Going to finish coding the other 4 soon! Thank you for reading… (Human).
Devlog#3 | Finished Gameplay! Hey guys, I’ve got good news. I finished developing the rest of the hotbar items: 3. Crate spawner, pretty self-explanatory. 4. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. 5. Rocket Launcher, used to shoot missiles at objects. (will be useful for upcoming gamemodes) 6. Trasher, used to get rid of redundant objects you don’t want lying around. It took really long learning how to code the physics for each of these instruments, so I really hope y’all enjoy my game, which I will release very very soon. Thank for you taking the time to read <3
Devlog#4 | Survival Mode & Inventory Items Hey guys, been a while. So I’ve worked on the inventory system and now you can add more than just boring crates. Select Q to to select between the the items you would like to spawn. I’ve also added a new gamemode (as promised), and it’s turned out to be pretty addicting, especially wave 5+, so go on and try it! Bonus: New MAPS! Thank you for reading.
Last Devlog | Menu & Debugging Hey guys, so I’ve finally finished the project, and I am also done with the final touches . I added the game menu (as you can see below), and fixed some buggy physics, and glitches I encountered. You can play the game online now, without having to download it from github, the game also supports mobile so have fun! Play the game here: https://alishayan41879.github.io/Playground-Z/ Thank you for reading! and a Final Goodbye.
Ships:
This is a sandbox game project I’ve created by myself, it’s about playing around with objects, ragdolls, fruits! (yes you read right) The game has 4 maps, each of them unique, and consists of 2 main gamemodes Sandbox and Survival: Sandbox: The player can mess around with the entities as much as they’d want without having to worry about death. Survival: The objective of the player is to finish through all of the waves, which progressively get harder, whilst ridding all of the zombies in ways they please. The game consists around a toolbar that can be used to access 6 tools: Hand tool, used to thrust items away from the player. 2.Magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Item spawnner, pretty self-explanatory. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. Rocket Launcher, used to shoot missiles at objects… and Zombies. Trasher, used to get rid of redundant objects you don’t want lying around. One of the main takeaways from the game is the Physics, I’ve spent a lot of time trying to refine them to make it highly realistic. Thank you for reading! :D...
|
1792817292.1745467
|
1792903692.1745467
|
|
6208
|
Space Janitor by @bawad2 | Stardance
|
bawad2
|
1
|
51.42
|
376
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:38:21Z", "hours": 51.0, "multiplier": 7.31, "payout": 376, "blessing": "neutral", "text": "This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least.", "repo": "https://github.com/Bawad2/Space-Janitors", "demo": "https://bawad2.itch.io/space-janitors"}]...
|
[{"post_id": 80092, "ts": "202 [{"post_id": 80092, "ts": "2026-10-16T06:25:10Z", "hours": 0.4167, "text": "I fixed the things i was told to fix :D"}, {"post_id": 77517, "ts": "2026-10-07T09:35:31Z", "hours": 2.6994, "text": "did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu"}, {"post_id": 58897, "ts": "2026-08-31T13:50:06Z", "hours": 1.3658, "text": "not much really i just studied GML for a while and also worked on a bunch of UI stuff"}, {"post_id": 50582, "ts": "2026-08-19T19:42:45Z", "hours": 1.6197, "text": "DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore"}, {"post_id": 46264, "ts": "2026-08-13T11:43:46Z", "hours": 0.5503, "text": "DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch."}, {"post_id": 45500, "ts": "2026-08-12T01:21:32Z", "hours": 2.0303, "text": "DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again."}, {"post_id": 43445, "ts": "2026-08-08T18:13:13Z", "hours": 1.6792, "text": "DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now."}, {"post_id": 41282, "ts": "2026-08-05T12:16:15Z", "hours": 3.1014, "text": "DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log"}, {"post_id": 40848, "ts": "2026-08-04T17:09:27Z", "hours": 2.4, "text": "DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked."}, {"post_id": 40246, "ts": "2026-08-03T17:27:02Z", "hours": 0.8933, "text": "Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down."}, {"post_id": 39574, "ts": "2026-08-02T17:06:58Z", "hours": 1.3411, "text": "DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:"}, {"post_id": 38818, "ts": "2026-08-01T11:48:51Z", "hours": 1.0, "text": "Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game"}, {"post_id": 38108, "ts": "2026-07-31T10:11:25Z", "hours": 0.7, "text": "DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game"}, {"post_id": 20637, "ts": "2026-07-02T08:52:25Z", "hours": 0.7, "text": "tried to fix the issues with the html5 export( failed miserably )"}, {"post_id": 19138, "ts": "2026-06-30T11:51:25Z", "hours": 0.4311, "text": "i worked on rearranging my files inside the game. Not worth a full devlog"}, {"post_id": 15740, "ts": "2026-06-25T16:47:17Z", "hours": 0.9833, "text": "Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite."}, {"post_id": 10831, "ts": "2026-06-17T19:30:31Z", "hours": 1.5683, "text": "DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw."}, {"post_id": 10152, "ts": "2026-06-16T19:25:28Z", "hours": 1.77, "text": "Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game"}, {"post_id": 9754, "ts": "2026-06-16T05:42:52Z", "hours": 1.2594, "text": "DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :("}, {"post_id": 9428, "ts": "2026-06-15T19:49:04Z", "hours": 1.2389, "text": "Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu."}, {"post_id": 9180, "ts": "2026-06-15T12:24:39Z", "hours": 1.1825, "text": "DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites"}, {"post_id": 8731, "ts": "2026-06-14T14:47:21Z", "hours": 3.29, "text": "Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:"}, {"post_id": 6881, "ts": "2026-06-11T15:16:09Z", "hours": 1.6881, "text": "DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res"}, {"post_id": 5654, "ts": "2026-06-09T15:10:33Z", "hours": 1.5761, "text": "Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs"}, {"post_id": 4945, "ts": "2026-06-08T16:02:09Z", "hours": 1.1394, "text": "Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now."}, {"post_id": 4253, "ts": "2026-06-07T14:33:13Z", "hours": 1.0903, "text": "Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)"}, {"post_id": 3606, "ts": "2026-06-06T16:38:54Z", "hours": 0.8453, "text": "Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have."}, {"post_id": 3479, "ts": "2026-06-06T13:06:17Z", "hours": 2.8403, "text": "DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house"}, {"post_id": 2704, "ts": "2026-06-05T12:38:40Z", "hours": 1.2025, "text": "Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void"}, {"post_id": 2668, "ts": "2026-06-05T10:42:41Z", "hours": 1.5236, "text": "Made a new sprite for the main character"}, {"post_id": 1984, "ts": "2026-06-04T07:49:07Z", "hours": 3.0933, "text": "DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites"}, {"post_id": 1373, "ts": "2026-06-03T11:17:05Z", "hours": 4.6692, "text": "DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later"}]...
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Title: Space Janitor by @bawad2 | Stardance
Devlo Title: Space Janitor by @bawad2 | Stardance
Devlogs:
DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later
DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites
Made a new sprite for the main character
Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void
DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house
Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have.
Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)
Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now.
Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs
DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res
Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:
DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites
Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu.
DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :(
Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game
DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw.
Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite.
i worked on rearranging my files inside the game. Not worth a full devlog
tried to fix the issues with the html5 export( failed miserably )
DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game
Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game
DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:
Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down.
DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked.
DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log
DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now.
DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again.
DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch.
DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore
not much really i just studied GML for a while and also worked on a bunch of UI stuff
did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu
I fixed the things i was told to fix :D
Ships:
This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least....
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1792856894.8557072
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1792943294.8557072
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66819
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Tic Tac Toe Game by @lunois_vee | Stardance
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lunois_vee
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:18:10Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Woooohoooooo! I just finished up this Tic Tac Toe game I was working on. Although it may sound basic, it was quite a task to make it, especially for a beginner like me. There were times when the code wasn’t working and I couldn’t even understand why. In such situations, I just rechecked my logic and tried to run the code by removing the latest piece that was giving me an error. Well, all in all, this project is now done and playable! Hope you guys have a good time playing!! Made with love, lunois_vee", "repo": "https://github.com/vunshikaaaa/tictactoe.game", "demo": "https://vunshikaaaa.github.io/tictactoe.game/"}]...
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[{"post_id": 77512, "ts": "202 [{"post_id": 77512, "ts": "2026-10-07T09:13:39Z", "hours": 0.2892, "text": "All done! Fixed a bug wherein the user was able to play on the same grid even after X or 0 won."}, {"post_id": 77501, "ts": "2026-10-07T08:12:36Z", "hours": 1.5342, "text": "game win logic added and reset button functional!"}, {"post_id": 76123, "ts": "2026-10-02T12:32:11Z", "hours": 0.8064, "text": "Interactive game play enabled, so now we can click on any grid and it places either an X or a 0 depending on the turn. Next, I will be working on the winning logic."}, {"post_id": 75724, "ts": "2026-09-30T21:22:31Z", "hours": 0.7106, "text": "Worked on the basic overall layout and structure. 3x3 grid with initial placeholders hover styling - highlights the grid and cursor turns to pointer when you hover over a grid UI elements, a heading and an initial reset button to be precise"}, {"post_id": 75379, "ts": "2026-09-29T21:41:45Z", "hours": 2.6458, "text": "Spent 2.5 hours on learning Web Development and started working on my Tic Tac Toe game, and completed the navigation bar."}]...
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Title: Tic Tac Toe Game by @lunois_vee | Stardance Title: Tic Tac Toe Game by @lunois_vee | Stardance
Devlogs:
Spent 2.5 hours on learning Web Development and started working on my Tic Tac Toe game, and completed the navigation bar.
Worked on the basic overall layout and structure. 3x3 grid with initial placeholders hover styling - highlights the grid and cursor turns to pointer when you hover over a grid UI elements, a heading and an initial reset button to be precise
Interactive game play enabled, so now we can click on any grid and it places either an X or a 0 depending on the turn. Next, I will be working on the winning logic.
game win logic added and reset button functional!
All done! Fixed a bug wherein the user was able to play on the same grid even after X or 0 won.
Ships:
Woooohoooooo! I just finished up this Tic Tac Toe game I was working on. Although it may sound basic, it was quite a task to make it, especially for a beginner like me. There were times when the code wasn’t working and I couldn’t even understand why. In such situations, I just rechecked my logic and tried to run the code by removing the latest piece that was giving me an error. Well, all in all, this project is now done and playable! Hope you guys have a good time playing!! Made with love, lunois_vee...
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1792817362.1021132
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1792903762.1021132
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30565
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Guns For Hands by @Josh | Stardance
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Josh
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1
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7.0
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30
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:58:31Z", "hours": 7.0, "multiplier": 4.23, "payout": 30, "blessing": "neutral", "text": "I made a godot WebXR game called guns for hands, where (as stated in the title) you have guns for hands. using your ‘hands’ you must pass the salt to different people in increasingly odd ways! If you have a VR Headset, you can use the demo link in the meta quest browser etc. but if not, there is a demo video linked in the readme!", "repo": "https://gitlab.com/castawhat/guns-for-hands", "demo": "https://guns.notahomelab.xyz"}]...
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[{"post_id": 77508, "ts": "202 [{"post_id": 77508, "ts": "2026-10-07T08:55:24Z", "hours": 2.9289, "text": "Its done! (for first ship) guns for hands’ first ship is ready! ive added a last/celebratory level and yeah, for a first time 3D game and a first time VR game, im pretty happy with how it turned out!"}, {"post_id": 26376, "ts": "2026-07-11T04:00:01Z", "hours": 3.4978, "text": "over the past few days I added quite alot to guns for hands! better lighting 2 levels nicer looking guns nicer looking levels and a start screen!"}, {"post_id": 22021, "ts": "2026-07-04T08:23:47Z", "hours": 0.6953, "text": "Today I Modeled the gun (not tracked because lapse hates me) setup the webxr project started working on and debugging the bullet shooting added a bean and fixed godot wakatime"}]...
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Title: Guns For Hands by @Josh | Stardance
Devlog Title: Guns For Hands by @Josh | Stardance
Devlogs:
Today I Modeled the gun (not tracked because lapse hates me) setup the webxr project started working on and debugging the bullet shooting added a bean and fixed godot wakatime
over the past few days I added quite alot to guns for hands! better lighting 2 levels nicer looking guns nicer looking levels and a start screen!
Its done! (for first ship) guns for hands’ first ship is ready! ive added a last/celebratory level and yeah, for a first time 3D game and a first time VR game, im pretty happy with how it turned out!
Ships:
I made a godot WebXR game called guns for hands, where (as stated in the title) you have guns for hands. using your ‘hands’ you must pass the salt to different people in increasingly odd ways! If you have a VR Headset, you can use the demo link in the meta quest browser etc. but if not, there is a demo video linked in the readme!...
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1792853372.4988618
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1792939772.4988618
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65272
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TrollBound>_< by @akshay369 | Stardance
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akshay369
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2
|
34.0
|
239
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:36:29Z", "hours": 22.0, "multiplier": 11.01, "payout": 239, "blessing": "neutral", "text": "READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project.", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}, {"ship_num": 2, "ts": "2026-09-29T04:45:54Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}]...
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[{"post_id": 77500, "ts": "202 [{"post_id": 77500, "ts": "2026-10-07T08:04:40Z", "hours": 2.2375, "text": "Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys."}, {"post_id": 77475, "ts": "2026-10-07T04:42:48Z", "hours": 1.8331, "text": "Level 11 added! Easy level, right?"}, {"post_id": 77265, "ts": "2026-10-06T11:02:54Z", "hours": 2.3942, "text": "Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂"}, {"post_id": 77236, "ts": "2026-10-06T07:05:02Z", "hours": 1.4597, "text": "Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏."}, {"post_id": 77066, "ts": "2026-10-05T15:12:00Z", "hours": 0.8311, "text": "Level 8 is done now guys. It is little harder than the level 7."}, {"post_id": 77007, "ts": "2026-10-05T10:45:59Z", "hours": 0.3469, "text": "Started working on level 8"}, {"post_id": 77003, "ts": "2026-10-05T10:19:30Z", "hours": 1.0689, "text": "Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂"}, {"post_id": 76967, "ts": "2026-10-05T07:15:56Z", "hours": 1.8803, "text": "Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments"}, {"post_id": 76937, "ts": "2026-10-05T04:06:23Z", "hours": 0.8161, "text": "Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^"}, {"post_id": 76918, "ts": "2026-10-05T02:30:31Z", "hours": 0.3289, "text": "When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂"}, {"post_id": 76766, "ts": "2026-10-04T15:03:34Z", "hours": 2.1922, "text": "Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game."}, {"post_id": 76663, "ts": "2026-10-04T09:25:52Z", "hours": 1.1242, "text": "Now added level selection, pause menu, and pause button"}, {"post_id": 76611, "ts": "2026-10-04T05:12:07Z", "hours": 1.5197, "text": "Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂."}, {"post_id": 76590, "ts": "2026-10-04T02:47:48Z", "hours": 0.2706, "text": "Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more…."}, {"post_id": 76379, "ts": "2026-10-03T10:45:40Z", "hours": 1.2008, "text": "Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that"}, {"post_id": 76310, "ts": "2026-10-03T04:52:29Z", "hours": 1.8542, "text": "Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience"}, {"post_id": 76281, "ts": "2026-10-03T02:20:45Z", "hours": 0.3953, "text": "Now I start working on the level 3 .Here a teaser"}, {"post_id": 75105, "ts": "2026-09-29T04:39:47Z", "hours": 2.8861, "text": "Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂"}, {"post_id": 74882, "ts": "2026-09-28T14:31:06Z", "hours": 1.9617, "text": "Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏"}, {"post_id": 74807, "ts": "2026-09-28T10:01:20Z", "hours": 0.7886, "text": "I changed the player, and added proper animations"}, {"post_id": 74796, "ts": "2026-09-28T08:56:37Z", "hours": 0.8386, "text": "Now added ground and spike assets"}, {"post_id": 74773, "ts": "2026-09-28T06:41:04Z", "hours": 1.1864, "text": "Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):"}, {"post_id": 74501, "ts": "2026-09-27T15:03:45Z", "hours": 1.8475, "text": "Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️"}, {"post_id": 74426, "ts": "2026-09-27T11:15:11Z", "hours": 0.6883, "text": "Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes"}, {"post_id": 74399, "ts": "2026-09-27T10:06:26Z", "hours": 0.7792, "text": "Now added a spike to kill the player and a welcome screen."}, {"post_id": 74386, "ts": "2026-09-27T09:12:53Z", "hours": 0.5392, "text": "I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂"}]...
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Title: TrollBound>_< by @akshay369 | Stardan Title: TrollBound>_< by @akshay369 | Stardance
Devlogs:
I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂
Now added a spike to kill the player and a welcome screen.
Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes
Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️
Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):
Now added ground and spike assets
I changed the player, and added proper animations
Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏
Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂
Now I start working on the level 3 .Here a teaser
Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience
Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that
Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more….
Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂.
Now added level selection, pause menu, and pause button
Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game.
When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂
Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^
Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments
Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂
Started working on level 8
Level 8 is done now guys. It is little harder than the level 7.
Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏.
Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂
Level 11 added! Easy level, right?
Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys.
Ships:
I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂
READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project....
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1792817230.8014588
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1792903630.8014588
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65265
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quantum-tunneling by @Rishav | Stardance
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Rishav
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1
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17.57
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:18:27Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I went ahead and created a game called Doraemon’s Quantum Tunnel, which incorporates quantum tunneling into physics. When a player is close to a barrier, they must try to pass through it, using the quantum tunneling equation to calculate the ability to do so. I’ve also used two more concepts in the game: the observer effect and decoherence. Moreover, I added a five-barrier position-race, streaks, shaking visuals, audio programming, and a complete title screen. The real challenge was making sure that all these mechanisms work together in harmony. At times, I was in situations where the regular path of following procedures was working fine, while the edge cases were making the game unusable. Timers would freeze, steps would become unreachable, and variables would only be accessible on a certain execution path. I even made one ill-placed parentheses that would have completely ruined the game experience. The thing I’m most proud of is that I’ve made a game about quantum physics. But rather than just making a game based on quantum physics concepts, I meant to reflect those physics in terms of gameplay. To test it, use the arrow keys to move around, press Space to charge, O to observe, and P to restart. You should try failing on purpose, observing a barrier, and leaving it charged for too long. Additionally, we would appreciate any bug reports as all the bugs are basically my unpaid testers.", "repo": "https://github.com/rishavjha8515-hub/quantum-tunneling", "demo": "https://github.com/rishavjha8515-hub/quantum-tunneling/releases/tag/v1.0"}]...
|
[{"post_id": 80527, "ts": "202 [{"post_id": 80527, "ts": "2026-10-18T00:56:22Z", "hours": 2.2147, "text": "Devlog #5 - Revision phase, mystery boxes and making the game functional Devlog #4 described the big update regarding gameplay mechanics. This time, it is now about making the game fair, replayable and download-friendly. Balancing phase After analyzing the numbers, I found an issue: the height of the barrier can go as high as 2.0 but the maximum energy level is 1.4. Thus, some barriers are literally invincible because it is impossible to break through them no matter how well the player performs. The charge speed also varied from “almost 7 seconds” to “instant charging”, leading to different results every time. I have put all the variables related to gameplay in one line, so the process of making the game better became much easier.## Highest score The top score is stored in a small file, which allows it to persist even after you exit the game. The welcome screen displays the score, and if you lose, it says “NEW HIGH SCORE!” on the game over screen. The record is present in the repository, so my score won’t overwrite anybody else’s. Sound for everything The ghost, answers in trivia, and entangled transfers didn’t have any sounds. I have added sounds: a sound of the ghost appearing with a whoosh, a sound of a correct answer rising in pitch, the sound of a wrong answer producing low frequency buzz, and a beep sound of a partner barrier charging. All sounds are produced in code without using audio files. Schrödinger boxes A few boxes marked as ? are placed between walls. When you click on one box with the help of the button E , it determines what is inside. When you click on the box, the result of what is inside the box is set randomly, which can be either +5 seconds, -4 seconds, or charge for the next wall. Every time a level appears, each box can exist with the probability of 60%.## My ship has been returned. The review indicated that my GitHub release did not include an executable file, therefore voters were unable to play the game. That’s true that a .py file is not considered a game by anyone who does not have Python installed. Now I am addressing this issue by using PyInstaller to convert the game into Windows .exe file and adding it to the release. One thing I had to deal with is that packaged game runs from temporary folder and as a result my high score file gets lost every time I run the game. Now it saves in the same folder as the exe file. Conclusion: If someone has to install anything in order to play your game, most likely, they won’t. Deliver your application the way it can be launched with a single click. What is next Complete the release and resubmit it, then let someone else who has never seen the game play it."}, {"post_id": 79443, "ts": "2026-10-14T00:43:15Z", "hours": 6.3511, "text": "Devlog #4 — the walls are real now, and so is the spooky action We launched the project and moved forward. This sprint has completely redesigned the game dynamics. Walls that block Before this point players have only walked through barriers as there was no penalty for tunneling. Now the player collides with walls. If you want to pass the wall, you must use tunneling which will cost you some time and potentially break your chain. Entanglement that works My previous iteration of entangled pairs was useless. It only changed the level of difficulty of the partner. With solid walls the simulation did not vary on every run and many pairs did the same thing. Therefore I had to write it again. the barriers of the same shape are paired randomly during every run when you free a barrier at any point of charge the partner barrier inherits that charge . Mirror pairs have the same charge and their partners receive it as well.-The observer lock does not send anything to the partner as forced collapse does not provide any signal. So the order in which you pair now becomes an important decision to make. The secret is stored in a non-versioned .env file, which has a .env.example alongside in the repository. Now the splash screen features an animated “asking Groq…” message that only goes away once the actual answer provided. ## Quantum phantom The phantom version of the player appears at a random location, moves through the walls in your direction. The passed wall receives a slight charge. This idea stemmed from ChatGPT, although the first version worked infrequently because it required the ghost to be only up to 24x away from the center of the wall. However, walls can be as wide as 140px, so I made changes to the spawning position of the ghost. The failure of watching seems different now Now watching an obstacle and failing does not shake the screen as before. A light freezing-blue light appears instead of shaking the screen since the failure is actually caused by you.## Bugs that caused me trouble The ghost class malfunctioned in three different ways: one instance is code at a class level, where there’s no self , second is using camera.x instead of camera_x and third is missing out .choice from random([-1, 1]) . I misspelled the name of the environment variable with GRQO_API_KEY , causing the game to return “no key found” no matter what action was taken. The title screen was stuck on “checking” forever, as the timer never progressed during that time. Finally, I experienced a fallback trivia answer being set to index 0, which was incorrect. There was a bug when restarting, as the barrier I was standing on before the timer ran out persisted through the next run. The trends are clear: while everything works smoothly, bugs persist every time there’s a reset or an edge case. What I’m planning next Cleaning up the code and improving the decoherence timer."}, {"post_id": 77502, "ts": "2026-10-07T08:13:58Z", "hours": 3.0575, "text": "Devlog #3 - A Video Game Is All Out Judging You by Looking at It The last part was less about “building walls” and more about “bring the physics into play.” Three legitimate quantum concepts converted into game mechanics together with front gates and sound. Observer Effect (the unique one) Press O during charging and the game discloses the real probability of passing the tunnel. The only problem is that if you look at the wall, it means that it has already turned into a wall, so you cannot succeed anyway. Even the slightest observer activity while charging means you cannot reach your goal. The moment you look at a wall, it acquires a flat gray color, which allows you to see the process happening. Decoherence (yes, it is once again my research) If you keep the wall under full charge for too long, decoherence happens. It turns dark purple, a time counter appears, and at about 1.2 seconds later it collapses, meaning your attempt is wasted, the screen shaking and your counter being reset. Front Door The game currently has a door in the front. It is now fitted with a proper title screen that is complete with first controls, allowing one who hadn’t ever played the game to start without the presenter’s assistance. No operation can take place until a button is pressed, and the stopwatch doesn’t start until a button is pressed. Audio All audio signals are produced using code and NumPy. The sounds emitted are: A rising tone for success A falling tone for failure A flat tone for looking at the failure A long falling tone for decoherence It was done intentionally to make all failure sounds sound different because they have different meanings. Colors Now all the on-screen text is written in proper colors, not dark blue-grey but bright cyan, yellow, violet, and green instead. All pieces of information appeared to be readable at a glance, and each type of information has its unique appearance. Here Are My Fails This Time The guard has been in the wrong place. I put in the check on the barrier charging, but instead of putting the check when the key gets released, I put it when the key gets pressed, leading to the failure of the barrier charging and changing color. An else statement that followed a wrong if . The program crashed with a NameError because the variable existed only on the path that had not been executed. A timer that got stuck. It stopped counting as soon as I added the title screen to the game. The parenthesis in the purple shade blend that could have made the game crash with the very first barrier being charged. The streak that became 1.0 , then 2.0 , and so on. The mistake here is that I made it zero instead of dropping the decimal point. The same trend: the happy path always works, the errors occur on the borderline. What Follows Playing the game, tuning up the decoherence timer, and getting the game out."}, {"post_id": 76037, "ts": "2026-10-02T04:40:38Z", "hours": 3.0006, "text": "##Devlog ##2 – A transition from “two walls in a void” to genuine gameplay After just 3 hours of development, the game is transitioning from a tech demo into an actual game. Here is an outline of what has been accomplished. The Juice Mechanic Portal swirl – a circular motion of particles going around the barrier which spins faster, the more strength is used. A minute of debugging time was required as all dots were stacking together – I didn’t use the separate angle of every dot! Success/fail flashes – a green glow while going through the wall and red if the wall is impenetrable, offering the feedback after successfully completing an action instead of just allowing it to fail without any acknowledgement of it. Screen shake on fail – even after failure the player feels the impact and knows about the failure instead of experiencing a total silence. Squash and stretch – the player stretches for a little while while moving through the wall, following a basic animation principle. Making the physics unpredictable for real The speed of charge and “height” of barriers are now re-rolled after each attempt instead of using fixed values. The game does not allow you to memorize the correct timing (like “holding for 1.4 seconds = guaranteed tunnel”) — it requires you to track the live readout for P(tunnel) every time. The solution feels appropriate for something connected with quantum mechanics, as certainty is not an aim. Moving from the sandbox to real levels 5-barrier gauntlet as opposed to the fixed 2 test walls with the width that is changing in a bigger range. Scrolling camera so there is a chance to make the world bigger than the screen. The camera position is derived from the world one, which makes possible separating “world position” (used for all the logic) from “screen position” (used only for drawing). World limits so it is impossible for the player just to walk away into infinite empty space. The camera and the player are clamped at the end now with “the end of the line” message. Creating a game that you can actually lose Timed run — random duration for each session (nothing is left out of the randomness of the concept), race to accumulate tunnels before the time runs out Restart — press P (as opposed to R because why should we make it easier) and replay without restarting the script Streak system — number of consecutive wins would create the multiplier, any loss resets the count back to zero and also a separate best streak record Problems I encountered in this session Firstly, using two elifs consecutively that reference the same event type caused the second elif to be impossible to execute. Surprisingly, I had done this exact mistake two times in one session. Another issue was a snippet of code that was expected to run in its own right, but instead remained inside if active_barrier. This unintentionally meant that an entire portion of the game over screen would not work unless the character was next to the wall when time ended. It seemed to be a random invisible text bug for too long. Moreover, I made an indentation error that unintentionally disabled four lines of code after running only once. Each of these problems was an easy fix once I found them, but it took me a while to do that because testing included edge case scenarios (standing on empty space, failing deliberately, etc.) instead of just getting through the easy way. Plans for future improvement I am currently considering adding a question system (a few trivia questions about physics to answer during the charge process) and developing instructions screen to enable players to learn how to play this game even if they never played."}, {"post_id": 75063, "ts": "2026-09-29T01:14:04Z", "hours": 3.0606, "text": "Devlog #1 — quantum tunneling but make it a platformer ok so new Stardance project is cooking 🫡instaed of mario vibes,it would be tunneling, and it’s actually based on real quantum physics not just vibes wanted to build in Godot but again the same probelm so pivoted to Python + Pygame in VS Code. mildly annoying but also meant I built literally everything from scratch, and this time no indenatation mistake dropped significantly. The mechanic Hold SPACE near a wall to charge up, let go to attempt the tunnel. It’s an actual dice roll based on a simplified quantum tunneling formula — more charge = better odds, thicker wall = worse odds, and it’s capped 2%–98% so nothing’s ever a guaranteed W or L. Respect the uncertainty principle 🙏 T = exp(-2 × width × sqrt(barrier_height - energy)) What’s live rn Charge/attempt state machine per barrier Barrier glows peaceful blue to mild red as you charge (very “i am becoming unstable” energy) Green flash = you made it, red flash = physics said no Two barriers, different thickness, so you can feel the difference Debug numbers on screen so I could actually verify the math wasn’t lying to me Bugs i faced and fixed A font size that needed to be a whole number, not a decimal A method that got trapped inside init and ceased to exist An elif chain checking the same condition twice, so half my code was unreachable A variable I used one frame before it was born Certified skill issue moments, but each one taught me something real. Next up Portal swirl effects (going full Doraemon time-machine-drawer aesthetic), then an actual level instead of two test walls in a void."}]...
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Title: quantum-tunneling by @Rishav | Stardance
D Title: quantum-tunneling by @Rishav | Stardance
Devlogs:
Devlog #1 — quantum tunneling but make it a platformer ok so new Stardance project is cooking 🫡instaed of mario vibes,it would be tunneling, and it’s actually based on real quantum physics not just vibes wanted to build in Godot but again the same probelm so pivoted to Python + Pygame in VS Code. mildly annoying but also meant I built literally everything from scratch, and this time no indenatation mistake dropped significantly. The mechanic Hold SPACE near a wall to charge up, let go to attempt the tunnel. It’s an actual dice roll based on a simplified quantum tunneling formula — more charge = better odds, thicker wall = worse odds, and it’s capped 2%–98% so nothing’s ever a guaranteed W or L. Respect the uncertainty principle 🙏 T = exp(-2 × width × sqrt(barrier_height - energy)) What’s live rn Charge/attempt state machine per barrier Barrier glows peaceful blue to mild red as you charge (very “i am becoming unstable” energy) Green flash = you made it, red flash = physics said no Two barriers, different thickness, so you can feel the difference Debug numbers on screen so I could actually verify the math wasn’t lying to me Bugs i faced and fixed A font size that needed to be a whole number, not a decimal A method that got trapped inside init and ceased to exist An elif chain checking the same condition twice, so half my code was unreachable A variable I used one frame before it was born Certified skill issue moments, but each one taught me something real. Next up Portal swirl effects (going full Doraemon time-machine-drawer aesthetic), then an actual level instead of two test walls in a void.
##Devlog ##2 – A transition from “two walls in a void” to genuine gameplay After just 3 hours of development, the game is transitioning from a tech demo into an actual game. Here is an outline of what has been accomplished. The Juice Mechanic Portal swirl – a circular motion of particles going around the barrier which spins faster, the more strength is used. A minute of debugging time was required as all dots were stacking together – I didn’t use the separate angle of every dot! Success/fail flashes – a green glow while going through the wall and red if the wall is impenetrable, offering the feedback after successfully completing an action instead of just allowing it to fail without any acknowledgement of it. Screen shake on fail – even after failure the player feels the impact and knows about the failure instead of experiencing a total silence. Squash and stretch – the player stretches for a little while while moving through the wall, following a basic animation principle. Making the physics unpredictable for real The speed of charge and “height” of barriers are now re-rolled after each attempt instead of using fixed values. The game does not allow you to memorize the correct timing (like “holding for 1.4 seconds = guaranteed tunnel”) — it requires you to track the live readout for P(tunnel) every time. The solution feels appropriate for something connected with quantum mechanics, as certainty is not an aim. Moving from the sandbox to real levels 5-barrier gauntlet as opposed to the fixed 2 test walls with the width that is changing in a bigger range. Scrolling camera so there is a chance to make the world bigger than the screen. The camera position is derived from the world one, which makes possible separating “world position” (used for all the logic) from “screen position” (used only for drawing). World limits so it is impossible for the player just to walk away into infinite empty space. The camera and the player are clamped at the end now with “the end of the line” message. Creating a game that you can actually lose Timed run — random duration for each session (nothing is left out of the randomness of the concept), race to accumulate tunnels before the time runs out Restart — press P (as opposed to R because why should we make it easier) and replay without restarting the script Streak system — number of consecutive wins would create the multiplier, any loss resets the count back to zero and also a separate best streak record Problems I encountered in this session Firstly, using two elifs consecutively that reference the same event type caused the second elif to be impossible to execute. Surprisingly, I had done this exact mistake two times in one session. Another issue was a snippet of code that was expected to run in its own right, but instead remained inside if active_barrier. This unintentionally meant that an entire portion of the game over screen would not work unless the character was next to the wall when time ended. It seemed to be a random invisible text bug for too long. Moreover, I made an indentation error that unintentionally disabled four lines of code after running only once. Each of these problems was an easy fix once I found them, but it took me a while to do that because testing included edge case scenarios (standing on empty space, failing deliberately, etc.) instead of just getting through the easy way. Plans for future improvement I am currently considering adding a question system (a few trivia questions about physics to answer during the charge process) and developing instructions screen to enable players to learn how to play this game even if they never played.
Devlog #3 - A Video Game Is All Out Judging You by Looking at It The last part was less about “building walls” and more about “bring the physics into play.” Three legitimate quantum concepts converted into game mechanics together with front gates and sound. Observer Effect (the unique one) Press O during charging and the game discloses the real probability of passing the tunnel. The only problem is that if you look at the wall, it means that it has already turned into a wall, so you cannot succeed anyway. Even the slightest observer activity while charging means you cannot reach your goal. The moment you look at a wall, it acquires a flat gray color, which allows you to see the process happening. Decoherence (yes, it is once again my research) If you keep the wall under full charge for too long, decoherence happens. It turns dark purple, a time counter appears, and at about 1.2 seconds later it collapses, meaning your attempt is wasted, the screen shaking and your counter being reset. Front Door The game currently has a door in the front. It is now fitted with a proper title screen that is complete with first controls, allowing one who hadn’t ever played the game to start without the presenter’s assistance. No operation can take place until a button is pressed, and the stopwatch doesn’t start until a button is pressed. Audio All audio signals are produced using code and NumPy. The sounds emitted are: A rising tone for success A falling tone for failure A flat tone for looking at the failure A long falling tone for decoherence It was done intentionally to make all failure sounds sound different because they have different meanings. Colors Now all the on-screen text is written in proper colors, not dark blue-grey but bright cyan, yellow, violet, and green instead. All pieces of information appeared to be readable at a glance, and each type of information has its unique appearance. Here Are My Fails This Time The guard has been in the wrong place. I put in the check on the barrier charging, but instead of putting the check when the key gets released, I put it when the key gets pressed, leading to the failure of the barrier charging and changing color. An else statement that followed a wrong if . The program crashed with a NameError because the variable existed only on the path that had not been executed. A timer that got stuck. It stopped counting as soon as I added the title screen to the game. The parenthesis in the purple shade blend that could have made the game crash with the very first barrier being charged. The streak that became 1.0 , then 2.0 , and so on. The mistake here is that I made it zero instead of dropping the decimal point. The same trend: the happy path always works, the errors occur on the borderline. What Follows Playing the game, tuning up the decoherence timer, and getting the game out.
Devlog #4 — the walls are real now, and so is the spooky action We launched the project and moved forward. This sprint has completely redesigned the game dynamics. Walls that block Before this point players have only walked through barriers as there was no penalty for tunneling. Now the player collides with walls. If you want to pass the wall, you must use tunneling which will cost you some time and potentially break your chain. Entanglement that works My previous iteration of entangled pairs was useless. It only changed the level of difficulty of the partner. With solid walls the simulation did not vary on every run and many pairs did the same thing. Therefore I had to write it again. the barriers of the same shape are paired randomly during every run when you free a barrier at any point of charge the partner barrier inherits that charge . Mirror pairs have the same charge and their partners receive it as well.-The observer lock does not send anything to the partner as forced collapse does not provide any signal. So the order in which you pair now becomes an important decision to make. The secret is stored in a non-versioned .env file, which has a .env.example alongside in the repository. Now the splash screen features an animated “asking Groq…” message that only goes away once the actual answer provided. ## Quantum phantom The phantom version of the player appears at a random location, moves through the walls in your direction. The passed wall receives a slight charge. This idea stemmed from ChatGPT, although the first version worked infrequently because it required the ghost to be only up to 24x away from the center of the wall. However, walls can be as wide as 140px, so I made changes to the spawning position of the ghost. The failure of watching seems different now Now watching an obstacle and failing does not shake the screen as before. A light freezing-blue light appears instead of shaking the screen since the failure is actually caused by you.## Bugs that caused me trouble The ghost class malfunctioned in three different ways: one instance is code at a class level, where there’s no self , second is using camera.x instead of camera_x and third is missing out .choice from random([-1, 1]) . I misspelled the name of the environment variable with GRQO_API_KEY , causing the game to return “no key found” no matter what action was taken. The title screen was stuck on “checking” forever, as the timer never progressed during that time. Finally, I experienced a fallback trivia answer being set to index 0, which was incorrect. There was a bug when restarting, as the barrier I was standing on before the timer ran out persisted through the next run. The trends are clear: while everything works smoothly, bugs persist every time there’s a reset or an edge case. What I’m planning next Cleaning up the code and improving the decoherence timer.
Devlog #5 - Revision phase, mystery boxes and making the game functional Devlog #4 described the big update regarding gameplay mechanics. This time, it is now about making the game fair, replayable and download-friendly. Balancing phase After analyzing the numbers, I found an issue: the height of the barrier can go as high as 2.0 but the maximum energy level is 1.4. Thus, some barriers are literally invincible because it is impossible to break through them no matter how well the player performs. The charge speed also varied from “almost 7 seconds” to “instant charging”, leading to different results every time. I have put all the variables related to gameplay in one line, so the process of making the game better became much easier.## Highest score The top score is stored in a small file, which allows it to persist even after you exit the game. The welcome screen displays the score, and if you lose, it says “NEW HIGH SCORE!” on the game over screen. The record is present in the repository, so my score won’t overwrite anybody else’s. Sound for everything The ghost, answers in trivia, and entangled transfers didn’t have any sounds. I have added sounds: a sound of the ghost appearing with a whoosh, a sound of a correct answer rising in pitch, the sound of a wrong answer producing low frequency buzz, and a beep sound of a partner barrier charging. All sounds are produced in code without using audio files. Schrödinger boxes A few boxes marked as ? are placed between walls. When you click on one box with the help of the button E , it determines what is inside. When you click on the box, the result of what is inside the box is set randomly, which can be either +5 seconds, -4 seconds, or charge for the next wall. Every time a level appears, each box can exist with the probability of 60%.## My ship has been returned. The review indicated that my GitHub release did not include an executable file, therefore voters were unable to play the game. That’s true that a .py file is not considered a game by anyone who does not have Python installed. Now I am addressing this issue by using PyInstaller to convert the game into Windows .exe file and adding it to the release. One thing I had to deal with is that packaged game runs from temporary folder and as a result my high score file gets lost every time I run the game. Now it saves in the same folder as the exe file. Conclusion: If someone has to install anything in order to play your game, most likely, they won’t. Deliver your application the way it can be launched with a single click. What is next Complete the release and resubmit it, then let someone else who has never seen the game play it.
Ships:
I went ahead and created a game called Doraemon’s Quantum Tunnel, which incorporates quantum tunneling into physics. When a player is close to a barrier, they must try to pass through it, using the quantum tunneling equation to calculate the ability to do so. I’ve also used two more concepts in the game: the observer effect and decoherence. Moreover, I added a five-barrier position-race, streaks, shaking visuals, audio programming, and a complete title screen. The real challenge was making sure that all these mechanisms work together in harmony. At times, I was in situations where the regular path of following procedures was working fine, while the edge cases were making the game unusable. Timers would freeze, steps would become unreachable, and variables would only be accessible on a certain execution path. I even made one ill-placed parentheses that would have completely ruined the game experience. The thing I’m most proud of is that I’ve made a game about quantum physics. But rather than just making a game based on quantum physics concepts, I meant to reflect those physics in terms of gameplay. To test it, use the arrow keys to move around, press Space to charge, O to observe, and P to restart. You should try failing on purpose, observing a barrier, and leaving it charged for too long. Additionally, we would appreciate any bug reports as all the bugs are basically my unpaid testers....
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1792900619.4698296
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121
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Image to Equation converter by @cziwu2010 | Starda Image to Equation converter by @cziwu2010 | Stardance...
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cziwu2010
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2
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36.0
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581
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T05:37:27Z", "hours": 27.0, "multiplier": 18.45, "payout": 445, "blessing": "neutral", "text": "A program that converts an image into a graph. Improved: Reduced equation output amount by almost half, allowing more detailed graphs without crashing desmos New architecture debug option What’s next: color", "repo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2", "demo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1"}, {"ship_num": 2, "ts": "2026-06-04T17:39:26Z", "hours": 9.0, "multiplier": 15.16, "payout": 136, "blessing": "neutral", "text": "My first major project: a raster image to equation converter. It converts the upload image into a set of equations that when plotted shows the edges of the image. There’s still limitations from the programme but I continue on iterating and improving on it.", "repo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2", "demo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1"}]...
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[{"post_id": 77483, "ts": "202 [{"post_id": 77483, "ts": "2026-10-07T05:30:07Z", "hours": 3.6806, "text": "v1.1 is complete: https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1"}, {"post_id": 75474, "ts": "2026-09-30T06:00:02Z", "hours": 11.6989, "text": "ok so i just relogged into stardance and i forgot to devlog it so now i have 11hours and 34minutes unlogged. So basically i tested multiple methods to reduce the equation count and also trying to get rid of the potrace double line and I finally did it. The previous version using potrace outputed 1398 equations while the new one outputed only 649. Almost halfed the previous amount. And now it’s just a single line compared to the double lines that potrace outputed. I’m planning to put this on browser so it’s easily accessable. (first image: previous ver, second image: new reduced ver third image: potrace double line output fourth image: reduced ver) to see the code: skanny.py https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2"}, {"post_id": 57379, "ts": "2026-08-29T14:42:40Z", "hours": 10.7344, "text": "update: Improved the converter to output wayyyyyy fewer equations while maintaining graph quality and improved performance"}, {"post_id": 4138, "ts": "2026-06-07T10:34:49Z", "hours": 0.4356, "text": "turned this into an executable"}, {"post_id": 2255, "ts": "2026-06-04T17:23:28Z", "hours": 1.5056, "text": "okay"}, {"post_id": 1314, "ts": "2026-06-03T07:17:24Z", "hours": 3.1794, "text": "Will prob release this week. Almost done"}, {"post_id": 238, "ts": "2026-06-01T11:18:07Z", "hours": 4.5825, "text": "in progress"}]...
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Title: Image to Equation converter by @cziwu2010 | Title: Image to Equation converter by @cziwu2010 | Stardance
Devlogs:
in progress
Will prob release this week. Almost done
okay
turned this into an executable
update: Improved the converter to output wayyyyyy fewer equations while maintaining graph quality and improved performance
ok so i just relogged into stardance and i forgot to devlog it so now i have 11hours and 34minutes unlogged. So basically i tested multiple methods to reduce the equation count and also trying to get rid of the potrace double line and I finally did it. The previous version using potrace outputed 1398 equations while the new one outputed only 649. Almost halfed the previous amount. And now it’s just a single line compared to the double lines that potrace outputed. I’m planning to put this on browser so it’s easily accessable. (first image: previous ver, second image: new reduced ver third image: potrace double line output fourth image: reduced ver) to see the code: skanny.py https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2
v1.1 is complete: https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1
Ships:
My first major project: a raster image to equation converter. It converts the upload image into a set of equations that when plotted shows the edges of the image. There’s still limitations from the programme but I continue on iterating and improving on it.
A program that converts an image into a graph. Improved: Reduced equation output amount by almost half, allowing more detailed graphs without crashing desmos New architecture debug option What’s next: color...
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1792839046.2985492
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1792925446.2985492
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50077
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clk0 by @pizzalover125 | Stardance
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pizzalover125
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T04:22:26Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "an open source chess clock with custom CAD and firmware", "repo": "https://github.com/pizzalover125/chess-clock", "demo": ""}]...
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[{"post_id": 56139, "ts": "202 [{"post_id": 56139, "ts": "2024-07-17T00:00:00Z", "hours": 1.0, "text": "this is from open sauce the clock stopped working need to fix it opened it up almost broke the screw 💀 ok thankfully it was just one wire that disconnected will reconnect it! ok it works! im going to add multiple time controls so its better done! there are a bunch of new time controls now im rlly proud of this project"}, {"post_id": 56121, "ts": "2024-07-11T00:00:00Z", "hours": 2.0, "text": "i tried really hard to fit it all together i put it together, then something would disconnect, then i would it put it back together, then it would disconnect again ill just redesign it to be taller printer not working? i tried to fix the wifi settings 💀 still didn’t work ill just use SD card redesign: ok hopefully ts works IT WORKED OMG OMG OMG im leaving for open sauce tomorrow so this was done right when I needed it to be LETS GO"}, {"post_id": 56120, "ts": "2024-06-29T00:00:00Z", "hours": 1.5, "text": "ok this is going to be hard to build I LAPSEd me soldering the 7-segment display (took 30 min) i printed out the bottom part realized the top part isn’t compatible with bottom part need to redesign didn’t have USB-C hole either redesigned! asked for help on Slack got that help with print settings ok redesigned: printed it the hole was too small the supports were impossible to remove will reprint"}, {"post_id": 56119, "ts": "2024-06-17T00:00:00Z", "hours": 1.0, "text": "going to work on the firmware somebody told me that the M2 wouldn’t work ok this is the firmware: https://pastebin.com/s5BTVMHb pretty simple going to make it better when i get parts redesigned the wiring diagram cause I’m going to have batteries! the display uses M2.5 holes 😭 time to fix fixed going to work on README created README updated files"}, {"post_id": 56118, "ts": "2024-06-16T00:00:00Z", "hours": 2.0, "text": "okay i learned that expedited shipping is allowed for JLCPCB so im designing a PCB this is also due to the fact that idk how to wire it without a PCB will make it a lot cleaner also! schematic done time to assign footprints assigned them! problem: stemma qt is very small and hard to solder it seems like ok this PCB is wayyyy too simple to need a PCB at all ill figure out how standoffs work watching https://www.youtube.com/watch?v=NHIrTtLCnEo that was so easy found these bumpers: https://www.adafruit.com/product/550 will add them actually no point in adding to CAD made this https://docs.google.com/spreadsheets/d/1HJi_SoZmRUPXIg3fWTzNNd4LjoeZRIxf5KhnIGp8wuw/edit?usp=sharing ! comes out to $54.36 at a quantity of 1 hardware is so expensive ok i just need to make firmware i think this project is almost ready to ship! added these holes:"}, {"post_id": 56117, "ts": "2024-06-15T00:00:00Z", "hours": 3.0, "text": "i was away from my house for a couple of days time to get back on this project added tolerances added a border! it looks kinda weird ngl added keycaps and colors! looks very cool made it assembleable remade the assembly ill make a render cause why not technically i am done with the CAD but idk if i want to make a PCB cause it needs to arrive in time ok made that apparently M1 screws don’t work with 3d printed stuff so ill need M2 made it M2 ok im working super slow now idk why new session at night i added chamfer to add M3 holes! the only major thing left other than firmware is how im going to assemble this i dont want to make a PCB cause i want it to be done in time PCB also not required? i could use a breadboard ok ill figure this out tmrw will create wiring diagram! kinda basic because wiring diagram is kinda basic"}, {"post_id": 56116, "ts": "2024-06-10T00:00:00Z", "hours": 2.5, "text": "rebranding this to be a chess clock again planning to use 8-segment clock displays like this one: thats what these clocks use: going to also use mx switches cause hey are used in: time to import all CAD models ah i can only find 1.2” not 0.56” i imported the mx switch time to decide what MCU i think ill use RP2040-zero wait nvm its hard to mount? i might use pico just because its easier to mount imported the pico! apparently i need beveled face to make it have good viewing angles watching https://www.youtube.com/watch?v=eApyyNPppaY starting to look like a chess clock! did some more research on how to mount a mx switch i need a 14x14mm cutout with 1.5mm plate size looks great! ill add pico mounting now okay turns out every OLED is different so ig ill have to redo some dimensions also i might make it bigger ok found models for the 0.56 i2c 7-segment display! going to use that because its better using this image annoying i need to covnert to mm voila! time to add screen cutout looks like a chess clock will later figure out how to assemble"}, {"post_id": 56115, "ts": "2024-05-23T00:00:00Z", "hours": 1.0, "text": "time for The Great Reset im starting over designs i want to rival the industry standard cubing timer browsing [link] for inspo + ideas bro no way there is an AI speedcubing timer; this is wild ok im thinking to use capacitve touch pad instead of switches to not make this a hackpad watching https://www.youtube.com/watch?v=tTMsbL0eH_M to learn that video wasn’t helpful; watching https://www.youtube.com/watch?v=42jUcqwKIw8 that vid didn’t have much so watching this https://www.youtube.com/watch?v=mWR9Q_pTagw ok capacitve touch is very hard to implement in such a large area such as a palm lots of chance for missed calls did some research and a grand total of 0 people have made an open source cubing timer soooo this is the first! thats kind of cool okay i might use this type of design with infared/distance sensors on each side to determine mx switches aren’t good bc they are designed for fingers, not hands ok this is a hard project wait i found [https://github.com/amadensor/cube-timer/tree/main/pcb/cube_timer] ok mine is the first PCB + case; the project is just an ESP32 on a breadboard going to read https://ww1.microchip.com/downloads/en/DeviceDoc/40001946A.pdf ok idk if this is possible even"}, {"post_id": 56114, "ts": "2024-05-16T00:00:00Z", "hours": 0.92, "text": "okay i tried a THIRD cable and it STILL DOESN’T WORK I need to buy another cable later I’ll work on PCB finished w schematic bc its super ez i want to use 1.3” OLED cause its bigger so easier to see downloaded the footprint + schematic from SNAPEDA updated schematic idk where to put MCU if I put it under then OLED pins would hit the MCU ok someone told me I can put it under found 3D model of OLED in GrabCAD and imported it downloaded Xiao RP2040 model from GrabCAD and imported it routed everything was going to move the mounting holes but decided not to ONSHAPE time! nvm, i wanted to change it just to be safe rounded the corners and routed! now time for CAD added holes + the rectangle itself tried to add top plate but i think its better to just have backplate printed the PCB IRL! going to print the backplate to get a feel on what this is going to be like prined backplate out; pretty good fit!"}, {"post_id": 56113, "ts": "2024-05-15T00:00:00Z", "hours": 1.0, "text": "thought of this project a long time ago i wanted to build an open source chess clock then I thought, why make the chess clock also work as a rubiks cube timer? thats when this idea popped in my head going to make this basic and cheap, so a 4 point project start off w schematic added xiao from https://hackpad.hackclub.com/resources going to be making the following thing: changing MCU to ESP32C3 bc i can create web app for chess clock! using low-profile switches to potentially make this folding finished schematic assigned footprints looked at 0.96” OLED on my desk and realized two numbers would be too small on that was thinking about 2 OLEDs but the Xiao has 1 i2c bus only guess we are switching to Pi Pico choc v2 switches have same travel distance but 4mm lower height than gateron did some research; choosing kalih PG1350 time to route ez routing had them flipped; had to route again added 3d models! ok im not going to make it round so its easier to CAD mounting holes took forever for some reason but I got it! created logo tried to add texture but it didn’t end up working ok i just realized the way i envisioned it is completely wrong i think i’ll switch this to a cubing timer cause this is the proper thing for that"}]...
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Title: clk0 by @pizzalover125 | Stardance
Devlogs Title: clk0 by @pizzalover125 | Stardance
Devlogs:
thought of this project a long time ago i wanted to build an open source chess clock then I thought, why make the chess clock also work as a rubiks cube timer? thats when this idea popped in my head going to make this basic and cheap, so a 4 point project start off w schematic added xiao from https://hackpad.hackclub.com/resources going to be making the following thing: changing MCU to ESP32C3 bc i can create web app for chess clock! using low-profile switches to potentially make this folding finished schematic assigned footprints looked at 0.96” OLED on my desk and realized two numbers would be too small on that was thinking about 2 OLEDs but the Xiao has 1 i2c bus only guess we are switching to Pi Pico choc v2 switches have same travel distance but 4mm lower height than gateron did some research; choosing kalih PG1350 time to route ez routing had them flipped; had to route again added 3d models! ok im not going to make it round so its easier to CAD mounting holes took forever for some reason but I got it! created logo tried to add texture but it didn’t end up working ok i just realized the way i envisioned it is completely wrong i think i’ll switch this to a cubing timer cause this is the proper thing for that
okay i tried a THIRD cable and it STILL DOESN’T WORK I need to buy another cable later I’ll work on PCB finished w schematic bc its super ez i want to use 1.3” OLED cause its bigger so easier to see downloaded the footprint + schematic from SNAPEDA updated schematic idk where to put MCU if I put it under then OLED pins would hit the MCU ok someone told me I can put it under found 3D model of OLED in GrabCAD and imported it downloaded Xiao RP2040 model from GrabCAD and imported it routed everything was going to move the mounting holes but decided not to ONSHAPE time! nvm, i wanted to change it just to be safe rounded the corners and routed! now time for CAD added holes + the rectangle itself tried to add top plate but i think its better to just have backplate printed the PCB IRL! going to print the backplate to get a feel on what this is going to be like prined backplate out; pretty good fit!
time for The Great Reset im starting over designs i want to rival the industry standard cubing timer browsing [link] for inspo + ideas bro no way there is an AI speedcubing timer; this is wild ok im thinking to use capacitve touch pad instead of switches to not make this a hackpad watching https://www.youtube.com/watch?v=tTMsbL0eH_M to learn that video wasn’t helpful; watching https://www.youtube.com/watch?v=42jUcqwKIw8 that vid didn’t have much so watching this https://www.youtube.com/watch?v=mWR9Q_pTagw ok capacitve touch is very hard to implement in such a large area such as a palm lots of chance for missed calls did some research and a grand total of 0 people have made an open source cubing timer soooo this is the first! thats kind of cool okay i might use this type of design with infared/distance sensors on each side to determine mx switches aren’t good bc they are designed for fingers, not hands ok this is a hard project wait i found [https://github.com/amadensor/cube-timer/tree/main/pcb/cube_timer] ok mine is the first PCB + case; the project is just an ESP32 on a breadboard going to read https://ww1.microchip.com/downloads/en/DeviceDoc/40001946A.pdf ok idk if this is possible even
rebranding this to be a chess clock again planning to use 8-segment clock displays like this one: thats what these clocks use: going to also use mx switches cause hey are used in: time to import all CAD models ah i can only find 1.2” not 0.56” i imported the mx switch time to decide what MCU i think ill use RP2040-zero wait nvm its hard to mount? i might use pico just because its easier to mount imported the pico! apparently i need beveled face to make it have good viewing angles watching https://www.youtube.com/watch?v=eApyyNPppaY starting to look like a chess clock! did some more research on how to mount a mx switch i need a 14x14mm cutout with 1.5mm plate size looks great! ill add pico mounting now okay turns out every OLED is different so ig ill have to redo some dimensions also i might make it bigger ok found models for the 0.56 i2c 7-segment display! going to use that because its better using this image annoying i need to covnert to mm voila! time to add screen cutout looks like a chess clock will later figure out how to assemble
i was away from my house for a couple of days time to get back on this project added tolerances added a border! it looks kinda weird ngl added keycaps and colors! looks very cool made it assembleable remade the assembly ill make a render cause why not technically i am done with the CAD but idk if i want to make a PCB cause it needs to arrive in time ok made that apparently M1 screws don’t work with 3d printed stuff so ill need M2 made it M2 ok im working super slow now idk why new session at night i added chamfer to add M3 holes! the only major thing left other than firmware is how im going to assemble this i dont want to make a PCB cause i want it to be done in time PCB also not required? i could use a breadboard ok ill figure this out tmrw will create wiring diagram! kinda basic because wiring diagram is kinda basic
okay i learned that expedited shipping is allowed for JLCPCB so im designing a PCB this is also due to the fact that idk how to wire it without a PCB will make it a lot cleaner also! schematic done time to assign footprints assigned them! problem: stemma qt is very small and hard to solder it seems like ok this PCB is wayyyy too simple to need a PCB at all ill figure out how standoffs work watching https://www.youtube.com/watch?v=NHIrTtLCnEo that was so easy found these bumpers: https://www.adafruit.com/product/550 will add them actually no point in adding to CAD made this https://docs.google.com/spreadsheets/d/1HJi_SoZmRUPXIg3fWTzNNd4LjoeZRIxf5KhnIGp8wuw/edit?usp=sharing ! comes out to $54.36 at a quantity of 1 hardware is so expensive ok i just need to make firmware i think this project is almost ready to ship! added these holes:
going to work on the firmware somebody told me that the M2 wouldn’t work ok this is the firmware: https://pastebin.com/s5BTVMHb pretty simple going to make it better when i get parts redesigned the wiring diagram cause I’m going to have batteries! the display uses M2.5 holes 😭 time to fix fixed going to work on README created README updated files
ok this is going to be hard to build I LAPSEd me soldering the 7-segment display (took 30 min) i printed out the bottom part realized the top part isn’t compatible with bottom part need to redesign didn’t have USB-C hole either redesigned! asked for help on Slack got that help with print settings ok redesigned: printed it the hole was too small the supports were impossible to remove will reprint
i tried really hard to fit it all together i put it together, then something would disconnect, then i would it put it back together, then it would disconnect again ill just redesign it to be taller printer not working? i tried to fix the wifi settings 💀 still didn’t work ill just use SD card redesign: ok hopefully ts works IT WORKED OMG OMG OMG im leaving for open sauce tomorrow so this was done right when I needed it to be LETS GO
this is from open sauce the clock stopped working need to fix it opened it up almost broke the screw 💀 ok thankfully it was just one wire that disconnected will reconnect it! ok it works! im going to add multiple time controls so its better done! there are a bunch of new time controls now im rlly proud of this project
Ships:
an open source chess clock with custom CAD and firmware...
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1792399745.6505008
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1793263745.6505008
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68373
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goose by @ava_b_r | Stardance
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ava_b_r
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1
|
1.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T02:37:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey! I made a goose desk-top pet <3 I found it challenging to build the random direction feature, but I got some help and I figured it out eventually! For some reason stardance is only saying that I spent an 1hr 20mins on it when I have been working on it since 9am and it is now 1:35pm but oh well 😭 Here’s the description that I have on itch.io: Goose desktop buddy <3 I had geese once. About 50 of them. Having geese is a bit of a love-hate relationship. Everybody online thinks that they are cute. But they are also very annoying. This desktop pet helps you experience what it is truly like to own a goose, right from the comfort of your desktop. This is perfect if you want to download it onto a friend’s or a sibling’s desktop to annoy them for all of eternity 😈", "repo": "https://github.com/avabryantrobjent-lab/goose", "demo": "https://avabr.itch.io/goose-desktop-buddy-3"}]...
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[{"post_id": 77456, "ts": "202 [{"post_id": 77456, "ts": "2026-10-07T02:30:23Z", "hours": 1.3436, "text": "Hey! I made an annoying goose desktop pet that honks whenever it hits the edge of your laptop screen. It spins and honks and has a chance to wait every time it hits the edge of the desktop screen, moves in random directions, and is draggable! Itch.io link: https://avabr.itch.io/goose-desktop-buddy-3Github link: https://github.com/avabryantrobjent-lab/goose (edited)"}]...
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Title: goose by @ava_b_r | Stardance
Devlogs:
Hey Title: goose by @ava_b_r | Stardance
Devlogs:
Hey! I made an annoying goose desktop pet that honks whenever it hits the edge of your laptop screen. It spins and honks and has a chance to wait every time it hits the edge of the desktop screen, moves in random directions, and is draggable! Itch.io link: https://avabr.itch.io/goose-desktop-buddy-3Github link: https://github.com/avabryantrobjent-lab/goose (edited)
Ships:
Hey! I made a goose desk-top pet <3 I found it challenging to build the random direction feature, but I got some help and I figured it out eventually! For some reason stardance is only saying that I spent an 1hr 20mins on it when I have been working on it since 9am and it is now 1:35pm but oh well 😭 Here’s the description that I have on itch.io: Goose desktop buddy <3 I had geese once. About 50 of them. Having geese is a bit of a love-hate relationship. Everybody online thinks that they are cute. But they are also very annoying. This desktop pet helps you experience what it is truly like to own a goose, right from the comfort of your desktop. This is perfect if you want to download it onto a friend’s or a sibling’s desktop to annoy them for all of eternity 😈...
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1792817691.5297258
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1792904091.5297258
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66920
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My own site! by @PhantomStorm | Stardance
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PhantomStorm
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1
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11.3
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T01:14:13Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an All about Me website, that portrays my skills, hobbies, and my profile. It was challenging to fit enough time into making this. I am really proud of the UI.", "repo": "https://github.com/Rephantom-Vortex/My-Personal-Website", "demo": "https://my-bio.boomurl.me/"}]...
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[{"post_id": 81128, "ts": "202 [{"post_id": 81128, "ts": "2026-10-20T00:14:07Z", "hours": 0.2531, "text": "I WILL CRASH OUT, HOW AM I SUPPOSED TO LOWER AI USAGE IF I DIDN’T USE IT ALL. I am literally crying, I wish AI never existed, i took literally 11 hours to do this and I am still being accused of AI, like literally check the code, it is so messed up, there are DIVs everywhere, and random class names cuz I couldn’t make them up."}, {"post_id": 80226, "ts": "2026-10-16T19:50:37Z", "hours": 0.4592, "text": "Y r my projects always flagged as AI, I didn’t use it"}, {"post_id": 80021, "ts": "2026-10-16T00:17:11Z", "hours": 1.9803, "text": "I finished redoing the CSS!"}, {"post_id": 79162, "ts": "2026-10-12T20:56:21Z", "hours": 2.6044, "text": "Had to Redo the CSS, cuz it was flagged as AI. This time I DID NOT use a AI for anything (except for searching how to center a div)"}, {"post_id": 77441, "ts": "2026-10-07T00:55:58Z", "hours": 2.5144, "text": "FINALLY, Finished!"}, {"post_id": 77204, "ts": "2026-10-06T02:49:05Z", "hours": 0.7017, "text": "Got Started On CSS"}, {"post_id": 77194, "ts": "2026-10-06T01:14:40Z", "hours": 3.2092, "text": "Finished the HTML of My Personal Website, Got CSS Left"}]...
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Title: My own site! by @PhantomStorm | Stardance
Title: My own site! by @PhantomStorm | Stardance
Devlogs:
Finished the HTML of My Personal Website, Got CSS Left
Got Started On CSS
FINALLY, Finished!
Had to Redo the CSS, cuz it was flagged as AI. This time I DID NOT use a AI for anything (except for searching how to center a div)
I finished redoing the CSS!
Y r my projects always flagged as AI, I didn’t use it
I WILL CRASH OUT, HOW AM I SUPPOSED TO LOWER AI USAGE IF I DIDN’T USE IT ALL. I am literally crying, I wish AI never existed, i took literally 11 hours to do this and I am still being accused of AI, like literally check the code, it is so messed up, there are DIVs everywhere, and random class names cuz I couldn’t make them up.
Ships:
I made an All about Me website, that portrays my skills, hobbies, and my profile. It was challenging to fit enough time into making this. I am really proud of the UI....
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1792817370.034788
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1792903770.034788
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60415
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BOLT-16 CPU by @reyansh_saindane | Stardance
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reyansh_saindane
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2
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24.0
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374
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T21:28:45Z", "hours": 10.0, "multiplier": 17.22, "payout": 171, "blessing": "neutral", "text": "New and improved BOLT-16 CPU I made a custom CPU, emulator, compiler, and assembly language. Challenges The hardest part was making sure all of the systems work together. This includes the clock timings and wiring. What I’m proud of I’m really proud of completing such a big and ambitious project. It took a lot of work (the hours are not correct bc I started logging really late). What’s new I added a new screen component and the ability to draw things on that screen. This took a lot of time.", "repo": "https://github.com/ReyanshS11/BOLT-16_CPU", "demo": "https://reyanshs11.github.io/BOLT-16_CPU"}, {"ship_num": 2, "ts": "2026-09-18T22:47:11Z", "hours": 14.0, "multiplier": 14.62, "payout": 203, "blessing": "neutral", "text": "I made a custom CPU from scratch in a logic simulator along with an emulator and a compiled assembly language to go with it. This was my most challenging project by far. It required a lot of research and background knowledge along with patience. I’m really proud of what it ended up as and I’m really happy seeing my months of hard work turn into something presentable and enjoyable. Through this project, I learned a lot more about boolean algebra, logic gates, computer processes and components, and assembly languages. You can try out my project too at the demo link both in the project info and on my Github repo.", "repo": "https://github.com/ReyanshS11/BOLT-16_CPU", "demo": "https://reyanshs11.github.io/BOLT-16_CPU"}]...
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[{"post_id": 77412, "ts": "202 [{"post_id": 77412, "ts": "2026-10-06T21:25:46Z", "hours": 2.1, "text": "Finished screen! I finally finsished making the screen compnent. It finally works in logisim now. Turns out the problem was my compiler bc it wasn’t compiling the RGB correctly, there were also a few small issues in the circuit."}, {"post_id": 76559, "ts": "2026-10-03T23:18:18Z", "hours": 2.7194, "text": "Added screen and drawing to emulator I added a screen component to the emulator and allowed drawing to it. I also added an example code that draws a rectangle and square. I still have to test it for Logisim, I added it to the compiler but I know something is going to go wrong and I don’t want to debug for hours today."}, {"post_id": 76009, "ts": "2026-10-02T01:06:41Z", "hours": 0.8872, "text": "Added a screen I added a screen component to my project because I wanted a way to see the CPU in action without looking at the vague data memory. I still have to test it and integrate it into my assembly language and compiler."}, {"post_id": 75980, "ts": "2026-10-01T20:28:54Z", "hours": 2.4597, "text": "Updated UI I made the UI look a lot cleaner in my opinion, it could still look better, but this is the best I can do. Write your feedback in the comments!"}, {"post_id": 72442, "ts": "2026-09-22T23:26:36Z", "hours": 1.7781, "text": "Worked on feedback! Thanks for the feedback! I worked on some of it like a thoughtful comment which pointed out a little bug in my label storage and jump code. (I stored labels with $ but looked them up without $ ). This also led me to finding out another bug where my code didn’t actually start at label $start. That was a 5-second fix. I also worked on the README.md after recieving feedback about it. I plan to work on some more feedback later (specifically updating my website UI). I thought it was fine because I have barely any experience with JS/HTML/CSS, but there’s no excuse for bad UI. PS - I also added comment functionality to my Assembly"}, {"post_id": 70314, "ts": "2026-09-18T22:37:38Z", "hours": 1.3597, "text": "One final change I said there wouldn’t be any more devlogs but this is the last one I promise. There was a little problem in my jump logic in the CPU, so I had to tweak the compiler a bit, but that I had to completely rewrite the compiler in the style of the emulator so I could make the changes easily."}, {"post_id": 69879, "ts": "2026-09-18T00:04:53Z", "hours": 4.6764, "text": "Emulator website finished! I’ve just finished with the emulator website. It’s really simple with not much graphical design, but it works well so I’m happy. I had to convert the CPP code into JS using AI because I started and it deleted my progress and it would have taken too much time for a simple but tedious task. You can try it out at the demo link! I’m going to ship now thanks for reading!"}, {"post_id": 68388, "ts": "2026-09-15T01:28:39Z", "hours": 1.5922, "text": "Some big and small changes I’m just going to list these out: Changed emulator an compiler into two pass systems (first pass reads labels, second pass is normal) and altered them to be able to jump to labels appearing before the jmp command. Replaces swp with sb (store byte), which stores a byte directly to RAM Added a new command clear, which clears the value stored in a register."}, {"post_id": 67697, "ts": "2026-09-13T21:46:38Z", "hours": 3.4197, "text": "Built an emulator! I just finished building a simple emulator for the BOLT-16. The reason I did this was because I needed an easy way for someone to try out the CPU without having to download Logisim. Now all you have to do is write your code in the assembly folder and run emulator.cpp to see the values of the CPU RAM! Next time I plan to build a website that you can test out the CPU with the emulator running in the background."}, {"post_id": 66816, "ts": "2026-09-12T18:34:46Z", "hours": 1.0567, "text": "Fixed a big problem! -and other good news I have spent so long trying to figure out why my CPU stops every time I try to increment my PC (Program Counter) by 1 to go to the next instruction. I finally decided today to sit down and have a full session just trying to fix that. With the help of ChatGPT to learn some Logisim ROM quirks, I was able to figure it out. Turns out I only needed to allow misaligned addresses in ROM settings. Some more good news: The new ALU design is working smoother than expected, I think this will be my first and final redesign of it. The new compiler is ready! It now uses the new instruction set."}, {"post_id": 66272, "ts": "2026-09-12T00:35:21Z", "hours": 1.05, "text": "Beforehand Progress This is my progress before uploading this to Stardance. Researched CPU design using Nand2Tetris and Google Planned out CPU using Nand2Tetris style HDL language Built CPU parts according to original specification in Logisim-Evolution Updated CPU part to be more efficient, changed them significantly from the default versions. Built main CPU circuit Tested, debugged, made changes, repeat. P.S. This is very simplified. This took me a month of continues work for hours a day that were not logged unfortunately :( Thanks for reading!!"}, {"post_id": 66186, "ts": "2026-09-11T21:00:12Z", "hours": 0.7108, "text": "Progress up until now So I’ve been working on a custom CPU for about a month over the summer. I’ve spent about 3 hours everyday working on researching and designing it. I have just uploaded the project to Stardance so I don’t have any devlogs yet. I also haven’t started much coding until recently so I don’t have much time spent. I’ll make a couple more devlogs about the design process until now."}]...
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Title: BOLT-16 CPU by @reyansh_saindane | Stardanc Title: BOLT-16 CPU by @reyansh_saindane | Stardance
Devlogs:
Progress up until now So I’ve been working on a custom CPU for about a month over the summer. I’ve spent about 3 hours everyday working on researching and designing it. I have just uploaded the project to Stardance so I don’t have any devlogs yet. I also haven’t started much coding until recently so I don’t have much time spent. I’ll make a couple more devlogs about the design process until now.
Beforehand Progress This is my progress before uploading this to Stardance. Researched CPU design using Nand2Tetris and Google Planned out CPU using Nand2Tetris style HDL language Built CPU parts according to original specification in Logisim-Evolution Updated CPU part to be more efficient, changed them significantly from the default versions. Built main CPU circuit Tested, debugged, made changes, repeat. P.S. This is very simplified. This took me a month of continues work for hours a day that were not logged unfortunately :( Thanks for reading!!
Fixed a big problem! -and other good news I have spent so long trying to figure out why my CPU stops every time I try to increment my PC (Program Counter) by 1 to go to the next instruction. I finally decided today to sit down and have a full session just trying to fix that. With the help of ChatGPT to learn some Logisim ROM quirks, I was able to figure it out. Turns out I only needed to allow misaligned addresses in ROM settings. Some more good news: The new ALU design is working smoother than expected, I think this will be my first and final redesign of it. The new compiler is ready! It now uses the new instruction set.
Built an emulator! I just finished building a simple emulator for the BOLT-16. The reason I did this was because I needed an easy way for someone to try out the CPU without having to download Logisim. Now all you have to do is write your code in the assembly folder and run emulator.cpp to see the values of the CPU RAM! Next time I plan to build a website that you can test out the CPU with the emulator running in the background.
Some big and small changes I’m just going to list these out: Changed emulator an compiler into two pass systems (first pass reads labels, second pass is normal) and altered them to be able to jump to labels appearing before the jmp command. Replaces swp with sb (store byte), which stores a byte directly to RAM Added a new command clear, which clears the value stored in a register.
Emulator website finished! I’ve just finished with the emulator website. It’s really simple with not much graphical design, but it works well so I’m happy. I had to convert the CPP code into JS using AI because I started and it deleted my progress and it would have taken too much time for a simple but tedious task. You can try it out at the demo link! I’m going to ship now thanks for reading!
One final change I said there wouldn’t be any more devlogs but this is the last one I promise. There was a little problem in my jump logic in the CPU, so I had to tweak the compiler a bit, but that I had to completely rewrite the compiler in the style of the emulator so I could make the changes easily.
Worked on feedback! Thanks for the feedback! I worked on some of it like a thoughtful comment which pointed out a little bug in my label storage and jump code. (I stored labels with $ but looked them up without $ ). This also led me to finding out another bug where my code didn’t actually start at label $start. That was a 5-second fix. I also worked on the README.md after recieving feedback about it. I plan to work on some more feedback later (specifically updating my website UI). I thought it was fine because I have barely any experience with JS/HTML/CSS, but there’s no excuse for bad UI. PS - I also added comment functionality to my Assembly
Updated UI I made the UI look a lot cleaner in my opinion, it could still look better, but this is the best I can do. Write your feedback in the comments!
Added a screen I added a screen component to my project because I wanted a way to see the CPU in action without looking at the vague data memory. I still have to test it and integrate it into my assembly language and compiler.
Added screen and drawing to emulator I added a screen component to the emulator and allowed drawing to it. I also added an example code that draws a rectangle and square. I still have to test it for Logisim, I added it to the compiler but I know something is going to go wrong and I don’t want to debug for hours today.
Finished screen! I finally finsished making the screen compnent. It finally works in logisim now. Turns out the problem was my compiler bc it wasn’t compiling the RGB correctly, there were also a few small issues in the circuit.
Ships:
I made a custom CPU from scratch in a logic simulator along with an emulator and a compiled assembly language to go with it. This was my most challenging project by far. It required a lot of research and background knowledge along with patience. I’m really proud of what it ended up as and I’m really happy seeing my months of hard work turn into something presentable and enjoyable. Through this project, I learned a lot more about boolean algebra, logic gates, computer processes and components, and assembly languages. You can try out my project too at the demo link both in the project info and on my Github repo.
New and improved BOLT-16 CPU I made a custom CPU, emulator, compiler, and assembly language. Challenges The hardest part was making sure all of the systems work together. This includes the clock timings and wiring. What I’m proud of I’m really proud of completing such a big and ambitious project. It took a lot of work (the hours are not correct bc I started logging really late). What’s new I added a new screen component and the ability to draw things on that screen. This took a lot of time....
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CodeWare by @tyleruploads | Stardance
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tyleruploads
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T21:03:58Z", "hours": 51.0, "multiplier": 16.45, "payout": 1013, "blessing": "neutral", "text": "I created CodeWare, a WarioWare-style video game where you have to complete various minigames, written in Godot. I originally had it under the WarioWare game mission, but I eventually decided I should detach it from it due to the sheer complexity of this game, which is way above the beginner mission. In the game, players are put through what is currently 12 minigames. Each minigame has a strict timer limit, whether it be losing a life or progressing to the next minigame once it strikes 0. In case you are confused, the way they win a life at the end is if the purpose of the minigame is to survive a certain amount of time against computer-generated obstacles, like arrows or orbs (essentially meteors). The very interesting thing about this game is the two endings: the ending you get when you complete all the minigames with lives to spare, and the one when you lose all of your five lives. These endings, which I will not explain in detail (so it is not spoiled for you!), highlight the eternity of automatically generated code files. The opening scene of the game is the Tyleruploads Mountain Range, which shows many mountains connected via bridges. The suspension for those bridges is the game’s logo turned into a bunch of small links. Metaphysically, the game’s goal is to cross these bridges. Many parts of this project were extremely challenging for me. For one, I had never set foot in Godot at all before embarking on this project. I was also a complete newcomer to any sort of game development. I encountered many errors caused by my being just introduced to GDScript and game development, such as not knowing that scripts continue after changing the scene, the absence of a deferred call causing the game to go completely grey, losing a lot of work in video editing software while making the gameplay trailer video, and many more small and large things. In every ship message for prior Stardance projects, I have said something like “Wow! Before I started, I really didn’t think I could do something this complex. I really just transformed my coding abilities.” But this time, I am not going to repeat that basic fib without any supporting arguments. My previous Stardance projects were nowhere near this length. So, I would like to make a new claim now. That claim is that while I have not become a completely new developer or graphic designer or anything, I have dipped into a new path of development that I will have the choice to either continue to pursue or to reap the benefits of the mindset associated with it as I enter high school. For these reasons, along with the fact that I was able to sit down and write quality code for one project for 51 hours, I am very proud of myself. My viewpoint of “sit down and make a decent project and leave it” has been greatly diminished outside of specific contexts.", "repo": "https://github.com/tyleruploads/code-ware", "demo": "https://tyleruploads.itch.io/codeware"}]...
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[{"post_id": 77174, "ts": "202 [{"post_id": 77174, "ts": "2026-10-05T22:22:21Z", "hours": 1.2811, "text": "This marks v1.0.0! This is my FINAL devlog for CodeWare (at least the first ship)! It has really been a great project that has significantly pushed what I think about my development capabilities. But I will explain that more in the ship message! The main change made over the time of this devlog was a complete revamp of the README! Here is a summary of the changes made to it: The following shields have been added: Play on GitHub Pages, Made with Godot, GitHub Release (version number), and GitHub Commit Activity The hero image near the top of the README, depicting the title screen, has been replaced with a gameplay video for the game, with a hero of minigame 6 (Unintelligent Arrows) The minigames section has been moved to near the bottom of the README to make the start of the README a better hook. And the minigame descriptions and hero images inside the section have been put inside a spoiler notice, so the game can not be easily spoiled for players. And the hero images in the minigame section have been converted from Markdown tags to HTML tags in order to enforce a specific width."}, {"post_id": 76860, "ts": "2026-10-04T21:10:06Z", "hours": 2.3425, "text": "This will be one of my very last devlogs before I ship CodeWare! I just created the gameplay trailer, which is a huge accomplishment! This is my first time making any sort of video for anything I make in the computer world, and I think it actually turned out very well! The video shows potential players what the game will look like and gives a glimpse of its unexpected win-and-lose endings. I also put the video on the game’s Itch.io page, which will be made public very soon. You can view the video on YouTube here: CodeWare - Official Gameplay Video"}, {"post_id": 75987, "ts": "2026-10-01T21:19:32Z", "hours": 0.7008, "text": "I just created the twelfth mingame of CodeWare, “Catch the Falling Orbs!” In it, you have 45 seconds to catch 35 falling orbs by moving left and right with your keyboard."}, {"post_id": 75387, "ts": "2026-09-29T22:05:18Z", "hours": 1.7511, "text": "In the Newspaper department at my summer sleepaway camp this year, they always said, “If the number is less than 11, spell it out.” CodeWare has officially surpassed this guideline in the number of its minigames. Minigame 11 of CodeWare is titled “Type the Strings,” and players must type 15 five-character strings provided to them in less than one minute. The string is generated from a pool of characters with lookalikes (i.e., Z and 2, S and 5, O and 0, I and l, etc.) removed to ensure it is completely fair for the user. This was definitely one of the easier minigames to code, but it wasn’t the easiest thing ever. I still ran into some issues, like the vertical alignment of a RichTextLabel being a bit too low when dynamically updating its content in GDScript to show a custom notice to the user (I fixed it by changing it to a normal Label, after troubleshooting for way too long)."}, {"post_id": 74691, "ts": "2026-09-28T00:28:50Z", "hours": 3.545, "text": "I just did a lot of asset updating and linting! The part I think would be most interesting to you is obviously the asset updates. I changed the assets in Minigame 1, 3, 4, and 9! I also updated the gallery, accessible in the extras menu, to include new assets I’ve forgotten to put in there for a while now. I’ll just show you how minigame one looks now; no need for a detailed explanation of everything. Now, I have to address the boring part, which took most of the three and a half hours. That would be linting! It’s pretty self-explanatory: I went through and made the scenes and scripts adhere to style guidelines."}, {"post_id": 74561, "ts": "2026-09-27T17:10:27Z", "hours": 2.3617, "text": "I just made the tenth minigame for CodeWare! It is named “RGB Skills.” In the minigame, there are two colors: one generated automatically by the code, and one controlled by manual RGB Sliders. It validates the user’s guess using the GDScript method Vector3.distance_to() . The method uses the 3D Pythagorean theorem to calculate the Euclidean Distance between the RGB values, as if they were plotted in a 3D space. This works because the red value represents the x-axis, the green value represents the y-axis, and the blue value represents the z-axis on a 3D graph. This was very interesting for me to discover, since I only learned the 2D Pythagorean theorem last year (in seventh grade). The game also starts the sliders at the furthest possible points from the target color, which makes the minigame harder. If the player clicks the submit button without making any changes, they will not pass. And yes, I know they could easily invert the colors to find the right one. The only thing is, they probably didn’t read this devlog. So, they’ll have no clue of the fact the sliders were placed at the inversion of the target color."}, {"post_id": 74200, "ts": "2026-09-26T22:13:25Z", "hours": 2.3222, "text": "I just made the ninth minigame for CodeWare, “The Maze!” In the minigame, the user needs to get to the center of the maze in less than 18 seconds! They move a mini tyleruploads texture with arrow keys and WASD to eventually get to the bigger one in the middle! I had a lot of trouble with physics here, hence the 2 hours! And, I’ve never made any sort of maze before, so this is a first!"}, {"post_id": 74111, "ts": "2026-09-26T18:21:01Z", "hours": 1.9775, "text": "I just made version v0.14.0 of CodeWare! In this version, I added the eighth minigame, “Choose the Boxes!” The user has 30 seconds to choose 20 boxes by clicking on the one matching the color of the center box. I also went through and removed unnecessary log statements and unused variables."}, {"post_id": 72912, "ts": "2026-09-24T00:48:33Z", "hours": 2.9286, "text": "I just released version v0.13.0 of CodeWare! In this version, I have completely changed the sound environment of the game! I will explain it with two basic pseudocode (or Python) logic statements! prev_sound = sound in v0.12.0 curr_sound = sound in v0.13.0 print(prev_sound, curr_sound) # False, True What I’m trying to illustrate here is that there was absolutely no sound before, and now there is! There is a background ticking noise playing (forever) through an autoload and sound effects corresponding to in-minigame events. Feel free to test it at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg ! Send any feedback in the comments!"}, {"post_id": 71345, "ts": "2026-09-20T17:48:01Z", "hours": 0.7083, "text": "I just made two new assets for CodeWare! They are the players in minigames 4 and 6. Here is a photo of one of them."}, {"post_id": 70807, "ts": "2026-09-19T19:51:11Z", "hours": 0.8956, "text": "After receiving feedback from the Hack Club community, I have made these changes to CodeWare. The icon has been updated to increase contrast and to look better at small resolutions Minigame 6, “Unintelligent Arrows,” has been balanced to be easier for users to complete WASD Movement has been added to all games Support for held jumps has been added to the first minigame, “Orb Collection Platformer” An ambiguity in the README about the objective has been corrected"}, {"post_id": 70237, "ts": "2026-09-18T19:29:20Z", "hours": 0.94, "text": "I just balanced minigame 6, “Unintelligent Arrows,” after feedback from Hack Club members. I made users have more time to react before getting hit by the arrows. I have not released this update yet; once I apply some other suggestions from the community, I will release it as v0.11.0."}, {"post_id": 69877, "ts": "2026-09-17T23:54:31Z", "hours": 2.5408, "text": "I just created the sixth minigame, “Unintelligent Arrows,” in CodeWare! In the minigame, users have to dodge countless arrows that are described as unintelligent purely based on their inability to change paths once shot. If you weren’t already guessing, I am planning on making an intelligent-arrow-themed minigame in the future, possibly inspired by 1948 in some ways. This game is actually getting nice and long, way longer than I thought it would be at the start. When I shared it with people a while ago, it was very short. Now, it’s decently long! Once I add a lot more minigames, I will consider making them go in random order and giving them difficulty tags to determine when they should be shown."}, {"post_id": 69387, "ts": "2026-09-16T23:12:21Z", "hours": 1.0319, "text": "I just completely refactored, everything! I made many new directories in order to organize the entire repository much better! This took an hour because of the debugging and other related changes to the code associated with a complete structural refactor. It definitely was not a calm, easy hour."}, {"post_id": 69337, "ts": "2026-09-16T20:42:37Z", "hours": 2.45, "text": "I just added two minigames to CodeWare! The first minigame I just added, minigame 4, titled “Dodge the Flying Balls,” has users dodge flying balls (referred to as meteors in the code) for 45 seconds. Each hit takes away 10% of the user’s health. It can actually be pretty hard. A good strategy to stay alive is moving from side to side and never stopping, because there are really fast ones that come before you can even react. The second minigame I just added, minigame 5, titled “Click Very Fast,” has the user click on a big circular button in the middle 100 times in less than 20 seconds. I have tested it many times, and it is just the right time (at least for now). You can play the game at https://tyleruploads.github.io/code-ware/"}, {"post_id": 68302, "ts": "2026-09-14T21:48:29Z", "hours": 0.3142, "text": "This is a short one! I just integrated it with the Itch.io Butler API, so it will automatically update its Itch.io game whenever I make a new release! Currently, it is a draft on Itch.io. You can view the draft at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg . Sometime before I ship, I will make the Itch.io page public, which may bring in some players."}, {"post_id": 67752, "ts": "2026-09-14T00:02:19Z", "hours": 0.4536, "text": "I just put CodeWare on GitHub pages! You can view it at https://tyleruploads.github.io/code-ware/ ! I also upped the time for a minigame after a web playtest determined the amount of time given was not enough to complete the task at hand."}, {"post_id": 66971, "ts": "2026-09-12T23:32:31Z", "hours": 1.4353, "text": "I just added the third minigame to CodeWare! It is titled “Hit the Circles.” In the minigame, you start with a balance of -15, and each circle you hit, you get +1 balance! It is kindove like Whack-a-Mole (don’t sue me Mattel.) This marks version 0.6.0 of the game!"}, {"post_id": 66187, "ts": "2026-09-11T21:03:31Z", "hours": 1.0183, "text": "I just made some nice changes to CodeWare! I added pause, unpause, and reset functionality. This was in the README as coming soon for a while. I relocated script locations and removed ambiguity from a script named ‘self_timer.gd’ by renaming it ‘minigame_1_timer.gd,’ which makes it not look wrong when next to ‘minigame_2_timer.gd.’ And, I added the version number to the title menu!"}, {"post_id": 65647, "ts": "2026-09-10T22:37:05Z", "hours": 8.2886, "text": "Wow! 8 hours is a lot of time! Here’s what I did! Create all new assets. I made a new icon and background for the title screen and both minigames. The icon features an infinity symbol cut in half but connected with the parts in between them in a bit of a 3D-like arrangement, symbolizing two sides of eternity connected by small paths. The first minigame background and the title scene background contain a mountain range, a sunset, and one or multiple bridges. The second minigame background is two eyes in many perfectly aligned rectangles. Make death scene. Previously, I only had a win screen in the game (a very anticlimactic one at best, in a purposeful way). Now, I added a death scene too! The death scene links with the idea of the two sides of eternity (or infinity) connected by a small path because the user is showed specific text by automatic vertical scrolling, then they click a button to get thrown right back to the first minigame, as if nothing happened. They can do this as many times as they want; the bridges between the two halves of eternity represented by infinity are very strong, the same bridges connecting the mountains. Replace unused settings button with extras. The main menu used to contain a button labeled “Settings,” which would take the user to a blank scene with no way to get back. It has now been replaced with an “Extras” button, which contains an Asset Gallery that allows users to look at the beautiful game assets and obviously, a credits section. Universal back buttons. Now, users can always get back to some point in the game (including the title screen), even if they are in the infinite end scene."}, {"post_id": 63976, "ts": "2026-09-08T02:12:04Z", "hours": 2.1261, "text": "I JUST MADE THE END SCENE! It is very complex. But, I can’t spoil it! Here’s the code. It’s your choice to go line by line and spoil it for yourself."}, {"post_id": 63904, "ts": "2026-09-07T22:50:03Z", "hours": 0.75, "text": "Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS. I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog: Add basic src/export_presets.cfg 1 file changed, 431 insertions(+) Make publishing workflow to compile 1 file changed, 66 insertions(+) Fix Linux export in export_presets.cfg to work with workflow 1 file changed, 2 insertions(+), 2 deletions(-) Set project directory in workflow 1 file changed, 4 insertions(+), 4 deletions(-) Remove export_path for windows in export_presents.cfg to fix CI/CD 1 file changed, 1 insertion(+), 1 deletion(-) Hopefully fixes CI/CD 1 file changed, 6 insertions(+), 9 deletions(-) Make macOS only support x86_64 to fix CI/CD issue 1 file changed, 2 insertions(+), 2 deletions(-) Add bundle identifier for macOS (why does it have to be such a pain?) 1 file changed, 2 insertions(+), 2 deletions(-) The mac strikes back: import ETC2 ASTC compession for macOS 1 file changed, 1 insertion(+) Add initial project import step to CI/CD 1 file changed, 4 insertions(+) Cd into src before initializing godot 2 files changed, 2 insertions(+), 1 deletion(-) Remove cding into src and add export_templates_path 1 file changed, 5 insertions(+), 1 deletion(-) The mac struck back yet again: emancipated 1 file changed, 1 insertion(+), 4 deletions(-) I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”"}, {"post_id": 63853, "ts": "2026-09-07T20:42:56Z", "hours": 2.5025, "text": "This is going to be my second to last devlog before I ship, assuming everything goes well! In these two and a half hours, I did SO MANY THINGS! The most obvious change has to be how I added the second minigame, the clicker! In the minigame, you have 12 seconds to collect 18 tyleruploads circles! Each circle is randomly placed on the screen, which makes it so you can’t just memorize it! I also added a license to the project. It contains five sections for different types of content. And, I updated the SECURITY.md so it is completed. Another nice thing I added is action and description messages before each minigame. It tells the player what to do, so they aren’t losing any time when it starts! I also fixed the text it shows you when you win, before it takes you to the win screen I am going to make soon. I also revamped the README! It is way better now! Check out the README on GitHub if you want! I also set up and configured GitHub Discussions!"}, {"post_id": 62147, "ts": "2026-09-05T12:25:32Z", "hours": 0.2619, "text": "I just did some play testing, added some comments, and made a basic README! Nothing much!"}, {"post_id": 61866, "ts": "2026-09-05T00:12:04Z", "hours": 6.3597, "text": "I just created the basic blueprint for my very own WarioWare style video game, CodeWare! In CodeWare, you are playing as GitHub, and for the first minigame, you are trying to capture 7 of me (that’s just a nice image I had available—I might consider changing it later). The time constraints are actually pretty balanced, you’ll generally finish right in the nick of time. There is still a lot more remaining. The reason there was so much time in this devlog is because of error correction. This is my first time using Godot—everything’s not meant to be correct the first time around. A lot of the error correction was silly stuff like scaling, timer pixelation, text getting cropped off (without me knowing), and etc. You jump on those little box thingeys to get to the mini-mes in order to collect. In order to get to the one near the big wall barrier, you need to make a big jump from one near it (NOT TO THE RIGHT!!). And, once you go to get the last ones on the very right, there’s no coming out! Hopefully, you got the other ones first!"}]...
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Title: CodeWare by @tyleruploads | Stardance
Devl Title: CodeWare by @tyleruploads | Stardance
Devlogs:
I just created the basic blueprint for my very own WarioWare style video game, CodeWare! In CodeWare, you are playing as GitHub, and for the first minigame, you are trying to capture 7 of me (that’s just a nice image I had available—I might consider changing it later). The time constraints are actually pretty balanced, you’ll generally finish right in the nick of time. There is still a lot more remaining. The reason there was so much time in this devlog is because of error correction. This is my first time using Godot—everything’s not meant to be correct the first time around. A lot of the error correction was silly stuff like scaling, timer pixelation, text getting cropped off (without me knowing), and etc. You jump on those little box thingeys to get to the mini-mes in order to collect. In order to get to the one near the big wall barrier, you need to make a big jump from one near it (NOT TO THE RIGHT!!). And, once you go to get the last ones on the very right, there’s no coming out! Hopefully, you got the other ones first!
I just did some play testing, added some comments, and made a basic README! Nothing much!
This is going to be my second to last devlog before I ship, assuming everything goes well! In these two and a half hours, I did SO MANY THINGS! The most obvious change has to be how I added the second minigame, the clicker! In the minigame, you have 12 seconds to collect 18 tyleruploads circles! Each circle is randomly placed on the screen, which makes it so you can’t just memorize it! I also added a license to the project. It contains five sections for different types of content. And, I updated the SECURITY.md so it is completed. Another nice thing I added is action and description messages before each minigame. It tells the player what to do, so they aren’t losing any time when it starts! I also fixed the text it shows you when you win, before it takes you to the win screen I am going to make soon. I also revamped the README! It is way better now! Check out the README on GitHub if you want! I also set up and configured GitHub Discussions!
Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS. I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog: Add basic src/export_presets.cfg 1 file changed, 431 insertions(+) Make publishing workflow to compile 1 file changed, 66 insertions(+) Fix Linux export in export_presets.cfg to work with workflow 1 file changed, 2 insertions(+), 2 deletions(-) Set project directory in workflow 1 file changed, 4 insertions(+), 4 deletions(-) Remove export_path for windows in export_presents.cfg to fix CI/CD 1 file changed, 1 insertion(+), 1 deletion(-) Hopefully fixes CI/CD 1 file changed, 6 insertions(+), 9 deletions(-) Make macOS only support x86_64 to fix CI/CD issue 1 file changed, 2 insertions(+), 2 deletions(-) Add bundle identifier for macOS (why does it have to be such a pain?) 1 file changed, 2 insertions(+), 2 deletions(-) The mac strikes back: import ETC2 ASTC compession for macOS 1 file changed, 1 insertion(+) Add initial project import step to CI/CD 1 file changed, 4 insertions(+) Cd into src before initializing godot 2 files changed, 2 insertions(+), 1 deletion(-) Remove cding into src and add export_templates_path 1 file changed, 5 insertions(+), 1 deletion(-) The mac struck back yet again: emancipated 1 file changed, 1 insertion(+), 4 deletions(-) I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”
I JUST MADE THE END SCENE! It is very complex. But, I can’t spoil it! Here’s the code. It’s your choice to go line by line and spoil it for yourself.
Wow! 8 hours is a lot of time! Here’s what I did! Create all new assets. I made a new icon and background for the title screen and both minigames. The icon features an infinity symbol cut in half but connected with the parts in between them in a bit of a 3D-like arrangement, symbolizing two sides of eternity connected by small paths. The first minigame background and the title scene background contain a mountain range, a sunset, and one or multiple bridges. The second minigame background is two eyes in many perfectly aligned rectangles. Make death scene. Previously, I only had a win screen in the game (a very anticlimactic one at best, in a purposeful way). Now, I added a death scene too! The death scene links with the idea of the two sides of eternity (or infinity) connected by a small path because the user is showed specific text by automatic vertical scrolling, then they click a button to get thrown right back to the first minigame, as if nothing happened. They can do this as many times as they want; the bridges between the two halves of eternity represented by infinity are very strong, the same bridges connecting the mountains. Replace unused settings button with extras. The main menu used to contain a button labeled “Settings,” which would take the user to a blank scene with no way to get back. It has now been replaced with an “Extras” button, which contains an Asset Gallery that allows users to look at the beautiful game assets and obviously, a credits section. Universal back buttons. Now, users can always get back to some point in the game (including the title screen), even if they are in the infinite end scene.
I just made some nice changes to CodeWare! I added pause, unpause, and reset functionality. This was in the README as coming soon for a while. I relocated script locations and removed ambiguity from a script named ‘self_timer.gd’ by renaming it ‘minigame_1_timer.gd,’ which makes it not look wrong when next to ‘minigame_2_timer.gd.’ And, I added the version number to the title menu!
I just added the third minigame to CodeWare! It is titled “Hit the Circles.” In the minigame, you start with a balance of -15, and each circle you hit, you get +1 balance! It is kindove like Whack-a-Mole (don’t sue me Mattel.) This marks version 0.6.0 of the game!
I just put CodeWare on GitHub pages! You can view it at https://tyleruploads.github.io/code-ware/ ! I also upped the time for a minigame after a web playtest determined the amount of time given was not enough to complete the task at hand.
This is a short one! I just integrated it with the Itch.io Butler API, so it will automatically update its Itch.io game whenever I make a new release! Currently, it is a draft on Itch.io. You can view the draft at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg . Sometime before I ship, I will make the Itch.io page public, which may bring in some players.
I just added two minigames to CodeWare! The first minigame I just added, minigame 4, titled “Dodge the Flying Balls,” has users dodge flying balls (referred to as meteors in the code) for 45 seconds. Each hit takes away 10% of the user’s health. It can actually be pretty hard. A good strategy to stay alive is moving from side to side and never stopping, because there are really fast ones that come before you can even react. The second minigame I just added, minigame 5, titled “Click Very Fast,” has the user click on a big circular button in the middle 100 times in less than 20 seconds. I have tested it many times, and it is just the right time (at least for now). You can play the game at https://tyleruploads.github.io/code-ware/
I just completely refactored, everything! I made many new directories in order to organize the entire repository much better! This took an hour because of the debugging and other related changes to the code associated with a complete structural refactor. It definitely was not a calm, easy hour.
I just created the sixth minigame, “Unintelligent Arrows,” in CodeWare! In the minigame, users have to dodge countless arrows that are described as unintelligent purely based on their inability to change paths once shot. If you weren’t already guessing, I am planning on making an intelligent-arrow-themed minigame in the future, possibly inspired by 1948 in some ways. This game is actually getting nice and long, way longer than I thought it would be at the start. When I shared it with people a while ago, it was very short. Now, it’s decently long! Once I add a lot more minigames, I will consider making them go in random order and giving them difficulty tags to determine when they should be shown.
I just balanced minigame 6, “Unintelligent Arrows,” after feedback from Hack Club members. I made users have more time to react before getting hit by the arrows. I have not released this update yet; once I apply some other suggestions from the community, I will release it as v0.11.0.
After receiving feedback from the Hack Club community, I have made these changes to CodeWare. The icon has been updated to increase contrast and to look better at small resolutions Minigame 6, “Unintelligent Arrows,” has been balanced to be easier for users to complete WASD Movement has been added to all games Support for held jumps has been added to the first minigame, “Orb Collection Platformer” An ambiguity in the README about the objective has been corrected
I just made two new assets for CodeWare! They are the players in minigames 4 and 6. Here is a photo of one of them.
I just released version v0.13.0 of CodeWare! In this version, I have completely changed the sound environment of the game! I will explain it with two basic pseudocode (or Python) logic statements! prev_sound = sound in v0.12.0 curr_sound = sound in v0.13.0 print(prev_sound, curr_sound) # False, True What I’m trying to illustrate here is that there was absolutely no sound before, and now there is! There is a background ticking noise playing (forever) through an autoload and sound effects corresponding to in-minigame events. Feel free to test it at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg ! Send any feedback in the comments!
I just made version v0.14.0 of CodeWare! In this version, I added the eighth minigame, “Choose the Boxes!” The user has 30 seconds to choose 20 boxes by clicking on the one matching the color of the center box. I also went through and removed unnecessary log statements and unused variables.
I just made the ninth minigame for CodeWare, “The Maze!” In the minigame, the user needs to get to the center of the maze in less than 18 seconds! They move a mini tyleruploads texture with arrow keys and WASD to eventually get to the bigger one in the middle! I had a lot of trouble with physics here, hence the 2 hours! And, I’ve never made any sort of maze before, so this is a first!
I just made the tenth minigame for CodeWare! It is named “RGB Skills.” In the minigame, there are two colors: one generated automatically by the code, and one controlled by manual RGB Sliders. It validates the user’s guess using the GDScript method Vector3.distance_to() . The method uses the 3D Pythagorean theorem to calculate the Euclidean Distance between the RGB values, as if they were plotted in a 3D space. This works because the red value represents the x-axis, the green value represents the y-axis, and the blue value represents the z-axis on a 3D graph. This was very interesting for me to discover, since I only learned the 2D Pythagorean theorem last year (in seventh grade). The game also starts the sliders at the furthest possible points from the target color, which makes the minigame harder. If the player clicks the submit button without making any changes, they will not pass. And yes, I know they could easily invert the colors to find the right one. The only thing is, they probably didn’t read this devlog. So, they’ll have no clue of the fact the sliders were placed at the inversion of the target color.
I just did a lot of asset updating and linting! The part I think would be most interesting to you is obviously the asset updates. I changed the assets in Minigame 1, 3, 4, and 9! I also updated the gallery, accessible in the extras menu, to include new assets I’ve forgotten to put in there for a while now. I’ll just show you how minigame one looks now; no need for a detailed explanation of everything. Now, I have to address the boring part, which took most of the three and a half hours. That would be linting! It’s pretty self-explanatory: I went through and made the scenes and scripts adhere to style guidelines.
In the Newspaper department at my summer sleepaway camp this year, they always said, “If the number is less than 11, spell it out.” CodeWare has officially surpassed this guideline in the number of its minigames. Minigame 11 of CodeWare is titled “Type the Strings,” and players must type 15 five-character strings provided to them in less than one minute. The string is generated from a pool of characters with lookalikes (i.e., Z and 2, S and 5, O and 0, I and l, etc.) removed to ensure it is completely fair for the user. This was definitely one of the easier minigames to code, but it wasn’t the easiest thing ever. I still ran into some issues, like the vertical alignment of a RichTextLabel being a bit too low when dynamically updating its content in GDScript to show a custom notice to the user (I fixed it by changing it to a normal Label, after troubleshooting for way too long).
I just created the twelfth mingame of CodeWare, “Catch the Falling Orbs!” In it, you have 45 seconds to catch 35 falling orbs by moving left and right with your keyboard.
This will be one of my very last devlogs before I ship CodeWare! I just created the gameplay trailer, which is a huge accomplishment! This is my first time making any sort of video for anything I make in the computer world, and I think it actually turned out very well! The video shows potential players what the game will look like and gives a glimpse of its unexpected win-and-lose endings. I also put the video on the game’s Itch.io page, which will be made public very soon. You can view the video on YouTube here: CodeWare - Official Gameplay Video
This marks v1.0.0! This is my FINAL devlog for CodeWare (at least the first ship)! It has really been a great project that has significantly pushed what I think about my development capabilities. But I will explain that more in the ship message! The main change made over the time of this devlog was a complete revamp of the README! Here is a summary of the changes made to it: The following shields have been added: Play on GitHub Pages, Made with Godot, GitHub Release (version number), and GitHub Commit Activity The hero image near the top of the README, depicting the title screen, has been replaced with a gameplay video for the game, with a hero of minigame 6 (Unintelligent Arrows) The minigames section has been moved to near the bottom of the README to make the start of the README a better hook. And the minigame descriptions and hero images inside the section have been put inside a spoiler notice, so the game can not be easily spoiled for players. And the hero images in the minigame section have been converted from Markdown tags to HTML tags in order to enforce a specific width.
Ships:
I created CodeWare, a WarioWare-style video game where you have to complete various minigames, written in Godot. I originally had it under the WarioWare game mission, but I eventually decided I should detach it from it due to the sheer complexity of this game, which is way above the beginner mission. In the game, players are put through what is currently 12 minigames. Each minigame has a strict timer limit, whether it be losing a life or progressing to the next minigame once it strikes 0. In case you are confused, the way they win a life at the end is if the purpose of the minigame is to survive a certain amount of time against computer-generated obstacles, like arrows or orbs (essentially meteors). The very interesting thing about this game is the two endings: the ending you get when you complete all the minigames with lives to spare, and the one when you lose all of your five lives. These endings, which I will not explain in detail (so it is not spoiled for you!), highlight the eternity of automatically generated code files. The opening scene of the game is the Tyleruploads Mountain Range, which shows many mountains connected via bridges. The suspension for those bridges is the game’s logo turned into a bunch of small links. Metaphysically, the game’s goal is to cross these bridges. Many parts of this project were extremely challenging for me. For one, I had never set foot in Godot at all before embarking on this project. I was also a complete newcomer to any sort of game development. I encountered many errors caused by my being just introduced to GDScript and game development, such as not knowing that scripts continue after changing the scene, the absence of a deferred call causing the game to go completely grey, losing a lot of work in video editing software while making the gameplay trailer video, and many more small and large things. In every ship message for prior Stardance projects, I have said something like “Wow! Before I started, I really didn’t think I could do something this complex. I really just transformed my coding abilities.” But this time, I am not going to repeat that basic fib without any supporting arguments. My previous Stardance projects were nowhere near this length. So, I would like to make a new claim now. That claim is that while I have not become a completely new developer or graphic designer or anything, I have dipped into a new path of development that I will have the choice to either continue to pursue or to reap the benefits of the mindset associated with it as I enter high school. For these reasons, along with the fact that I was able to sit down and write quality code for one project for 51 hours, I am very proud of myself. My viewpoint of “sit down and make a decent project and leave it” has been greatly diminished outside of specific contexts....
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My very own WebOS by @eyosafit | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T20:36:38Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make web based operating system using html, css and javascript. i have learned so much from it. when i started i couldn’t even use git and github but right now i can handle version control in terminal. there is so many thing that i am pround of, but i remeber saying how is that even possible to make operating system that works online but now i can even teach others how to program complex problems like i did in my notebook functionality and how to style their of user interface as i did in all windows and how to use localstorage to save load and delete their data like i did in settings. but i wanna mention the music app because i put a lot of effort at that app. i made that app in way that if you change the music it will automatically change the background that makes it more interactive and gives satisfaction. if you get lost don’t forget to read my readme. Thank you!", "repo": "https://github.com/eyosafit7/MY_OS", "demo": "https://eyosafit7.github.io/My_OS/"}, {"ship_num": 2, "ts": "2026-09-29T16:01:52Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked on a web-based operating system. The challenging part was the weather app. I tried so many times before it worked. I am proud of myself because when I started, I didn’t even know how to set up a project through Git, but now I’m confident working with GitHub and git commands", "repo": "https://github.com/eyosafit7/MY_OS", "demo": "https://eyosafit7.github.io/My_OS/"}]...
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[{"post_id": 77419, "ts": "202 [{"post_id": 77419, "ts": "2026-10-06T22:02:14Z", "hours": 1.4931, "text": "I updated the settings with 4 new cool features. You can easily change the font family, app color, font color, and font size."}, {"post_id": 77120, "ts": "2026-10-05T18:04:30Z", "hours": 1.0536, "text": "i finally deleted weather app because it starts to lag. i also solved a bug with music app. finally wrote my readme."}, {"post_id": 76890, "ts": "2026-10-04T22:55:22Z", "hours": 0.8567, "text": "I get rid of repetitive lines by using one function to handle all of them at once"}, {"post_id": 76874, "ts": "2026-10-04T21:54:09Z", "hours": 3.7353, "text": "I finally finished working on the music window. It was hard for me, but I learned so many things through the process"}, {"post_id": 76681, "ts": "2026-10-04T10:28:18Z", "hours": 1.7167, "text": "I started working on my music app. I will add cool features to it later"}, {"post_id": 76603, "ts": "2026-10-04T04:43:46Z", "hours": 2.7178, "text": "I worked on a notebook file system; now you can save, load, and update what you’ve written, and it has its own password too. created a setting that lets you remove what you don’t want by setting passwords"}, {"post_id": 76225, "ts": "2026-10-02T19:04:19Z", "hours": 5.8008, "text": "Worked on settings functionality. I added wallpaper and made it changeable. Today I added 3 wallpapers. I also made the notebook savable and added settings to clear, load, and save data. Tomorrow I will work on more functionality."}, {"post_id": 75250, "ts": "2026-09-29T15:54:44Z", "hours": 0.2889, "text": "I deployed it. It is now online"}, {"post_id": 75217, "ts": "2026-09-29T14:36:19Z", "hours": 2.0642, "text": "Today, I added a search bar to the weather page so that everyone can see their own city’s weather conditions. Finally, I edited some visual effects and enhanced some color combinations, and I also worked on the welcome screen. As you can see this are all the pages I have been working on"}, {"post_id": 74952, "ts": "2026-09-28T17:46:05Z", "hours": 2.9136, "text": "Today, I worked on the weather app. It’s fully functional and works only when you’re online. I added an icon for it too, and for now I only added 6 cities. Tomorrow I will add a search bar so everyone can see their city’s weather."}, {"post_id": 73282, "ts": "2026-09-24T19:01:18Z", "hours": 1.4875, "text": "I have worked on my mini Notebook window that actually worked well, but some functionality is still missing. I will try to make it fully functional next time. thank you"}, {"post_id": 72921, "ts": "2026-09-24T01:38:29Z", "hours": 2.7678, "text": "I have finished working on the first app in my web-based operating system(Liqlaqo-os). As you can see, it is a fully functional calculator. I also polished the style to make it look attractive, and I’m going to build another app for my operating system. If you wanna see more, don’t forget to like and follow. Thanks for reading. GOOD LUCK!"}, {"post_id": 72631, "ts": "2026-09-23T11:57:33Z", "hours": 1.8267, "text": "I have worked in my welcome window, taskbar, and calculator app(it’s not functional yet)"}, {"post_id": 72563, "ts": "2026-09-23T07:20:44Z", "hours": 2.8394, "text": "Today I made the date and time fully functional in the bottom bar. I am going to build other things too. If you want to know more, don’t forget to like and follow."}, {"post_id": 72009, "ts": "2026-09-22T00:19:34Z", "hours": 1.9081, "text": "liqlaqo-os web-based operating system building with html , css and javascript"}]...
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Title: My very own WebOS by @eyosafit | Stardance
Title: My very own WebOS by @eyosafit | Stardance
Devlogs:
liqlaqo-os web-based operating system building with html , css and javascript
Today I made the date and time fully functional in the bottom bar. I am going to build other things too. If you want to know more, don’t forget to like and follow.
I have worked in my welcome window, taskbar, and calculator app(it’s not functional yet)
I have finished working on the first app in my web-based operating system(Liqlaqo-os). As you can see, it is a fully functional calculator. I also polished the style to make it look attractive, and I’m going to build another app for my operating system. If you wanna see more, don’t forget to like and follow. Thanks for reading. GOOD LUCK!
I have worked on my mini Notebook window that actually worked well, but some functionality is still missing. I will try to make it fully functional next time. thank you
Today, I worked on the weather app. It’s fully functional and works only when you’re online. I added an icon for it too, and for now I only added 6 cities. Tomorrow I will add a search bar so everyone can see their city’s weather.
Today, I added a search bar to the weather page so that everyone can see their own city’s weather conditions. Finally, I edited some visual effects and enhanced some color combinations, and I also worked on the welcome screen. As you can see this are all the pages I have been working on
I deployed it. It is now online
Worked on settings functionality. I added wallpaper and made it changeable. Today I added 3 wallpapers. I also made the notebook savable and added settings to clear, load, and save data. Tomorrow I will work on more functionality.
I worked on a notebook file system; now you can save, load, and update what you’ve written, and it has its own password too. created a setting that lets you remove what you don’t want by setting passwords
I started working on my music app. I will add cool features to it later
I finally finished working on the music window. It was hard for me, but I learned so many things through the process
I get rid of repetitive lines by using one function to handle all of them at once
i finally deleted weather app because it starts to lag. i also solved a bug with music app. finally wrote my readme.
I updated the settings with 4 new cool features. You can easily change the font family, app color, font color, and font size.
Ships:
I worked on a web-based operating system. The challenging part was the weather app. I tried so many times before it worked. I am proud of myself because when I started, I didn’t even know how to set up a project through Git, but now I’m confident working with GitHub and git commands
i make web based operating system using html, css and javascript. i have learned so much from it. when i started i couldn’t even use git and github but right now i can handle version control in terminal. there is so many thing that i am pround of, but i remeber saying how is that even possible to make operating system that works online but now i can even teach others how to program complex problems like i did in my notebook functionality and how to style their of user interface as i did in all windows and how to use localstorage to save load and delete their data like i did in settings. but i wanna mention the music app because i put a lot of effort at that app. i made that app in way that if you change the music it will automatically change the background that makes it more interactive and gives satisfaction. if you get lost don’t forget to read my readme. Thank you!...
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