|
55192
|
myProject by @porgsrpogs | Stardance
|
porgsrpogs
|
0
|
36.37
|
0
|
[]
|
[{"post_id": 56179, "ts": "202 [{"post_id": 56179, "ts": "2026-08-27T20:21:43Z", "hours": 36.365, "text": "hi"}]...
|
Title: myProject by @porgsrpogs | Stardance
Devlo Title: myProject by @porgsrpogs | Stardance
Devlogs:
hi...
|
1793148530.8989148
|
1793753330.8989148
|
|
22045
|
cctf.rs by @riverdalecoder | Stardance
|
riverdalecoder
|
1
|
36.28
|
391
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T18:05:43Z", "hours": 36.0, "multiplier": 11.29, "payout": 391, "blessing": "neutral", "text": "custom framework for a ctf platform written in rust. second ship on it will be the finalized platform instead of just the framework!! hope you enjoy!!", "repo": "https://github.com/TogiFerretFerret/cctf.rs", "demo": "https://ctf.river.hackclub.app/docs"}]...
|
[{"post_id": 25587, "ts": "202 [{"post_id": 25587, "ts": "2026-07-09T22:44:36Z", "hours": 0.2769, "text": "currently doing jp tl"}, {"post_id": 25416, "ts": "2026-07-09T18:00:54Z", "hours": 3.9936, "text": "ladida ship in a box"}, {"post_id": 23758, "ts": "2026-07-06T21:47:52Z", "hours": 3.8386, "text": "Fixed the import typos (FileService comma, Multipart import) Finished main.rs file_service wiring (with the gdrive RCLONE_REMOTE env override) + all test AppState sites Your routes + API_ROUTES entries are in (with your // TODO: make configurable on the body limit — left as-is) Added openapi /api/v1/files paths (multipart upload → ChallengeFile, download → binary) + ctf-file-missing key + English fluent strings Refactored the upload handler’s loop → while let (clippy never_loop)"}, {"post_id": 21913, "ts": "2026-07-04T02:52:15Z", "hours": 0.8875, "text": "i am locked in"}, {"post_id": 21885, "ts": "2026-07-04T01:54:05Z", "hours": 0.5717, "text": "wahoo this did not take 30 minutes (i kid this is not my only change)"}, {"post_id": 21864, "ts": "2026-07-04T01:06:37Z", "hours": 0.6411, "text": "CONCISEIFY"}, {"post_id": 21738, "ts": "2026-07-03T20:34:34Z", "hours": 0.5481, "text": "my payout should be at LEAST this much lmao (im kidding, almost)"}, {"post_id": 21701, "ts": "2026-07-03T20:00:01Z", "hours": 0.7075, "text": "i gave up on trying to write commit messages"}, {"post_id": 21663, "ts": "2026-07-03T18:52:33Z", "hours": 1.6639, "text": "yes i am starting to write real commit messages"}, {"post_id": 20606, "ts": "2026-07-02T07:39:00Z", "hours": 1.0633, "text": "tipscript"}, {"post_id": 20585, "ts": "2026-07-02T06:24:44Z", "hours": 1.0033, "text": "openapi"}, {"post_id": 20556, "ts": "2026-07-02T05:17:08Z", "hours": 0.69, "text": "i passed 20 hours lmao"}, {"post_id": 20513, "ts": "2026-07-02T03:51:04Z", "hours": 0.63, "text": "integration tests"}, {"post_id": 20480, "ts": "2026-07-02T02:41:29Z", "hours": 0.6553, "text": "MAIIIIIIN"}, {"post_id": 20464, "ts": "2026-07-02T01:49:59Z", "hours": 0.6083, "text": "me when doctests+refactor"}, {"post_id": 20413, "ts": "2026-07-02T00:30:37Z", "hours": 0.5308, "text": "email worker done"}, {"post_id": 20370, "ts": "2026-07-01T23:12:08Z", "hours": 1.4994, "text": "smtpp"}, {"post_id": 18934, "ts": "2026-06-30T03:35:14Z", "hours": 0.4983, "text": "pem; todolo"}, {"post_id": 18868, "ts": "2026-06-30T02:06:27Z", "hours": 1.4889, "text": "smtp; also checkout https://www.youtube.com/watch?v=PVwUMu1OVOo its really good"}, {"post_id": 17367, "ts": "2026-06-28T03:46:24Z", "hours": 0.5025, "text": "wow"}, {"post_id": 16042, "ts": "2026-06-26T02:04:24Z", "hours": 1.4167, "text": "whee all tests pass. still working on backend and excited to continue working on backend."}, {"post_id": 15963, "ts": "2026-06-25T22:30:14Z", "hours": 0.2867, "text": "i hate freeze time"}, {"post_id": 15704, "ts": "2026-06-25T15:16:48Z", "hours": 0.3469, "text": "rhai bad"}, {"post_id": 15685, "ts": "2026-06-25T14:34:31Z", "hours": 0.71, "text": "everything works except for this??? sigh"}, {"post_id": 15155, "ts": "2026-06-24T16:56:56Z", "hours": 0.4889, "text": "tests still pass, this time with some fixes to the instancer"}, {"post_id": 15121, "ts": "2026-06-24T15:57:56Z", "hours": 0.3278, "text": "yaya all tests pass"}, {"post_id": 15076, "ts": "2026-06-24T14:31:22Z", "hours": 0.3611, "text": "improved instance reaper"}, {"post_id": 14766, "ts": "2026-06-24T00:00:02Z", "hours": 0.6339, "text": "WIP Kubernetes instancer"}, {"post_id": 14424, "ts": "2026-06-23T15:29:45Z", "hours": 2.0428, "text": "something something testcases dont pass"}, {"post_id": 13714, "ts": "2026-06-22T14:12:25Z", "hours": 0.9958, "text": "rust is throwing a lot of errors, i might be debugging for a while; implemented scoreboardservice and added backend to support accuracy-based scoreboards"}, {"post_id": 13475, "ts": "2026-06-22T02:09:33Z", "hours": 0.4306, "text": "IT. IS. DONE (this one file lmao)"}, {"post_id": 13469, "ts": "2026-06-22T01:42:18Z", "hours": 0.4508, "text": "😭 i hate oauth"}, {"post_id": 13460, "ts": "2026-06-22T01:13:00Z", "hours": 1.1869, "text": "i hate rust. period."}, {"post_id": 13407, "ts": "2026-06-21T23:13:42Z", "hours": 0.3619, "text": "giant wip repos file"}, {"post_id": 13398, "ts": "2026-06-21T22:48:13Z", "hours": 0.7606, "text": "more types"}, {"post_id": 13236, "ts": "2026-06-21T17:50:50Z", "hours": 0.8161, "text": "got down all the types for challenges done, which will take a while to implement. however, it’s setup for modularity in the future which is good."}, {"post_id": 12806, "ts": "2026-06-20T22:58:50Z", "hours": 1.9642, "text": "i spent two hours writing a localized jwt system; this was DEFINITELY worth my time :trembling_thumbs_up: all jokes aside, very excited to be working on this project"}]...
|
Title: cctf.rs by @riverdalecoder | Stardance
Dev Title: cctf.rs by @riverdalecoder | Stardance
Devlogs:
i spent two hours writing a localized jwt system; this was DEFINITELY worth my time :trembling_thumbs_up: all jokes aside, very excited to be working on this project
got down all the types for challenges done, which will take a while to implement. however, it’s setup for modularity in the future which is good.
more types
giant wip repos file
i hate rust. period.
😭 i hate oauth
IT. IS. DONE (this one file lmao)
rust is throwing a lot of errors, i might be debugging for a while; implemented scoreboardservice and added backend to support accuracy-based scoreboards
something something testcases dont pass
WIP Kubernetes instancer
improved instance reaper
yaya all tests pass
tests still pass, this time with some fixes to the instancer
everything works except for this??? sigh
rhai bad
i hate freeze time
whee all tests pass. still working on backend and excited to continue working on backend.
wow
smtp; also checkout https://www.youtube.com/watch?v=PVwUMu1OVOo its really good
pem; todolo
smtpp
email worker done
me when doctests+refactor
MAIIIIIIN
integration tests
i passed 20 hours lmao
openapi
tipscript
yes i am starting to write real commit messages
i gave up on trying to write commit messages
my payout should be at LEAST this much lmao (im kidding, almost)
CONCISEIFY
wahoo this did not take 30 minutes (i kid this is not my only change)
i am locked in
Fixed the import typos (FileService comma, Multipart import) Finished main.rs file_service wiring (with the gdrive RCLONE_REMOTE env override) + all test AppState sites Your routes + API_ROUTES entries are in (with your // TODO: make configurable on the body limit — left as-is) Added openapi /api/v1/files paths (multipart upload → ChallengeFile, download → binary) + ctf-file-missing key + English fluent strings Refactored the upload handler’s loop → while let (clippy never_loop)
ladida ship in a box
currently doing jp tl
Ships:
custom framework for a ctf platform written in rust. second ship on it will be the finalized platform instead of just the framework!! hope you enjoy!!...
|
1793227682.0230334
|
1793314082.0230334
|
|
54149
|
Luminator by @w-ved | Stardance
|
w-ved
|
0
|
36.28
|
0
|
[]
|
[{"post_id": 65259, "ts": "202 [{"post_id": 65259, "ts": "2026-09-10T08:16:22Z", "hours": 0.4831, "text": "Tried assembling parts 1,2 and 3."}, {"post_id": 64767, "ts": "2026-09-09T12:46:27Z", "hours": 3.0344, "text": "Final touches and now the project is all ready !!yay!! Next, draft a bom.csv to fund."}, {"post_id": 63873, "ts": "2026-09-07T21:30:20Z", "hours": 1.8769, "text": "Made a tonnnnnn of small design changes so that the stuff is correct in real not just CAD ;)"}, {"post_id": 63162, "ts": "2026-09-06T20:11:53Z", "hours": 5.425, "text": "Made the enclosure for the light umbrella. Made it simple: magnet-supported locking and a small chain handle (not attached in the 3d print pic). (4rth pic is assembly of enclosure)"}, {"post_id": 62431, "ts": "2026-09-05T19:31:45Z", "hours": 0.3428, "text": "Did some small changes and here are the other 3 pics of the progress in the previous journal entry."}, {"post_id": 62378, "ts": "2026-09-05T18:24:14Z", "hours": 6.6186, "text": "I did many things today and am documenting them in this journal entry. Most of them were design revisions and corrections, along with designing something new. Design secondary stem. Revise the tertiary stem; add a hinge system to attach it to the quaternary stem. Add a surface in the shifter to place hooks (below, in the primary stem). Add a surface in the shifter to place hooks (above, in the primary stem). Tag on the shifter (above). Test the hinge system alignment and operation. Stem supporters. (SS attached only for the top 4 tasks)"}, {"post_id": 61423, "ts": "2026-09-04T10:15:03Z", "hours": 0.4442, "text": "Designed the tertiary stem for the soft-light umbrella."}, {"post_id": 61408, "ts": "2026-09-04T09:39:15Z", "hours": 1.8053, "text": "Extrude the main slider for the shifters so that the umbrella skeleton can be attached with the help of hooks. This will allow the skeleton to shift easily according to the requirements and adjust the softness of the light behind it. Simultaneously, I tried different spots to attach the hooks and ultimately decided on a 10 mm depth from the extruded surface."}, {"post_id": 61098, "ts": "2026-09-03T20:22:56Z", "hours": 1.675, "text": "Designed a simple latch mechanism for the shifters to keep them locked in place (along the primary stem). These are small and strong enough to hold the shifters in place against the spring. Feels like good progress :)"}, {"post_id": 60933, "ts": "2026-09-03T16:34:45Z", "hours": 1.9703, "text": "After making a strong, clean base & stem, I continued working on the shifters for the umbrella skeleton, whose function is to change the softness of the light as they shift along the primary stem. Two different types of shifters are required for this function, which I just completed."}, {"post_id": 60822, "ts": "2026-09-03T13:27:19Z", "hours": 6.2236, "text": "The main base part and its attachment to the primary stem didn’t seem strong enough and were really bulky, so I totally redesigned it. Now the base and the primary stem are a single part, and the shifters for the umbrella will be supported by a hooked spring and latch mechanism instead of a thread and latch(which was also really doubtful to work)."}, {"post_id": 55142, "ts": "2026-08-26T16:48:16Z", "hours": 6.3797, "text": "Devlog 1: Made the base and primary stem for the luminator umbrella. Project intro: Luminator is an adaptive lighting system engineered to recreate authentic, studio-like light environments in any space, delivering crisp light quality that blends to your needs."}]...
|
Title: Luminator by @w-ved | Stardance
Devlogs:
D Title: Luminator by @w-ved | Stardance
Devlogs:
Devlog 1: Made the base and primary stem for the luminator umbrella. Project intro: Luminator is an adaptive lighting system engineered to recreate authentic, studio-like light environments in any space, delivering crisp light quality that blends to your needs.
The main base part and its attachment to the primary stem didn’t seem strong enough and were really bulky, so I totally redesigned it. Now the base and the primary stem are a single part, and the shifters for the umbrella will be supported by a hooked spring and latch mechanism instead of a thread and latch(which was also really doubtful to work).
After making a strong, clean base & stem, I continued working on the shifters for the umbrella skeleton, whose function is to change the softness of the light as they shift along the primary stem. Two different types of shifters are required for this function, which I just completed.
Designed a simple latch mechanism for the shifters to keep them locked in place (along the primary stem). These are small and strong enough to hold the shifters in place against the spring. Feels like good progress :)
Extrude the main slider for the shifters so that the umbrella skeleton can be attached with the help of hooks. This will allow the skeleton to shift easily according to the requirements and adjust the softness of the light behind it. Simultaneously, I tried different spots to attach the hooks and ultimately decided on a 10 mm depth from the extruded surface.
Designed the tertiary stem for the soft-light umbrella.
I did many things today and am documenting them in this journal entry. Most of them were design revisions and corrections, along with designing something new. Design secondary stem. Revise the tertiary stem; add a hinge system to attach it to the quaternary stem. Add a surface in the shifter to place hooks (below, in the primary stem). Add a surface in the shifter to place hooks (above, in the primary stem). Tag on the shifter (above). Test the hinge system alignment and operation. Stem supporters. (SS attached only for the top 4 tasks)
Did some small changes and here are the other 3 pics of the progress in the previous journal entry.
Made the enclosure for the light umbrella. Made it simple: magnet-supported locking and a small chain handle (not attached in the 3d print pic). (4rth pic is assembly of enclosure)
Made a tonnnnnn of small design changes so that the stuff is correct in real not just CAD ;)
Final touches and now the project is all ready !!yay!! Next, draft a bom.csv to fund.
Tried assembling parts 1,2 and 3....
|
1792936362.6907313
|
1793800362.6907313
|
|
4556
|
IB Website by @wingnovel | Stardance
|
wingnovel
|
1
|
36.27
|
219
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T15:23:07Z", "hours": 36.0, "multiplier": 7.23, "payout": 219, "blessing": "neutral", "text": "What did you make? I have made a website that will help International Baccalaureate students study more effectively than just reading books What was challenging? The challenging part was to collect the data for the project, I used AI to get the questions for the quiz and flashcard sections and it was difficult to prompt it effectively. Another challenge was to learn to use GitHub Pages I tried nest it did not work, so I switched to GitHub Pages, however that too was not working due to the wrong settings being enabled however it is working properly now. What are you proud of? I am proud of the UX, I generally think of myself as the worst designer however with the help of some inspiration taken from the stardust theme I have been able to design this website in the purple space like theme. What should people know so they can test your project? All people need to do to test the project is open a link to the GitHub url", "repo": "https://github.com/raghav03102008/ibwebsite", "demo": "https://raghav03102008.github.io/ibwebsite/"}]...
|
[{"post_id": 6257, "ts": "2026 [{"post_id": 6257, "ts": "2026-06-10T14:50:31Z", "hours": 0.2667, "text": "Updating the Project AI declaration"}, {"post_id": 5651, "ts": "2026-06-09T15:05:46Z", "hours": 12.0064, "text": "Fully functional website concept with questions to give you active recall"}, {"post_id": 5067, "ts": "2026-06-08T18:54:16Z", "hours": 13.5667, "text": "Adding maths content to the website"}, {"post_id": 3250, "ts": "2026-06-06T03:00:07Z", "hours": 0.3575, "text": "Adding icons for the subjects"}, {"post_id": 2646, "ts": "2026-06-05T09:29:19Z", "hours": 9.94, "text": "UI of the page"}]...
|
Title: IB Website by @wingnovel | Stardance
Devlo Title: IB Website by @wingnovel | Stardance
Devlogs:
UI of the page
Adding icons for the subjects
Adding maths content to the website
Fully functional website concept with questions to give you active recall
Updating the Project AI declaration
Ships:
What did you make? I have made a website that will help International Baccalaureate students study more effectively than just reading books What was challenging? The challenging part was to collect the data for the project, I used AI to get the questions for the quiz and flashcard sections and it was difficult to prompt it effectively. Another challenge was to learn to use GitHub Pages I tried nest it did not work, so I switched to GitHub Pages, however that too was not working due to the wrong settings being enabled however it is working properly now. What are you proud of? I am proud of the UX, I generally think of myself as the worst designer however with the help of some inspiration taken from the stardust theme I have been able to design this website in the purple space like theme. What should people know so they can test your project? All people need to do to test the project is open a link to the GitHub url...
|
1793087619.6365607
|
1793174019.6365607
|
|
55193
|
mysupercoolprojectt by @porgsrpogs | Stardance
|
porgsrpogs
|
0
|
36.26
|
0
|
[]
|
[{"post_id": 56182, "ts": "202 [{"post_id": 56182, "ts": "2026-08-27T20:24:23Z", "hours": 36.2578, "text": "cool devlog"}]...
|
Title: mysupercoolprojectt by @porgsrpogs | Starda Title: mysupercoolprojectt by @porgsrpogs | Stardance
Devlogs:
cool devlog...
|
1793148535.4562933
|
1793753335.4562933
|
|
16867
|
printFind by @torteno | Stardance
|
torteno
|
0
|
36.2
|
0
|
[]
|
[{"post_id": 82149, "ts": "202 [{"post_id": 82149, "ts": "2026-10-24T03:38:03Z", "hours": 25.7367, "text": "Feature improvements - orca slicer working natively on web :D"}, {"post_id": 7048, "ts": "2026-06-11T20:17:39Z", "hours": 10.4625, "text": "First post of the app"}]...
|
Title: printFind by @torteno | Stardance
Devlogs: Title: printFind by @torteno | Stardance
Devlogs:
First post of the app
Feature improvements - orca slicer working natively on web :D...
|
1793231483.190903
|
1793836283.190903
|
|
18864
|
Super Wifi Duck Pad by @gavhu10 | Stardance
|
gavhu10
|
0
|
36.14
|
0
|
[]
|
[{"post_id": 81490, "ts": "202 [{"post_id": 81490, "ts": "2026-10-21T14:05:33Z", "hours": 2.2736, "text": "I fixed another bug, learned a new thing about C, and wrote some docs. When there was a space on a line by itself the device performed as expected. But when something that was not a function or something on a line by itself, it typed the first two letters, then inserted a newline. After hitting my head against walls, I found out that I had been using the strcomp function (in C) wrong. It returns 0 when a string matches and I expected to return 1 instead. That caused all the lines to be handled like they were just a space. I also found out that I had not accounted for a newline character and had assumed it would be removed sometime in the parsing process. I managed to figure it out, though, and it works fine now. I also wrote some docs. I wrote them in markdown and made a converter that turns them into html and stores them in the device when the project is compiled. That way someone can read the docs online or from the access point."}, {"post_id": 78508, "ts": "2026-10-11T01:04:52Z", "hours": 0.5553, "text": "I added a bunch of QOL improvements. I made it so that Ctrl+S would save the file in the editor. I made it so that a profile is automatically selected when the web ui loads. I also added mDNS so that you do not have to remember an ip address but can just go to wifi-duck.local!"}, {"post_id": 78202, "ts": "2026-10-09T23:25:11Z", "hours": 1.6008, "text": "I fixed a tricky bug. If the script parser encountered a line with just a space, it would not delete the line like it would if the line was empty. Instead it would split the line on that space and return a NULL pointer. The reason this was hard to find was because it was deep in the internals of the parser and was written in C and I could not use print statements as the Serial Arduino is C++ only. When I could use print statements, I did, and with careless abandon! Then I spent a bunch of time making my commit message line up nicely."}, {"post_id": 78053, "ts": "2026-10-09T12:01:24Z", "hours": 2.1314, "text": "I made it so that the selected profile and selected script are highlighted. It took longer than it should have because I have not learned frontend and do not use AI. Another problem is the time it takes to upload changes to the device. However, I still managed to make it look okay."}, {"post_id": 77550, "ts": "2026-10-07T12:34:13Z", "hours": 2.7089, "text": "I added media keys! So far I have pause/play, next, previous, and volume. It turns out those types of keys are not regular keyboard keys. They actually are part of something called Consumer Control. The library that works with Consumer Control is very similar to the built-in esp-idf keyboard library but as I looked at the code, I noticed something wrong with it. I found out that the USBHIDKeyboard library was vendored and then modified. To make sure that Consumer Control did not mess with the keyboard I refactored the code so it just used the built in library. Here is a demo of the volume keys:"}, {"post_id": 76258, "ts": "2026-10-02T22:55:37Z", "hours": 4.1675, "text": "I rebuilt the case! It took ~20 iterations of export, slice, and print, not including failed prints. It now covers the whole top of the board but includes some vents so that you can press the reset and boot buttons. It took a lot of work and I changed the design multiple times. I ended up with hexagon holes in the case which in themselves were tricky. I used an OpenScad library I found on thingiverse and modified it, only to redesign the pattern so that those edits were not needed. Typical! The main picture is what I finished with. I also have pictures of the other designs."}, {"post_id": 74564, "ts": "2026-09-27T17:18:02Z", "hours": 0.6494, "text": "I made alternate keycaps with OpenScad for my keypad but in the end I chose to stick with what I had before. I wanted the buttons to have smaller profiles and be the same colour. At first I tried to make a complicated clip like the injection molded ones that came with the set, but that failed as 3d printed material is not suited for that purpose. Instead I made keycaps that held on with friction. That worked, but they were hard to take off again and they ended up being uglier than the injection molded ones."}, {"post_id": 73296, "ts": "2026-09-24T19:40:20Z", "hours": 2.3914, "text": "I made a case for my Keypad using OpenScad. It took eight iterations of export, slice, and print, but I like how it turned out. It makes it look a lot more finished. I tracked the time with Lapse because I could not track it with hackatime."}, {"post_id": 72003, "ts": "2026-09-21T23:46:56Z", "hours": 0.7506, "text": "I added a command (function?) called STRINGLN. This is just like the STRING function, which types out a string, but after typing out the string, it presses enter. This is not a big change, but to make it, I had to read all the code involved with parsing the script and pressing the buttons. STRINGLN is also a very handy function (command?) as it reduces verbosity and many existing duckyscripts use it. I created a pr to the upstream project which you can see here . Below is an example script from the Hak5 repo that uses STRINGLN."}, {"post_id": 60915, "ts": "2026-09-03T16:00:00Z", "hours": 2.2614, "text": "I integrated the NeoPixel LED with the firmware. My only problem was that the NeoPixel library was vendored in. I fixed that by adding a PlatformIO library in the config. Now you can show the status of your script through the LED! It also shows you if it managed to connect to WiFi. I tried to make the ip address of the device static while in station mode, but it turns out things like that vary between routers, so I just added a readout of the ip address to the settings. I made a demo video for the LED. The three flashes at the beginning confirm that it connected to a wifi network. I had to put tape over the LED to diffuse it."}, {"post_id": 52720, "ts": "2026-08-23T01:19:52Z", "hours": 3.7614, "text": "I made it so that you did not need to connect to the access point to configure the device. This is handy because otherwise you would have to disconnect from the internet to configure the device. I also fixed a stubborn bug with the profiles. The problem was that the get_profile command returned the current profile with a newline. This in turn broke the javascript that let you edit the scripts. Instead of editing 6 (for button six) it was editing \\n\\r6. This broke the quotes and made a big mess."}, {"post_id": 47412, "ts": "2026-08-15T10:29:24Z", "hours": 7.4258, "text": "This is a really long devlog because profiles are a big feature. They make it so that you do not have to overwrite your macros every time you switch contexts. They were tricky to make for a variety of reasons. I had to add multiple cli commands so that the web ui could do things, refactor lots of things so that they could be reused, and change how I compiled the project. I also had to write frontend code! shudder I learnt a lot of things about the project while debugging. For example, a cli command called from the websocket must return something or the ui will hang. Fun times! Here is the diff of what I did: link"}, {"post_id": 36769, "ts": "2026-07-29T01:14:15Z", "hours": 0.3378, "text": "I made so that the ordering made more sense. It used to start with zero which is fine but confusing for some people. I also made so that the pins are read in the right order, as the order used to be 1 4 7 2 5 8 3 6 9 to make it easier to route, but that also is confusing, so now it reflects the ui. The next step is shortcut profiles like the og duckyPad."}, {"post_id": 36149, "ts": "2026-07-28T01:40:43Z", "hours": 1.3208, "text": "I made it so that the script selector is like the buttons so that it is easier to use. It took a while because I am not very good at frontend things, but I like how it turned out. It was made especially tricky as on-device debugging involves compiling and uploading the new firmware, connecting to the access point network, and then reloading. I did get a debug setup going with python -m http.server but then the websockets did not work for obvious reasons."}, {"post_id": 23202, "ts": "2026-07-06T00:54:40Z", "hours": 3.41, "text": "This devlog is rather long, but a lot of things needed to happen before I wanted to make another devlog. I had a very difficult bug involving macros (written in DuckyScript) running at the same time. It wasn’t always a problem, but the buttons made it really easy to crash the system by overlapping scripts. When I added some code to keep track of that, it would crash when launching a script from the web-ui, but not when launching them from the terminal or buttons. After much (much much much) debugging and banging my head against walls, I figured that the problem was with a websocket status pulse. By delaying the pulse, I could avoid a crash. You can see the one line javascript patch below. I’m not sure why it was crashing the device, but it seems to be fixed now. I made a PR to upstream here Anyway, enjoy the demo!"}, {"post_id": 18051, "ts": "2026-06-29T00:58:38Z", "hours": 0.3911, "text": "I made a macropad with KiCad. It uses an esp32 s3, so it will have a web based config editor. This project is the firmware for it as I did not know that stardance could do hardware projects. Since I just worked on some button code and got set up, I will just have some pics of the macropad."}]...
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Title: Super Wifi Duck Pad by @gavhu10 | Stardance Title: Super Wifi Duck Pad by @gavhu10 | Stardance
Devlogs:
I made a macropad with KiCad. It uses an esp32 s3, so it will have a web based config editor. This project is the firmware for it as I did not know that stardance could do hardware projects. Since I just worked on some button code and got set up, I will just have some pics of the macropad.
This devlog is rather long, but a lot of things needed to happen before I wanted to make another devlog. I had a very difficult bug involving macros (written in DuckyScript) running at the same time. It wasn’t always a problem, but the buttons made it really easy to crash the system by overlapping scripts. When I added some code to keep track of that, it would crash when launching a script from the web-ui, but not when launching them from the terminal or buttons. After much (much much much) debugging and banging my head against walls, I figured that the problem was with a websocket status pulse. By delaying the pulse, I could avoid a crash. You can see the one line javascript patch below. I’m not sure why it was crashing the device, but it seems to be fixed now. I made a PR to upstream here Anyway, enjoy the demo!
I made it so that the script selector is like the buttons so that it is easier to use. It took a while because I am not very good at frontend things, but I like how it turned out. It was made especially tricky as on-device debugging involves compiling and uploading the new firmware, connecting to the access point network, and then reloading. I did get a debug setup going with python -m http.server but then the websockets did not work for obvious reasons.
I made so that the ordering made more sense. It used to start with zero which is fine but confusing for some people. I also made so that the pins are read in the right order, as the order used to be 1 4 7 2 5 8 3 6 9 to make it easier to route, but that also is confusing, so now it reflects the ui. The next step is shortcut profiles like the og duckyPad.
This is a really long devlog because profiles are a big feature. They make it so that you do not have to overwrite your macros every time you switch contexts. They were tricky to make for a variety of reasons. I had to add multiple cli commands so that the web ui could do things, refactor lots of things so that they could be reused, and change how I compiled the project. I also had to write frontend code! shudder I learnt a lot of things about the project while debugging. For example, a cli command called from the websocket must return something or the ui will hang. Fun times! Here is the diff of what I did: link
I made it so that you did not need to connect to the access point to configure the device. This is handy because otherwise you would have to disconnect from the internet to configure the device. I also fixed a stubborn bug with the profiles. The problem was that the get_profile command returned the current profile with a newline. This in turn broke the javascript that let you edit the scripts. Instead of editing 6 (for button six) it was editing \n\r6. This broke the quotes and made a big mess.
I integrated the NeoPixel LED with the firmware. My only problem was that the NeoPixel library was vendored in. I fixed that by adding a PlatformIO library in the config. Now you can show the status of your script through the LED! It also shows you if it managed to connect to WiFi. I tried to make the ip address of the device static while in station mode, but it turns out things like that vary between routers, so I just added a readout of the ip address to the settings. I made a demo video for the LED. The three flashes at the beginning confirm that it connected to a wifi network. I had to put tape over the LED to diffuse it.
I added a command (function?) called STRINGLN. This is just like the STRING function, which types out a string, but after typing out the string, it presses enter. This is not a big change, but to make it, I had to read all the code involved with parsing the script and pressing the buttons. STRINGLN is also a very handy function (command?) as it reduces verbosity and many existing duckyscripts use it. I created a pr to the upstream project which you can see here . Below is an example script from the Hak5 repo that uses STRINGLN.
I made a case for my Keypad using OpenScad. It took eight iterations of export, slice, and print, but I like how it turned out. It makes it look a lot more finished. I tracked the time with Lapse because I could not track it with hackatime.
I made alternate keycaps with OpenScad for my keypad but in the end I chose to stick with what I had before. I wanted the buttons to have smaller profiles and be the same colour. At first I tried to make a complicated clip like the injection molded ones that came with the set, but that failed as 3d printed material is not suited for that purpose. Instead I made keycaps that held on with friction. That worked, but they were hard to take off again and they ended up being uglier than the injection molded ones.
I rebuilt the case! It took ~20 iterations of export, slice, and print, not including failed prints. It now covers the whole top of the board but includes some vents so that you can press the reset and boot buttons. It took a lot of work and I changed the design multiple times. I ended up with hexagon holes in the case which in themselves were tricky. I used an OpenScad library I found on thingiverse and modified it, only to redesign the pattern so that those edits were not needed. Typical! The main picture is what I finished with. I also have pictures of the other designs.
I added media keys! So far I have pause/play, next, previous, and volume. It turns out those types of keys are not regular keyboard keys. They actually are part of something called Consumer Control. The library that works with Consumer Control is very similar to the built-in esp-idf keyboard library but as I looked at the code, I noticed something wrong with it. I found out that the USBHIDKeyboard library was vendored and then modified. To make sure that Consumer Control did not mess with the keyboard I refactored the code so it just used the built in library. Here is a demo of the volume keys:
I made it so that the selected profile and selected script are highlighted. It took longer than it should have because I have not learned frontend and do not use AI. Another problem is the time it takes to upload changes to the device. However, I still managed to make it look okay.
I fixed a tricky bug. If the script parser encountered a line with just a space, it would not delete the line like it would if the line was empty. Instead it would split the line on that space and return a NULL pointer. The reason this was hard to find was because it was deep in the internals of the parser and was written in C and I could not use print statements as the Serial Arduino is C++ only. When I could use print statements, I did, and with careless abandon! Then I spent a bunch of time making my commit message line up nicely.
I added a bunch of QOL improvements. I made it so that Ctrl+S would save the file in the editor. I made it so that a profile is automatically selected when the web ui loads. I also added mDNS so that you do not have to remember an ip address but can just go to wifi-duck.local!
I fixed another bug, learned a new thing about C, and wrote some docs. When there was a space on a line by itself the device performed as expected. But when something that was not a function or something on a line by itself, it typed the first two letters, then inserted a newline. After hitting my head against walls, I found out that I had been using the strcomp function (in C) wrong. It returns 0 when a string matches and I expected to return 1 instead. That caused all the lines to be handled like they were just a space. I also found out that I had not accounted for a newline character and had assumed it would be removed sometime in the parsing process. I managed to figure it out, though, and it works fine now. I also wrote some docs. I wrote them in markdown and made a converter that turns them into html and stores them in the device when the project is compiled. That way someone can read the docs online or from the access point....
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1792670117.7122445
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1793274917.7122445
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48712
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Surge ai by @deytrishan2510 | Stardance
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deytrishan2510
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0
|
36.14
|
0
|
[]
|
[{"post_id": 74922, "ts": "202 [{"post_id": 74922, "ts": "2026-09-28T16:29:40Z", "hours": 14.6706, "text": "Surge AI — UI DevlogI’ve been spending some time fine-tuning the overall UI of Surge AI.Nothing major was redesigned this time. Most of the work was on the small things — spacing, animations, scrolling, button placement, navigation and making different screens feel more consistent.I’ve also been cleaning up a few things that looked fine while developing but felt slightly off when actually using the app.It’s mostly small changes, but together they make Surge feel a lot more polished.Still fine-tuning and testing before moving on to the next update."}, {"post_id": 71201, "ts": "2026-09-20T13:10:38Z", "hours": 3.4581, "text": "Surge AI - Voice Model Devlog Most of my time lately has been spent on developing the voice feature in Surge AI.The previous implementation of voice in the app was rather slow and quite unnatural-sounding at times, so I’ve been experimenting with other models and trying to improve the experience as a whole rather than merely swapping the voice.There’s still some tuning required, but I can already tell that the answers sound a lot better now.It’s this kind of feature that seems like a straightforward thing to implement until you actually try doing that."}, {"post_id": 65406, "ts": "2026-09-10T15:00:46Z", "hours": 5.5861, "text": "Been working on Surge again! This update has mostly been about voice, UI improvements, and the new accounts system.Testing different voice models to make responses sound more natural.Cleaning up the UI — fixing spacing, scrolling, animations and a bunch of small things.And finally, I’ve started working on accounts + cloud sync, so users can optionally back up and sync their Surge data across devices. Still a lot to test and fix, but it’s coming together."}, {"post_id": 61021, "ts": "2026-09-03T18:34:58Z", "hours": 12.045, "text": "For the past few weeks, I’ve been working on my own AI app, Surge AI. I initially started working on Surge a few weeks ago, however, as I worked on the app more, I found myself making various tweaks and changes to the app’s overall design. As such, most of my recent activity for Surge has revolved around tweaking and perfecting various parts of the app as opposed to simply adding new features. Some of the features I’ve worked on recently include: polishing the chat making the AI’s voice more natural adding and tweaking memory features working on the library/file features tweaking the sidebar and settings fixing navigation problems making the UI feel more natural for both gesture and button-based navigation fixing scrolling and spacing issues adding animations/haptic feedback dark mode/AMOLED tweaks fixing/minor tweaks to various parts of the app Something I learned during this development process was that small touches go a long way. While seemingly minor, little additions and tweaks to an application can make a massive difference when it comes to the overall feel of the application. I’m sure I’ll continue to work on Surge AI, adding features and tweaking the app’s feel for the future."}, {"post_id": 49103, "ts": "2026-08-17T18:42:51Z", "hours": 0.3842, "text": "Today I worked on getting Surge AI into a more usable state and continued developing the main application. The main focus was on the AI interaction system and the application interface. I worked on making it possible for a user to enter a question, send it to the AI, and receive the response directly inside the app instead of having to restart or reload anything. One of the things I had to work through was making sure the application could continue accepting new questions after a response was received. I also spent time debugging issues with the code and improving how the different parts of the application communicate with each other.I used AI as a development assistant during this process, mainly for debugging, understanding errors, exploring implementation ideas, and improving parts of the code. I still made the main decisions about how I wanted Surge AI to work and tested the changes myself. Next, I want to continue improving the interface, make the response handling more reliable, and add more features to make Surge AI feel like a complete application rather than just a basic AI chat interface."}]...
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Title: Surge ai by @deytrishan2510 | Stardance
De Title: Surge ai by @deytrishan2510 | Stardance
Devlogs:
Today I worked on getting Surge AI into a more usable state and continued developing the main application. The main focus was on the AI interaction system and the application interface. I worked on making it possible for a user to enter a question, send it to the AI, and receive the response directly inside the app instead of having to restart or reload anything. One of the things I had to work through was making sure the application could continue accepting new questions after a response was received. I also spent time debugging issues with the code and improving how the different parts of the application communicate with each other.I used AI as a development assistant during this process, mainly for debugging, understanding errors, exploring implementation ideas, and improving parts of the code. I still made the main decisions about how I wanted Surge AI to work and tested the changes myself. Next, I want to continue improving the interface, make the response handling more reliable, and add more features to make Surge AI feel like a complete application rather than just a basic AI chat interface.
For the past few weeks, I’ve been working on my own AI app, Surge AI. I initially started working on Surge a few weeks ago, however, as I worked on the app more, I found myself making various tweaks and changes to the app’s overall design. As such, most of my recent activity for Surge has revolved around tweaking and perfecting various parts of the app as opposed to simply adding new features. Some of the features I’ve worked on recently include: polishing the chat making the AI’s voice more natural adding and tweaking memory features working on the library/file features tweaking the sidebar and settings fixing navigation problems making the UI feel more natural for both gesture and button-based navigation fixing scrolling and spacing issues adding animations/haptic feedback dark mode/AMOLED tweaks fixing/minor tweaks to various parts of the app Something I learned during this development process was that small touches go a long way. While seemingly minor, little additions and tweaks to an application can make a massive difference when it comes to the overall feel of the application. I’m sure I’ll continue to work on Surge AI, adding features and tweaking the app’s feel for the future.
Been working on Surge again! This update has mostly been about voice, UI improvements, and the new accounts system.Testing different voice models to make responses sound more natural.Cleaning up the UI — fixing spacing, scrolling, animations and a bunch of small things.And finally, I’ve started working on accounts + cloud sync, so users can optionally back up and sync their Surge data across devices. Still a lot to test and fix, but it’s coming together.
Surge AI - Voice Model Devlog Most of my time lately has been spent on developing the voice feature in Surge AI.The previous implementation of voice in the app was rather slow and quite unnatural-sounding at times, so I’ve been experimenting with other models and trying to improve the experience as a whole rather than merely swapping the voice.There’s still some tuning required, but I can already tell that the answers sound a lot better now.It’s this kind of feature that seems like a straightforward thing to implement until you actually try doing that.
Surge AI — UI DevlogI’ve been spending some time fine-tuning the overall UI of Surge AI.Nothing major was redesigned this time. Most of the work was on the small things — spacing, animations, scrolling, button placement, navigation and making different screens feel more consistent.I’ve also been cleaning up a few things that looked fine while developing but felt slightly off when actually using the app.It’s mostly small changes, but together they make Surge feel a lot more polished.Still fine-tuning and testing before moving on to the next update....
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1792565294.526799
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1793170094.526799
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24244
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readthisshit.fyi by @futuraura | Stardance
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futuraura
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0
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36.1
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0
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[]
|
[{"post_id": 33765, "ts": "202 [{"post_id": 33765, "ts": "2026-07-23T23:02:09Z", "hours": 0.4733, "text": "Why you should think twice about separating the frontend from the backend"}, {"post_id": 33718, "ts": "2026-07-23T20:56:21Z", "hours": 8.2783, "text": "Devlog 6 :^"}, {"post_id": 30743, "ts": "2026-07-18T15:58:33Z", "hours": 9.9694, "text": "Devlog number 3 or 4 :3"}, {"post_id": 25566, "ts": "2026-07-09T21:57:13Z", "hours": 4.725, "text": "So, today I’ve finally finished the language switcher and have done some refactoring on how the modals work, etc, etc. Nothing too interesting basically. I am planning on working with the backend next and also I’ll have to come up with some way of displaying search results. For now tho I’ll keep on working with the basics"}, {"post_id": 24879, "ts": "2026-07-08T18:45:19Z", "hours": 4.2442, "text": "I’ve almost completed all of the pages. I’ll have to probably rewrite the language stuff, cause I am planning on supporting wayy more than just english. Anyway, I yet have to finish the contribution page and refactor the other pages to use a separate vue modal since it’s just more efficient."}, {"post_id": 16155, "ts": "2026-06-26T08:14:20Z", "hours": 7.2911, "text": "HELL YEAH! FINALLY THE MODALS ARE DONE!!! IT TOOK ME 8 HOURS TO CENTER A DIV, Just kidding though 😂 Yet and still the pop up window when you click on a link finally works and looks somewhat fine.. I will have to rework the design later on.. (Also, here’s another screenshot of the cards on the home page xD"}, {"post_id": 13956, "ts": "2026-06-22T22:11:09Z", "hours": 1.1142, "text": "There has been so much time unlogged, but I’ve made the figma designs, homepage and currently am building a simple backend for placeholder generation and to map out the API structure. I’ve added screenshots from figma of what the website should theoretically look like… Anyway, I’ll get back to writing the placeholder backend. See you guys in 10 hours. I will also have to make a tablet and mobile design… But for now I wanna ship atleast the sh***y pc version."}]...
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Title: readthisshit.fyi by @futuraura | Stardance
Title: readthisshit.fyi by @futuraura | Stardance
Devlogs:
There has been so much time unlogged, but I’ve made the figma designs, homepage and currently am building a simple backend for placeholder generation and to map out the API structure. I’ve added screenshots from figma of what the website should theoretically look like… Anyway, I’ll get back to writing the placeholder backend. See you guys in 10 hours. I will also have to make a tablet and mobile design… But for now I wanna ship atleast the sh***y pc version.
HELL YEAH! FINALLY THE MODALS ARE DONE!!! IT TOOK ME 8 HOURS TO CENTER A DIV, Just kidding though 😂 Yet and still the pop up window when you click on a link finally works and looks somewhat fine.. I will have to rework the design later on.. (Also, here’s another screenshot of the cards on the home page xD
I’ve almost completed all of the pages. I’ll have to probably rewrite the language stuff, cause I am planning on supporting wayy more than just english. Anyway, I yet have to finish the contribution page and refactor the other pages to use a separate vue modal since it’s just more efficient.
So, today I’ve finally finished the language switcher and have done some refactoring on how the modals work, etc, etc. Nothing too interesting basically. I am planning on working with the backend next and also I’ll have to come up with some way of displaying search results. For now tho I’ll keep on working with the basics
Devlog number 3 or 4 :3
Devlog 6 :^
Why you should think twice about separating the frontend from the backend...
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1793224331.6366413
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1793829131.6366413
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63057
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Plint by @hacha-mouse | Stardance
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hacha-mouse
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0
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36.09
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0
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[]
|
[{"post_id": 72756, "ts": "202 [{"post_id": 72756, "ts": "2026-09-23T17:51:18Z", "hours": 0.4306, "text": "Rewritten the README My previous project was rejected multiple times due to suspected AI usage, though I didn’t use AI to generate my README. So this time, I recorded the entire process when writing the README and made a timelapse of it."}, {"post_id": 72747, "ts": "2026-09-23T17:15:07Z", "hours": 1.6453, "text": "Added an Example Ruleset I’ve added an example ruleset for reviewers and raters (I don’t know what they are named) to test my linting language quickly without writing one themselves. The program on the screenshot is a rule that flags headings that are not continuous from the previous headings (like jumping from H1 to H3). Honestly, this language is way more expressive than I first thought. I thought it would be impossible to detect skipping levels, but it could."}, {"post_id": 71678, "ts": "2026-09-21T09:16:26Z", "hours": 0.3561, "text": "Wrote README I created README.md and added some information to it. I also added a sample linter program: for sentence in sentences(doc) ( length = char_count(doc, sentence) words = word_count(doc, sentence) has_hedging = or( contains(doc, sentence, \"I think\"), contains(doc, sentence, \"I believe\"), contains(doc, sentence, \"perhaps\"), contains(doc, sentence, \"probably\") ) if and( gt(length, 100), gt(words, 15), has_hedging ) ( sentence ) )"}, {"post_id": 71671, "ts": "2026-09-21T08:49:38Z", "hours": 1.7808, "text": "Implemented Result Formatting I’ve implemented the print logic of the lint result. I used owo-colors to colorize the output."}, {"post_id": 71487, "ts": "2026-09-20T22:11:20Z", "hours": 1.8147, "text": "Linting With Custom DSL I’ve completed implementing my custom language for linting documents, and I added a few more functions to it. Sample program: for match in sentences(doc) ( if gt(char_count(doc, match), 100) ( match ) ) In this language, for and if are statements. This means that they can return values. for collects non-null values and returns the list of values. if returns the value if it exists, and null if the value is not returned in it or the condition is false. My plint CLI shows the errors on the position of the returned matches."}, {"post_id": 71423, "ts": "2026-09-20T19:54:19Z", "hours": 6.6497, "text": "Implemented Linting Language I’ve implement the parser and the interpreter for my custom linting language. I have some experience making custom language and this is not my first time doing that so it was quite easy and it took no longer than 10 hours to implement this."}, {"post_id": 70740, "ts": "2026-09-19T17:57:39Z", "hours": 1.9597, "text": "Added Commands I implemented a few more commands: ruleset check : Check if the ruleset is valid ruleset create : Create a new ruleset ruleset edit : Open the ruleset YAML file in the default editor ruleset list : List all rulesets group create : Create a new group group edit : Open the group YAML file in the default editor group add-set : Add the ruleset to the group group remove-set : Remove the ruleset from the group group list : List all groups"}, {"post_id": 70538, "ts": "2026-09-19T10:24:20Z", "hours": 0.3789, "text": "Added check command I added ruleset check command to check if the ruleset is valid. The error message is not yet implemented so it just shows the error using Debug , but I’ll change it later."}, {"post_id": 70521, "ts": "2026-09-19T09:57:50Z", "hours": 11.4078, "text": "Removed Interactive Editing You may wonder why I removed it after more than 5 hours of coding. Here’s why. I wanted to achieve something like this: Ruleset > Name: rule-foo-bar Authors: Alice Description: This is a placeholder description. Version: 1 Edit Rules ← Back I tried inquire and Ratatui to implement this. However, both of them was not suitable for this after all. inquire inquire is a very simple crate to ask users some question on CLI. The main problem was that I could not add multiple fields and let user edit multiple fields in the same screen (like above), which means that the implementation had to be like this: Select what to edit > Name Authors Description Version Back and I wanted to avoid this. Ratatui Ratatui is a crate to build a “TUI” application in Rust. It is very powerful, but I found it a bit over-engineered for my use case. Also, it is mainly designed for full-screen terminal application and was not suitable for inline CLI application like mine. Making a CLI Library Myself I also tried to make a CLI library myself, but I decided not to do so. (You can find my library repository here .) I used crossterm and I had to calculate the position of the cursor, characters and I also had to count unicode characters and calculate the widths for them. I thought that this was not worth it, especially because I didn’t have so much time before the summer break ends. For now, I decided to make edit command just open the default editor and implement other things, and make the CLI after adding all other essential features."}, {"post_id": 70004, "ts": "2026-09-18T08:06:17Z", "hours": 3.4328, "text": "Use inquire for interactive ruleset creation I added inquire to the dependency and used it to ask the name, the authors, the description and the version of the new ruleset when creating a ruleset."}, {"post_id": 69831, "ts": "2026-09-17T21:22:19Z", "hours": 1.6608, "text": "Conditional linting I’ve added conditions so that the linter can use the returned value from the checker to determine whether to show an error. Currently, condition includes eq , neq , gt , gte , lt , lte , and , or , and not ."}, {"post_id": 69784, "ts": "2026-09-17T19:39:07Z", "hours": 2.1836, "text": "Implemented Linting & Testing I added the basic linting logic and I tested if it works. As you can see in the video, linting works nicely and it successfully returns the matches. Here’s the example rule set I used in the video: name : basic-ruleset description : This is a basic ruleset. version : 1 rules : - id : no-hello message : ' \"hello\" is not allowed.' severity : error checker : std.regex args : pattern : hello - id : invalid-hello message : ' \"helloooo\" is not allowed.' severity : error checker : std.regex args : pattern : helloooo"}, {"post_id": 69686, "ts": "2026-09-17T16:03:44Z", "hours": 0.9636, "text": "Finished Condition enum I’ve implemented Condition enum used to evaluate the result of the checkers and decide whether to show an error in the ruleset. Next I’m going to add the YAML loading feature"}, {"post_id": 69632, "ts": "2026-09-17T13:30:15Z", "hours": 1.4264, "text": "Checker trait I initialized the project structure and added basic types & traits. I also added RegexChecker that returns the matches of the given regular expression."}]...
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Title: Plint by @hacha-mouse | Stardance
Devlogs: Title: Plint by @hacha-mouse | Stardance
Devlogs:
Checker trait I initialized the project structure and added basic types & traits. I also added RegexChecker that returns the matches of the given regular expression.
Finished Condition enum I’ve implemented Condition enum used to evaluate the result of the checkers and decide whether to show an error in the ruleset. Next I’m going to add the YAML loading feature
Implemented Linting & Testing I added the basic linting logic and I tested if it works. As you can see in the video, linting works nicely and it successfully returns the matches. Here’s the example rule set I used in the video: name : basic-ruleset description : This is a basic ruleset. version : 1 rules : - id : no-hello message : ' "hello" is not allowed.' severity : error checker : std.regex args : pattern : hello - id : invalid-hello message : ' "helloooo" is not allowed.' severity : error checker : std.regex args : pattern : helloooo
Conditional linting I’ve added conditions so that the linter can use the returned value from the checker to determine whether to show an error. Currently, condition includes eq , neq , gt , gte , lt , lte , and , or , and not .
Use inquire for interactive ruleset creation I added inquire to the dependency and used it to ask the name, the authors, the description and the version of the new ruleset when creating a ruleset.
Removed Interactive Editing You may wonder why I removed it after more than 5 hours of coding. Here’s why. I wanted to achieve something like this: Ruleset > Name: rule-foo-bar Authors: Alice Description: This is a placeholder description. Version: 1 Edit Rules ← Back I tried inquire and Ratatui to implement this. However, both of them was not suitable for this after all. inquire inquire is a very simple crate to ask users some question on CLI. The main problem was that I could not add multiple fields and let user edit multiple fields in the same screen (like above), which means that the implementation had to be like this: Select what to edit > Name Authors Description Version Back and I wanted to avoid this. Ratatui Ratatui is a crate to build a “TUI” application in Rust. It is very powerful, but I found it a bit over-engineered for my use case. Also, it is mainly designed for full-screen terminal application and was not suitable for inline CLI application like mine. Making a CLI Library Myself I also tried to make a CLI library myself, but I decided not to do so. (You can find my library repository here .) I used crossterm and I had to calculate the position of the cursor, characters and I also had to count unicode characters and calculate the widths for them. I thought that this was not worth it, especially because I didn’t have so much time before the summer break ends. For now, I decided to make edit command just open the default editor and implement other things, and make the CLI after adding all other essential features.
Added check command I added ruleset check command to check if the ruleset is valid. The error message is not yet implemented so it just shows the error using Debug , but I’ll change it later.
Added Commands I implemented a few more commands: ruleset check : Check if the ruleset is valid ruleset create : Create a new ruleset ruleset edit : Open the ruleset YAML file in the default editor ruleset list : List all rulesets group create : Create a new group group edit : Open the group YAML file in the default editor group add-set : Add the ruleset to the group group remove-set : Remove the ruleset from the group group list : List all groups
Implemented Linting Language I’ve implement the parser and the interpreter for my custom linting language. I have some experience making custom language and this is not my first time doing that so it was quite easy and it took no longer than 10 hours to implement this.
Linting With Custom DSL I’ve completed implementing my custom language for linting documents, and I added a few more functions to it. Sample program: for match in sentences(doc) ( if gt(char_count(doc, match), 100) ( match ) ) In this language, for and if are statements. This means that they can return values. for collects non-null values and returns the list of values. if returns the value if it exists, and null if the value is not returned in it or the condition is false. My plint CLI shows the errors on the position of the returned matches.
Implemented Result Formatting I’ve implemented the print logic of the lint result. I used owo-colors to colorize the output.
Wrote README I created README.md and added some information to it. I also added a sample linter program: for sentence in sentences(doc) ( length = char_count(doc, sentence) words = word_count(doc, sentence) has_hedging = or( contains(doc, sentence, "I think"), contains(doc, sentence, "I believe"), contains(doc, sentence, "perhaps"), contains(doc, sentence, "probably") ) if and( gt(length, 100), gt(words, 15), has_hedging ) ( sentence ) )
Added an Example Ruleset I’ve added an example ruleset for reviewers and raters (I don’t know what they are named) to test my linting language quickly without writing one themselves. The program on the screenshot is a rule that flags headings that are not continuous from the previous headings (like jumping from H1 to H3). Honestly, this language is way more expressive than I first thought. I thought it would be impossible to detect skipping levels, but it could.
Rewritten the README My previous project was rejected multiple times due to suspected AI usage, though I didn’t use AI to generate my README. So this time, I recorded the entire process when writing the README and made a timelapse of it....
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1793048006.0408108
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1793652806.0408108
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37154
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Personal site by @MildlyIntelligent | Stardance
|
MildlyIntelligent
|
1
|
36.07
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T21:40:37Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small personal website to share my thoughts with the world. It’s designed to function like a floating window manager with working windows and buttons and a taskbar. I had a really hard time getting the maximize button to function (that’s probably a quarter of the logged time icl). I’m very proud of how it looks with the wallpaper and gruvbox theme.", "repo": "https://github.com/mildly-intelligent/midlyintelligent.gay", "demo": "https://mildlyintelligent.gay"}]...
|
[{"post_id": 63150, "ts": "202 [{"post_id": 63150, "ts": "2026-09-06T19:51:19Z", "hours": 13.0656, "text": "I working on making a blog page, I kinda stopped with devlogs and probably wont continue but might as well post a lil somthing with my thirteen hours"}, {"post_id": 48505, "ts": "2026-08-16T21:35:59Z", "hours": 0.5606, "text": "File caching makes me want to rip my hair out I updated the readme and cleaned some things up and I’m ready to ship now!!!! It took me like fifteen agonizing minutes to find this button"}, {"post_id": 48462, "ts": "2026-08-16T20:21:15Z", "hours": 5.4389, "text": "So I did a lot of stuff and forgot to devlog, whoops! Added a new wallpaper that fits the theme (and that I actually made) Added emojis from slack Added another window with credits and stuff Actually wrote stuff in the about-me window"}, {"post_id": 47137, "ts": "2026-08-14T20:11:37Z", "hours": 4.3844, "text": "Styling!! I mostly have been adding styling, I’m using the gruvbox theme and i found the balatro font so i stole that. I also had to fix the maximize/restore button for a third time"}, {"post_id": 44428, "ts": "2026-08-10T05:46:21Z", "hours": 2.6067, "text": "Desktop icons, taskbar icons, guestbook and more!!!!! (there isnt more i just wantedd to say that ) I added desktop icons that open up windows (and refocus them) I added icons in the taskbar (though that may change) and window-bar-draggy-title-thing. And I set up atabook so I can have a guestbook"}, {"post_id": 38527, "ts": "2026-07-31T23:33:55Z", "hours": 2.1817, "text": "I made the windows have proper layering/z-ordering! AND , it worked first try !well it mostly works, if there are more than two windows, the non-focused windows get.. weird but that’s good enough for me!"}, {"post_id": 33587, "ts": "2026-07-23T17:06:47Z", "hours": 0.4689, "text": "Hiya again, I’m back from my break and I fixed the weird bugs! I fixed the weird nonsense with updateWindow() resetting positions, that was an issue because when I tried to update the position, past Maya in all her grand intelligence used ??= so the position never changed. And the reason minimizing didn’t hide the window is because, when I minimized the window it set the minimized property to false"}, {"post_id": 31976, "ts": "2026-07-20T20:05:47Z", "hours": 1.6133, "text": "Hiya all! I’ve tested with two windows now and it works! The taskbar now actually works (I still need to have it un-minimize windows) The minimize button stopped hiding windows for whatever reason and also updating the windows resets their positioning for reasons that are beyond me. I’ve developed an intense hatred of JavaScript and am going on a short hiatus as a result of this. See y’all in a day or two."}, {"post_id": 31611, "ts": "2026-07-20T04:55:06Z", "hours": 2.7689, "text": "Haii! I’ve made a functional taskbar to show open windows (I think, this has not been fully tested quite yet) I’ve also added a wallpaper for the desktop I’m currently deciding weather I want to draw my own icons or use Windows 98 icons"}, {"post_id": 31430, "ts": "2026-07-19T19:54:43Z", "hours": 1.3475, "text": "I added buttons to the window now!"}, {"post_id": 31298, "ts": "2026-07-19T16:18:10Z", "hours": 1.3842, "text": "I made a draggable an resizable window for my website. ignore the bird"}]...
|
Title: Personal site by @MildlyIntelligent | Stard Title: Personal site by @MildlyIntelligent | Stardance
Devlogs:
I made a draggable an resizable window for my website. ignore the bird
I added buttons to the window now!
Haii! I’ve made a functional taskbar to show open windows (I think, this has not been fully tested quite yet) I’ve also added a wallpaper for the desktop I’m currently deciding weather I want to draw my own icons or use Windows 98 icons
Hiya all! I’ve tested with two windows now and it works! The taskbar now actually works (I still need to have it un-minimize windows) The minimize button stopped hiding windows for whatever reason and also updating the windows resets their positioning for reasons that are beyond me. I’ve developed an intense hatred of JavaScript and am going on a short hiatus as a result of this. See y’all in a day or two.
Hiya again, I’m back from my break and I fixed the weird bugs! I fixed the weird nonsense with updateWindow() resetting positions, that was an issue because when I tried to update the position, past Maya in all her grand intelligence used ??= so the position never changed. And the reason minimizing didn’t hide the window is because, when I minimized the window it set the minimized property to false
I made the windows have proper layering/z-ordering! AND , it worked first try !well it mostly works, if there are more than two windows, the non-focused windows get.. weird but that’s good enough for me!
Desktop icons, taskbar icons, guestbook and more!!!!! (there isnt more i just wantedd to say that ) I added desktop icons that open up windows (and refocus them) I added icons in the taskbar (though that may change) and window-bar-draggy-title-thing. And I set up atabook so I can have a guestbook
Styling!! I mostly have been adding styling, I’m using the gruvbox theme and i found the balatro font so i stole that. I also had to fix the maximize/restore button for a third time
So I did a lot of stuff and forgot to devlog, whoops! Added a new wallpaper that fits the theme (and that I actually made) Added emojis from slack Added another window with credits and stuff Actually wrote stuff in the about-me window
File caching makes me want to rip my hair out I updated the readme and cleaned some things up and I’m ready to ship now!!!! It took me like fifteen agonizing minutes to find this button
I working on making a blog page, I kinda stopped with devlogs and probably wont continue but might as well post a lil somthing with my thirteen hours
Ships:
I made a small personal website to share my thoughts with the world. It’s designed to function like a floating window manager with working windows and buttons and a taskbar. I had a really hard time getting the maximize button to function (that’s probably a quarter of the logged time icl). I’m very proud of how it looks with the wallpaper and gruvbox theme....
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1793102061.1999457
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1793188461.1999457
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44160
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Voxlord by @Praknoor | Stardance
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Praknoor
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1
|
36.04
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T14:37:51Z", "hours": 16.0, "multiplier": 1.96, "payout": 20, "blessing": "neutral", "text": "so this is a game i made for fun, custum engine, made it by myself😭, it was made only for fun, hope u like it…. rn now the character selection doesn’t work, but u can skip it by just pressing enter", "repo": "https://github.com/GurnoorLog/Voxelord", "demo": "https://github.com/GurnoorLog/Voxelord/releases/tag/voxlord"}]...
|
[{"post_id": 65005, "ts": "202 [{"post_id": 65005, "ts": "2026-09-09T19:45:42Z", "hours": 4.8894, "text": "yoo gng improved the world, and the sky, added also a launch screen"}, {"post_id": 60324, "ts": "2026-09-02T16:35:46Z", "hours": 3.3658, "text": "improved the world and also added an mcp so u can play with ure llm(why did i add that? idk just for fun 😭😭😭😭😭😭)"}, {"post_id": 49771, "ts": "2026-08-18T18:10:35Z", "hours": 3.0428, "text": "yoo gng i have just added the the clouds, improved the sky, and the water , i am now working on the multiplayer side"}, {"post_id": 48375, "ts": "2026-08-16T18:13:24Z", "hours": 8.7394, "text": "yop gng jsut made improvmnet…made it more optimized, also improved the world lighthingh"}, {"post_id": 41251, "ts": "2026-08-05T10:49:28Z", "hours": 15.6686, "text": "yoo gng….so i made this game just for fun, maybe i will add also some backgroud track"}]...
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Title: Voxlord by @Praknoor | Stardance
Devlogs:
Title: Voxlord by @Praknoor | Stardance
Devlogs:
yoo gng….so i made this game just for fun, maybe i will add also some backgroud track
yop gng jsut made improvmnet…made it more optimized, also improved the world lighthingh
yoo gng i have just added the the clouds, improved the sky, and the water , i am now working on the multiplayer side
improved the world and also added an mcp so u can play with ure llm(why did i add that? idk just for fun 😭😭😭😭😭😭)
yoo gng improved the world, and the sky, added also a launch screen
Ships:
so this is a game i made for fun, custum engine, made it by myself😭, it was made only for fun, hope u like it…. rn now the character selection doesn’t work, but u can skip it by just pressing enter...
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1793224238.4013517
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1793310638.4013517
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54104
|
DREAMSKATER by @pixi | Stardance
|
pixi
|
0
|
36.04
|
0
|
[]
|
[{"post_id": 65307, "ts": "202 [{"post_id": 65307, "ts": "2026-09-10T11:19:42Z", "hours": 8.5856, "text": "Creating a closed shape detector for my game (WIP) I’m working on a game that includes drawing lines and detecting whenever those lines form closed shapes. Right now, I’m in the middle of coding the detector for when a closed shape is drawn. The first system shown relies on a complex system that records all the lines drawn and every intersection made. Because the lines are not split whenever there’s an intersection, it’s very easy for the closed polygon to not form due to errors in the algorithm. Also, this system doesn’t know how to account for when a line is part of multiple closed shapes. Thankfully, I discovered a new data structure that addresses my problem: DOUBLY CONNECTED EDGE LISTS!!!!!1!!!!! I’m not gonna explain how those work here, but it’s what I’m trying to implement in the second system (the last part of the video). Unlike system 1, system 2 will split 2 intersecting lines into 4 separate lines. Getting this system to reliably detect when the mouse intersects a line using Godot’s physics system was difficult, but I managed to get it to work using a raycast2d that follows the mouse. Next steps are: address the stray intersection points generated split the intersected line into 2 lines too, since right now it only splits the line following the mouse actually implementing the DCEL logic (will probably be very hard)"}, {"post_id": 64673, "ts": "2026-09-09T08:17:31Z", "hours": 8.5508, "text": "In this game, I want to check whenever a closed shape is drawn whenever a line intersects another line, so I made 2 test systems for it. test 1: This system relies on an array of points. Whenever a point is next to another point, they’ll connect to each other A line is defined when a lot of points are connected together in a sequence Since this system relies on looping through every point to check if points are adjacent to each other instead of using the built-in collision system, it ended up being very resource intensive. It was also annoying to deal with since it was basically just one very big list of points. test 2: In this system, every stroke drawn is its own object. The system will track each individual stroke and every intersection. intersections are calculated by Godot’s collision system. Whenever the mouse collides with another line, a new intersection is instantiated. Whenever an intersection is made, the system will check if that intersection is part of a complete shape. This is done by checking which strokes the intersection is attached to, and then checking with other intersections those strokes are attached to, repeating until the system finds the sequence looping back in on itself to form a closed shape. Next steps: tracking down the sequence of points in a closed shape to draw its polygon! actually implementing this system into the game lol"}, {"post_id": 63323, "ts": "2026-09-07T02:38:20Z", "hours": 7.1303, "text": "Changes: new level editing system! Instead of just placing objects directly, every object is spawned in with their own spawner node spawner nodes allow for extra flexibility when designing levels! For example, it makes it easier to specify the player’s starting direction without having to modify the player scene itself. As of right now, spawners are made for the player, the hooks, and the walls Those are the only changes that are visible. There is also a some code refactoring underneath: Hooks now use a hook abstract class Added globals and a signal bus to decouple the code"}, {"post_id": 60675, "ts": "2026-09-03T06:07:52Z", "hours": 6.0756, "text": "Changes: Floor markings are now drawn separately when orbiting around multiple hooks Created the magnet hook! That’s the one on the left that’s just a mini icon.svg lol. Unlike the orbit hook, the magnet hook is meant to be pierced through, though right now the player just dies whenever they touch it. Added animations to the orbit hook! Orbit hooks now have their own sprite, and will highlight yellow when they’re close. Hooks now also have a little line between them and the player when the player is close. This line fades in and out. Working on a very simple first level right now! Next steps right now are to make level creation easier by making a level editing system!"}, {"post_id": 55476, "ts": "2026-08-27T10:49:41Z", "hours": 5.7008, "text": "Remaking an old game!! Dreamskater is a game I made for GMTK Jam 2025, and I’m remaking it for a Steam release! It’s a game with an emphasis on limited movement, where you can only use the hooks around you to change direction and move around. Features added Added player and implemented player movement. It looks simple, but the code underneath is a little bit complicated since it accounts for acceleration, changes in direction, and different player states (still vs moving vs hooked) Added the orbit hooks . As the name suggests, you orbit around them! There’s a bit of trigonometry involved in the orbiting logic. added the line markings. Whenever you’re moving while you’re hooked, you will trace a line. The goal in the game is to trace lines until you complete a shape, like a circle. I still need to work on the logic for separating the lines because right now everything is just connected together."}]...
|
Title: DREAMSKATER by @pixi | Stardance
Devlogs:
Title: DREAMSKATER by @pixi | Stardance
Devlogs:
Remaking an old game!! Dreamskater is a game I made for GMTK Jam 2025, and I’m remaking it for a Steam release! It’s a game with an emphasis on limited movement, where you can only use the hooks around you to change direction and move around. Features added Added player and implemented player movement. It looks simple, but the code underneath is a little bit complicated since it accounts for acceleration, changes in direction, and different player states (still vs moving vs hooked) Added the orbit hooks . As the name suggests, you orbit around them! There’s a bit of trigonometry involved in the orbiting logic. added the line markings. Whenever you’re moving while you’re hooked, you will trace a line. The goal in the game is to trace lines until you complete a shape, like a circle. I still need to work on the logic for separating the lines because right now everything is just connected together.
Changes: Floor markings are now drawn separately when orbiting around multiple hooks Created the magnet hook! That’s the one on the left that’s just a mini icon.svg lol. Unlike the orbit hook, the magnet hook is meant to be pierced through, though right now the player just dies whenever they touch it. Added animations to the orbit hook! Orbit hooks now have their own sprite, and will highlight yellow when they’re close. Hooks now also have a little line between them and the player when the player is close. This line fades in and out. Working on a very simple first level right now! Next steps right now are to make level creation easier by making a level editing system!
Changes: new level editing system! Instead of just placing objects directly, every object is spawned in with their own spawner node spawner nodes allow for extra flexibility when designing levels! For example, it makes it easier to specify the player’s starting direction without having to modify the player scene itself. As of right now, spawners are made for the player, the hooks, and the walls Those are the only changes that are visible. There is also a some code refactoring underneath: Hooks now use a hook abstract class Added globals and a signal bus to decouple the code
In this game, I want to check whenever a closed shape is drawn whenever a line intersects another line, so I made 2 test systems for it. test 1: This system relies on an array of points. Whenever a point is next to another point, they’ll connect to each other A line is defined when a lot of points are connected together in a sequence Since this system relies on looping through every point to check if points are adjacent to each other instead of using the built-in collision system, it ended up being very resource intensive. It was also annoying to deal with since it was basically just one very big list of points. test 2: In this system, every stroke drawn is its own object. The system will track each individual stroke and every intersection. intersections are calculated by Godot’s collision system. Whenever the mouse collides with another line, a new intersection is instantiated. Whenever an intersection is made, the system will check if that intersection is part of a complete shape. This is done by checking which strokes the intersection is attached to, and then checking with other intersections those strokes are attached to, repeating until the system finds the sequence looping back in on itself to form a closed shape. Next steps: tracking down the sequence of points in a closed shape to draw its polygon! actually implementing this system into the game lol
Creating a closed shape detector for my game (WIP) I’m working on a game that includes drawing lines and detecting whenever those lines form closed shapes. Right now, I’m in the middle of coding the detector for when a closed shape is drawn. The first system shown relies on a complex system that records all the lines drawn and every intersection made. Because the lines are not split whenever there’s an intersection, it’s very easy for the closed polygon to not form due to errors in the algorithm. Also, this system doesn’t know how to account for when a line is part of multiple closed shapes. Thankfully, I discovered a new data structure that addresses my problem: DOUBLY CONNECTED EDGE LISTS!!!!!1!!!!! I’m not gonna explain how those work here, but it’s what I’m trying to implement in the second system (the last part of the video). Unlike system 1, system 2 will split 2 intersecting lines into 4 separate lines. Getting this system to reliably detect when the mouse intersects a line using Godot’s physics system was difficult, but I managed to get it to work using a raycast2d that follows the mouse. Next steps are: address the stray intersection points generated split the intersected line into 2 lines too, since right now it only splits the line following the mouse actually implementing the DCEL logic (will probably be very hard)...
|
1792936357.459153
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1793800357.459153
|
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121
|
Image to Equation converter by @cziwu2010 | Starda Image to Equation converter by @cziwu2010 | Stardance...
|
cziwu2010
|
2
|
36.0
|
581
|
[{"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"}]...
|
[{"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"}]...
|
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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1793116548.3289042
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1793202948.3289042
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291
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YouTweaks by @kanavv | Stardance
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kanavv
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2
|
36.0
|
646
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:48:19Z", "hours": 8.0, "multiplier": 14.56, "payout": 113, "blessing": "neutral", "text": "YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. For this Ship I added the color themes feature fixed a LOT of bugs and I also created a custom playback speed feature which im super proud of and finally I incorporated feedback from the first ship (fixing the readme). This project has been super fun and this is going to be my last ship for stardance but I will probably keep working on this! Also im super happy my extension got approved to be on the firefox store so if you like it you can add it here: https://addons.mozilla.org/en-US/firefox/addon/youtweaks/", "repo": "https://github.com/KanAvR/YouTweaks", "demo": "https://github.com/KanAvR/YouTweaks/releases"}, {"ship_num": 2, "ts": "2026-09-19T14:15:30Z", "hours": 28.0, "multiplier": 18.99, "payout": 533, "blessing": "neutral", "text": "YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. Overall this has been a really fun project to work on. I never thought I would have fun coding in javascript.", "repo": "https://github.com/KanAvR/YouTweaks", "demo": "https://github.com/KanAvR/YouTweaks/releases"}]...
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[{"post_id": 75193, "ts": "202 [{"post_id": 75193, "ts": "2026-09-29T13:29:09Z", "hours": 1.3944, "text": "Bug Fixes I fixed another bug with the stop hover effects feature that used to show the effect if you hovered over the title of the video. Blur Slider I added a blur slider so people can adjust the amount of thumbnail blur. Feedback I incorporated the better readme feedback from the first ship where many people said I should explain why each feature is added. Sry for the camera photo I just reinstalled linux."}, {"post_id": 72184, "ts": "2026-09-22T12:40:55Z", "hours": 2.1672, "text": "Custom themes fixes I fixed some parts of the website that were not changing colors. I should have thought of this earlier but its going to be such a pain to keep the themes feature up to date with youtubes ui hence I am going to mark it as an experimental feature until I figure out how to change the themes in a better way. Playback speed controls without premium I am super happy with how this feature turned out it looks exactly like youtubes ui."}, {"post_id": 71663, "ts": "2026-09-21T08:21:31Z", "hours": 4.2158, "text": "Whole lotta bugs I thought I was done with everything but I found so many bugs. The shorts blocker was broken, the blocking youtube games dint work, and there was a bug where the video you were watching just stopped playing when you went into full screen. Shorts and game blocker So first the shorts bug would just delete the whole fyp if it found a short. This was was quite an easy fix since I just had to change what got deleted. Next the youtube games blocker was searching for text with “youtube games” which I changed to work the same way as the shorts blocker and then it started working properly. Full screen bug I fixed the full screen bug by only stopping the effects on objects we know are video tiles and nothing else. Themes Finally I also started working on a themes feature which looks so cool!! but its such a pain to work on. Theres so many tiny things I need to sit and edit so it looks right."}, {"post_id": 70604, "ts": "2026-09-19T13:15:26Z", "hours": 0.7297, "text": "Made the final commit before shipping Soo now the hide shorts feature works without bugs and I also finished adding the hide merch store feature. Now I just need to figure out how to publish my extension to the firefox and chrome store. Oh I also made a readme."}, {"post_id": 52261, "ts": "2026-08-22T11:20:45Z", "hours": 1.0539, "text": "View count and Publish date I moved the view count and publish dates to be next to the like button instead of the stupid tiny text it was before. To do this I made a new file called videometa.js it uses two functions one to extract the abbreviated views/ publish date and another one to extract the full views/ publish date which shows up when you hover over the information. Additionally I also fixed some Issues with the stop autoplay on hover and stop effects on hover functions, which I merged into one function earlier."}, {"post_id": 47509, "ts": "2026-08-15T13:57:57Z", "hours": 1.5306, "text": "Finished the time tracking feature!!! I haven’t gotten any time to update the project since my summer break ended. But I finally got some time to work on the project because of the time constraints I used AI to write code for this feature :( Im not proud of it but at least the feature works with no dumb bugs (for now at least) Daily limit So I added a daily limit and a bed time cut off so people dont waste the whole day on YouTube. I also added a snooze feature that appears when the YouTube limit has been reached since I often need YouTube for school work and it would become an issue if there was no way to bypass the limit. Time counter badge The concept time counter I made in a previous devlog works now and changes colors based on how much of the daily limit you have used. Stats And finally I also added a stats feature for fun since I love looking at my stats on leech block and wanted something similar for this project."}, {"post_id": 33955, "ts": "2026-07-24T09:42:36Z", "hours": 2.2917, "text": "Everything is such a mess right now I’m working on so many features at once its getting to much too handle. And I dint even make separate branches or make commits per feature so its getting so messy . I’m working on Refactoring all the code to change the deleting elements code to use css instead of JS so it has better performance hopefully . A time tracking feature. Moving the view count and date of upload up to the like button. This feature has had so many random unexpected issues its pmo. hiding the annoying red little bar below videos on the homescreen. some good progress: I merged the stopAutoPlayOnHover and stopHoverEffects into one function and I also fixed all the bugs with the function such as it not working on pages other then the homepage. Next time I should work on things in order AND AT LEAST MAKE BRANCHES ALSO MY COMMITS RN ARE HUGE I SHOULD MAKE THEM SMALLER; ONE FOR EACH FEATURE."}, {"post_id": 32345, "ts": "2026-07-21T13:35:52Z", "hours": 2.7347, "text": "Fixed Blur Again Instead of sitting and excluding things from the thumbnail blur I changed the code to only blur thumbnails. This is so stupid idk how I came up with that nonsense earlier. Stopped auto play when you hover over videos This feature works along with the other hover feature to make you a little more mindful while choosing a video to watch. Time tracking Im working on a whole new set of features to actually add something new for once since this project has just been removing stuff till now. The feature will track your time on youtube and allow you to set limits so you don’t waste your whole day on youtube. The feature will look something like the image. The current image is just a mock up ."}, {"post_id": 24678, "ts": "2026-07-08T12:58:53Z", "hours": 2.5467, "text": "Bugs The hide notification toggle worked visually but if you clicked in that spot the panel still opened so for now I came up with a temporary fix of using a new function to stop the button form working. Also the thumbnail blur still has issues 😭 . For some reason it blurs emojis now. I will fix that later. New Feature I added a feature so when you hover on video you don’t get that distracting ambient color around the thumbnail. This helps because the glow acts like a tiny visual reward before you’ve actually decided anything; it makes a thumbnail feel “chosen” the moment you hover over it. Without that glow, your judgement has to do the work the color was doing for them; so you can be a little more mindful about what you click on. Popup ui Added a background, added the logo, aligned all the elements, and tested out a few fonts before finally choosing Geist . I used this Article to understand css."}, {"post_id": 24303, "ts": "2026-07-07T19:46:42Z", "hours": 2.9003, "text": "First time features actually work as intended!! The blur had a lot of bugs as mentioned in the first devlog I slowly managed to fix all of them in different ways and now its complete. The hardest issue was if you scrolled too fast then you would still get a glimpse of the thumbnail. I fixed this by creating a <style> element which applies the blur before the thumbnails load. So now there’s no need of a mutation or scroll observer either. Logo I created the logo for this project using free form on my ipad then I used claude to make different versions of it for all the resolutions (16,32,48,128) and for the project banner. New Features I added two new features to hide the create button and the notifications button because who ever clicks those. At first I made to separate functions for this but that was really stupid so then I made a generic function that just removes any element. Also I used el.style.display = hidden instead of el.remove since the element can instantly be unhidden if the user wants without needing a refresh."}, {"post_id": 22143, "ts": "2026-07-04T13:28:00Z", "hours": 4.3089, "text": "Major Progress Okay so a lot happened since the last devlog. I paused my progress on the auto play feature and instead moved on to some small changes. I also made a lot of random commits for testing small things which was kinda tedious to revert later (Image shows the graph after all the random stuff was removed). Hide Shorts This feature was pretty simple to implement as I just used querySelectorAll to select the elements with the youtube shorts buttons then I just checked for the text “shorts” so the function doesn’t accidentally delete something else. Finally I used element.remove() to delete the buttons. Also added a mutation observer so the button stays deleted. Hiding unnecessary buttons I basically just did the same thing as above to hide other buttons that clutter up the screen like the create button and the voice search button. Branches This is the first time I learnt how to properly use branches in git. I made two separate branches for the two features I worked on so the variable names are not an issue for now."}, {"post_id": 16405, "ts": "2026-06-26T18:04:27Z", "hours": 2.8767, "text": "Improving file structure First off I fixed the mess of files that were just dropped into the project folder; this would become an issue in the future as I kept on creating new files. Creating the popup I stared off by creating popup.html popup.css and popup.js files after which I went back to the manifest.json to link the popup files but here I realized that the whole JSON file was broken because all the items were inside \"action\" this had not caused any issues so far but it could have led to many problems in the future. After fixing the JSON file I linked the popup files and added storage and scripting permissions to the extension which will be needed later. Next I read a blog post of how to write HTML. Then I created a toggle switch for which I borrowed copied the css from w3schools . Now for the toggle switch to work I had to make a few changes to youtweaks.js . Now it checks the browser storage to see if thumbnail blur is toggled on/off and also continuous checks to see if the toggle switch has been changed which accordingly turns on/off the blur. Other changes I started working on the next feature to stop the auto play of videos when you hover over them as the only purpose of this is to get you hooked onto a video before you even click on it. Which often results in wasted time. While working on that feature I also managed to fix the blur so now it works everywhere on youtube but as a side effect it also blurs youtubers profile pictures which ill fix later."}, {"post_id": 12135, "ts": "2026-06-19T20:37:08Z", "hours": 3.2972, "text": "Fixing the three issues: I first implemented a mutation observer which reapplies the blur every time something on the page changes, this solved issues 1 and 3 but did so in a very sloppy way as a “mutation” was only detected when you hover the mouse on a thumbnail. To fix the problems in a more optimal way I tried a lot of things: I started learning about intersection observers, scroll observers, and started a 3 hour crash course on js to understand what in the world I was doing. I spent a lot of time tinkering and then my problem was solved with a simple search on Mozilla’s developer docs . I used a scroll event listener which fixed the scrolling issue but the other issues still remain. At this point I was so tired I started setting up the gui for the extension which involved making some changes to the manifest.json file."}, {"post_id": 3002, "ts": "2026-06-05T22:40:05Z", "hours": 3.8056, "text": "So the aim of this project is to improve youtube’s usage experience through small tweaks. This is my first time doing anything related to websites I know nothing 😭 So I started off the project by creating a manifest.json file which contains all the data required to run the extension. For this the Mozilla docs were a huge help. Next, I started by creating the first feature of blurring thumbnails. I somehow managed to inspect element the youtube website and select the correct element id to select the thumbnails ig. But this came with three issues: The blur stops working after a refresh The blur only works on the home page The blur stops working after scrolling a lot To fix these Issues I first searched for the issue on w3schools but I dint understand anything I found; so after a bit more digging I came across someone facing a similar issue on stack overflow and after a very long while of trying to understand his code I managed to modify it to work for my extension. This fixed the third issue but not the other 2."}]...
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Title: YouTweaks by @kanavv | Stardance
Devlogs:
Title: YouTweaks by @kanavv | Stardance
Devlogs:
So the aim of this project is to improve youtube’s usage experience through small tweaks. This is my first time doing anything related to websites I know nothing 😭 So I started off the project by creating a manifest.json file which contains all the data required to run the extension. For this the Mozilla docs were a huge help. Next, I started by creating the first feature of blurring thumbnails. I somehow managed to inspect element the youtube website and select the correct element id to select the thumbnails ig. But this came with three issues: The blur stops working after a refresh The blur only works on the home page The blur stops working after scrolling a lot To fix these Issues I first searched for the issue on w3schools but I dint understand anything I found; so after a bit more digging I came across someone facing a similar issue on stack overflow and after a very long while of trying to understand his code I managed to modify it to work for my extension. This fixed the third issue but not the other 2.
Fixing the three issues: I first implemented a mutation observer which reapplies the blur every time something on the page changes, this solved issues 1 and 3 but did so in a very sloppy way as a “mutation” was only detected when you hover the mouse on a thumbnail. To fix the problems in a more optimal way I tried a lot of things: I started learning about intersection observers, scroll observers, and started a 3 hour crash course on js to understand what in the world I was doing. I spent a lot of time tinkering and then my problem was solved with a simple search on Mozilla’s developer docs . I used a scroll event listener which fixed the scrolling issue but the other issues still remain. At this point I was so tired I started setting up the gui for the extension which involved making some changes to the manifest.json file.
Improving file structure First off I fixed the mess of files that were just dropped into the project folder; this would become an issue in the future as I kept on creating new files. Creating the popup I stared off by creating popup.html popup.css and popup.js files after which I went back to the manifest.json to link the popup files but here I realized that the whole JSON file was broken because all the items were inside "action" this had not caused any issues so far but it could have led to many problems in the future. After fixing the JSON file I linked the popup files and added storage and scripting permissions to the extension which will be needed later. Next I read a blog post of how to write HTML. Then I created a toggle switch for which I borrowed copied the css from w3schools . Now for the toggle switch to work I had to make a few changes to youtweaks.js . Now it checks the browser storage to see if thumbnail blur is toggled on/off and also continuous checks to see if the toggle switch has been changed which accordingly turns on/off the blur. Other changes I started working on the next feature to stop the auto play of videos when you hover over them as the only purpose of this is to get you hooked onto a video before you even click on it. Which often results in wasted time. While working on that feature I also managed to fix the blur so now it works everywhere on youtube but as a side effect it also blurs youtubers profile pictures which ill fix later.
Major Progress Okay so a lot happened since the last devlog. I paused my progress on the auto play feature and instead moved on to some small changes. I also made a lot of random commits for testing small things which was kinda tedious to revert later (Image shows the graph after all the random stuff was removed). Hide Shorts This feature was pretty simple to implement as I just used querySelectorAll to select the elements with the youtube shorts buttons then I just checked for the text “shorts” so the function doesn’t accidentally delete something else. Finally I used element.remove() to delete the buttons. Also added a mutation observer so the button stays deleted. Hiding unnecessary buttons I basically just did the same thing as above to hide other buttons that clutter up the screen like the create button and the voice search button. Branches This is the first time I learnt how to properly use branches in git. I made two separate branches for the two features I worked on so the variable names are not an issue for now.
First time features actually work as intended!! The blur had a lot of bugs as mentioned in the first devlog I slowly managed to fix all of them in different ways and now its complete. The hardest issue was if you scrolled too fast then you would still get a glimpse of the thumbnail. I fixed this by creating a <style> element which applies the blur before the thumbnails load. So now there’s no need of a mutation or scroll observer either. Logo I created the logo for this project using free form on my ipad then I used claude to make different versions of it for all the resolutions (16,32,48,128) and for the project banner. New Features I added two new features to hide the create button and the notifications button because who ever clicks those. At first I made to separate functions for this but that was really stupid so then I made a generic function that just removes any element. Also I used el.style.display = hidden instead of el.remove since the element can instantly be unhidden if the user wants without needing a refresh.
Bugs The hide notification toggle worked visually but if you clicked in that spot the panel still opened so for now I came up with a temporary fix of using a new function to stop the button form working. Also the thumbnail blur still has issues 😭 . For some reason it blurs emojis now. I will fix that later. New Feature I added a feature so when you hover on video you don’t get that distracting ambient color around the thumbnail. This helps because the glow acts like a tiny visual reward before you’ve actually decided anything; it makes a thumbnail feel “chosen” the moment you hover over it. Without that glow, your judgement has to do the work the color was doing for them; so you can be a little more mindful about what you click on. Popup ui Added a background, added the logo, aligned all the elements, and tested out a few fonts before finally choosing Geist . I used this Article to understand css.
Fixed Blur Again Instead of sitting and excluding things from the thumbnail blur I changed the code to only blur thumbnails. This is so stupid idk how I came up with that nonsense earlier. Stopped auto play when you hover over videos This feature works along with the other hover feature to make you a little more mindful while choosing a video to watch. Time tracking Im working on a whole new set of features to actually add something new for once since this project has just been removing stuff till now. The feature will track your time on youtube and allow you to set limits so you don’t waste your whole day on youtube. The feature will look something like the image. The current image is just a mock up .
Everything is such a mess right now I’m working on so many features at once its getting to much too handle. And I dint even make separate branches or make commits per feature so its getting so messy . I’m working on Refactoring all the code to change the deleting elements code to use css instead of JS so it has better performance hopefully . A time tracking feature. Moving the view count and date of upload up to the like button. This feature has had so many random unexpected issues its pmo. hiding the annoying red little bar below videos on the homescreen. some good progress: I merged the stopAutoPlayOnHover and stopHoverEffects into one function and I also fixed all the bugs with the function such as it not working on pages other then the homepage. Next time I should work on things in order AND AT LEAST MAKE BRANCHES ALSO MY COMMITS RN ARE HUGE I SHOULD MAKE THEM SMALLER; ONE FOR EACH FEATURE.
Finished the time tracking feature!!! I haven’t gotten any time to update the project since my summer break ended. But I finally got some time to work on the project because of the time constraints I used AI to write code for this feature :( Im not proud of it but at least the feature works with no dumb bugs (for now at least) Daily limit So I added a daily limit and a bed time cut off so people dont waste the whole day on YouTube. I also added a snooze feature that appears when the YouTube limit has been reached since I often need YouTube for school work and it would become an issue if there was no way to bypass the limit. Time counter badge The concept time counter I made in a previous devlog works now and changes colors based on how much of the daily limit you have used. Stats And finally I also added a stats feature for fun since I love looking at my stats on leech block and wanted something similar for this project.
View count and Publish date I moved the view count and publish dates to be next to the like button instead of the stupid tiny text it was before. To do this I made a new file called videometa.js it uses two functions one to extract the abbreviated views/ publish date and another one to extract the full views/ publish date which shows up when you hover over the information. Additionally I also fixed some Issues with the stop autoplay on hover and stop effects on hover functions, which I merged into one function earlier.
Made the final commit before shipping Soo now the hide shorts feature works without bugs and I also finished adding the hide merch store feature. Now I just need to figure out how to publish my extension to the firefox and chrome store. Oh I also made a readme.
Whole lotta bugs I thought I was done with everything but I found so many bugs. The shorts blocker was broken, the blocking youtube games dint work, and there was a bug where the video you were watching just stopped playing when you went into full screen. Shorts and game blocker So first the shorts bug would just delete the whole fyp if it found a short. This was was quite an easy fix since I just had to change what got deleted. Next the youtube games blocker was searching for text with “youtube games” which I changed to work the same way as the shorts blocker and then it started working properly. Full screen bug I fixed the full screen bug by only stopping the effects on objects we know are video tiles and nothing else. Themes Finally I also started working on a themes feature which looks so cool!! but its such a pain to work on. Theres so many tiny things I need to sit and edit so it looks right.
Custom themes fixes I fixed some parts of the website that were not changing colors. I should have thought of this earlier but its going to be such a pain to keep the themes feature up to date with youtubes ui hence I am going to mark it as an experimental feature until I figure out how to change the themes in a better way. Playback speed controls without premium I am super happy with how this feature turned out it looks exactly like youtubes ui.
Bug Fixes I fixed another bug with the stop hover effects feature that used to show the effect if you hovered over the title of the video. Blur Slider I added a blur slider so people can adjust the amount of thumbnail blur. Feedback I incorporated the better readme feedback from the first ship where many people said I should explain why each feature is added. Sry for the camera photo I just reinstalled linux.
Ships:
YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. Overall this has been a really fun project to work on. I never thought I would have fun coding in javascript.
YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. For this Ship I added the color themes feature fixed a LOT of bugs and I also created a custom playback speed feature which im super proud of and finally I incorporated feedback from the first ship (fixing the readme). This project has been super fun and this is going to be my last ship for stardance but I will probably keep working on this! Also im super happy my extension got approved to be on the firefox store so if you like it you can add it here: https://addons.mozilla.org/en-US/firefox/addon/youtweaks/...
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1793145318.2778354
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1793231718.2778354
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1170
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Azimuthal by @M8000 | Stardance
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M8000
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2
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36.0
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527
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T10:59:29Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Azimuthal - A satellite tracking webapp Trying to make this into my first professional website. The most difficult part was optimization and getting down loading/buffering times, followed by updating data automatically through API.", "repo": "https://github.com/abhijato-c/Azimuthal", "demo": "https://azimuthal.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-13T12:15:27Z", "hours": 32.0, "multiplier": 16.56, "payout": 527, "blessing": "neutral", "text": "A satellite tracking website with features to filter, see location details, and see motion in real time. The most difficult part of the project was removing the lag, since tracking 18,000 satellites in real time is very computationally expensive", "repo": "https://github.com/abhijato-c/Azimuthal", "demo": "https://azimuthal.vercel.app/"}]...
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[{"post_id": 79013, "ts": "202 [{"post_id": 79013, "ts": "2026-10-12T10:55:48Z", "hours": 0.34, "text": "Changes Fixed CRON job on vercel Added SEO optimizations through sitemaps, meta tags etc"}, {"post_id": 42559, "ts": "2026-08-07T11:42:50Z", "hours": 0.5564, "text": "Changes Limited max fast forward speed to 10x Limited max date range to 1 day back and forth from current time (TLE’s expire) Bugfix on interpolation not updating when timeline was scrubbed to a previous date. Next Update Try to reduce lag Faster updates"}, {"post_id": 41865, "ts": "2026-08-06T10:41:53Z", "hours": 0.6972, "text": "Changes Removed caching Space-Track cookie Added a GitHub repo badge Replaced .png Info and Menu icons with .svg files"}, {"post_id": 41260, "ts": "2026-08-05T11:19:45Z", "hours": 1.0658, "text": "Changes Added vercel speed analytics Fixed and muted some errors and warnings regarding npm packages Added a list of full launch site names, displayed instead of the code. Future Updates Add a github link/watermark (idk what it’s called) somewhere Fix issue where camera/satellites glitch when time is sped up (limit timeline, speed) Reduce loading times and lag"}, {"post_id": 40758, "ts": "2026-08-04T14:28:45Z", "hours": 1.0467, "text": "Changes Moved the countries list and country to launch site mapping from blob store to json file Added vercel analytics Details sidebar now shows full country name Next Updates Add json file of site names Show full site name in sidebar and search"}, {"post_id": 27637, "ts": "2026-07-13T12:13:07Z", "hours": 6.5639, "text": "Changes Fixed orbital calculations not auto updating Added interpolation Add location and position details in right sidebar Cleanup changes and minor refactor with the webworker."}, {"post_id": 16055, "ts": "2026-06-26T02:47:30Z", "hours": 1.7853, "text": "Fixes Cleaned up dead/burnt up satellites from db Minor fix in behavior of select all buttons Documented code, ts was seriously getting too complicated Major update - WebWorkers Managed to kinda deal with the lag by using WebWorkers. This means panning around the globe will be smoother, but in exchange, the satellite motions look framier as they are throttled."}, {"post_id": 15970, "ts": "2026-06-25T22:50:31Z", "hours": 1.7603, "text": "Changes Added satellite images for groups of satellites! There are now options to select and deselect all in the countries and sites menu. Searching by name now works. (literally forgot to implement this while working on filters) Images It’s impossible to individually get images for all 18,000 satellites, especially since most of them don’t have images or are classified. So here, I just used generic images for as many classes of satellites as possible. For example, all Starlink satellites have the same image, and all Russian COSMOS (military) satellites have a general depiction of the cosmos satellites. I tried to get the most accurate images for each group, but many are still artistic representations. All satellites not in any group fall back to a generic image Next step GET RID OF THE LAG! This has been pending for a long time, finally will work on it now."}, {"post_id": 15433, "ts": "2026-06-25T02:35:43Z", "hours": 2.73, "text": "Changes Changed map to MapTiler from Open Map Added tracking when you select a satellite. Camera automatically follows the satellite Tracking also shows the orbital trajectory in red Fixed a stupid bug where I added throttling to improve the performance, but that only reduce fps :/ Next Steps Add satellite images (idk how to do that for 18,000 satellites) Classify satellites and filter by category Color according to category"}, {"post_id": 14792, "ts": "2026-06-24T01:02:14Z", "hours": 1.3008, "text": "Created the right sidebar for details!"}, {"post_id": 12965, "ts": "2026-06-21T06:53:44Z", "hours": 1.2669, "text": "Made the list of satellites!"}, {"post_id": 9791, "ts": "2026-06-16T07:08:02Z", "hours": 2.1844, "text": "Updates Major CSS & color overhaul! Added the preview of the list of satellites returned by search, now need to make it dynamically added by js CSS and color designing is difficult, this update took quite a while… Next Make the list functional and clickable Show satellite details on click Trajectory tracking Try out the preview at nadir-space.vercel.app !"}, {"post_id": 8783, "ts": "2026-06-14T16:21:20Z", "hours": 1.7972, "text": "Finished the code to retrieve search results from the backend! Also filled in more sections of the sidebar. Next - show the search results in the scroll region, and handle search page flips."}, {"post_id": 8066, "ts": "2026-06-13T13:59:26Z", "hours": 1.0686, "text": "Added filters for launch site. Launch sites are populated automatically based on whichever countries are selected. Suggestions and improvements on GUI design are welcome! Next steps - Get the filtered satellites from the backend, and display them below the search filter on the sidebar as item boxes. Will also need to add trajectory tracking later."}, {"post_id": 7484, "ts": "2026-06-12T14:20:13Z", "hours": 1.6753, "text": "Working on some backend code for filtering satellite entries… This feature may take some time"}, {"post_id": 6905, "ts": "2026-06-11T16:06:27Z", "hours": 1.5061, "text": "Started work on the filter sidebar (suggestions on design improvements pls!!) Working with CSS is horrible, it takes me way too long to make a simple element fit properly.."}, {"post_id": 6242, "ts": "2026-06-10T14:21:04Z", "hours": 1.2944, "text": "Added the layouts for the search and info sidebar Next - populate the sidebars, first with the search function"}, {"post_id": 5612, "ts": "2026-06-09T14:03:39Z", "hours": 1.0925, "text": "Successfully rendered the satellites as moving dots! Now working on the GUI, including trajectory tracking, filtering, and loading screens."}, {"post_id": 4923, "ts": "2026-06-08T14:57:06Z", "hours": 1.115, "text": "Managed to write an API endpoint to retrieve satellite ID’s based on filters, will be used later in the frontend Next step - render the satellites as dots."}, {"post_id": 4079, "ts": "2026-06-07T08:35:10Z", "hours": 2.1633, "text": "Completed code to retrieve catalog of satellites, and store it in NeonDB! I might get banned from spacetrack bcz of the unholy number of API requests I fired for debugging…"}, {"post_id": 2757, "ts": "2026-06-05T15:12:05Z", "hours": 1.6494, "text": "It took me embarrassingly long to implement such a simple helper function! Finally though, I managed to be able to sign in to spacetrack, and store the session cookie provided in vercel blob storage. Most of my time went in debugging errors with blob storage, but now that I’ve learnt that, progress should be faster!"}, {"post_id": 303, "ts": "2026-06-01T15:43:25Z", "hours": 1.0647, "text": "Deployed the app on vercel, with a cesium js renderer!"}]...
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Title: Azimuthal by @M8000 | Stardance
Devlogs:
D Title: Azimuthal by @M8000 | Stardance
Devlogs:
Deployed the app on vercel, with a cesium js renderer!
It took me embarrassingly long to implement such a simple helper function! Finally though, I managed to be able to sign in to spacetrack, and store the session cookie provided in vercel blob storage. Most of my time went in debugging errors with blob storage, but now that I’ve learnt that, progress should be faster!
Completed code to retrieve catalog of satellites, and store it in NeonDB! I might get banned from spacetrack bcz of the unholy number of API requests I fired for debugging…
Managed to write an API endpoint to retrieve satellite ID’s based on filters, will be used later in the frontend Next step - render the satellites as dots.
Successfully rendered the satellites as moving dots! Now working on the GUI, including trajectory tracking, filtering, and loading screens.
Added the layouts for the search and info sidebar Next - populate the sidebars, first with the search function
Started work on the filter sidebar (suggestions on design improvements pls!!) Working with CSS is horrible, it takes me way too long to make a simple element fit properly..
Working on some backend code for filtering satellite entries… This feature may take some time
Added filters for launch site. Launch sites are populated automatically based on whichever countries are selected. Suggestions and improvements on GUI design are welcome! Next steps - Get the filtered satellites from the backend, and display them below the search filter on the sidebar as item boxes. Will also need to add trajectory tracking later.
Finished the code to retrieve search results from the backend! Also filled in more sections of the sidebar. Next - show the search results in the scroll region, and handle search page flips.
Updates Major CSS & color overhaul! Added the preview of the list of satellites returned by search, now need to make it dynamically added by js CSS and color designing is difficult, this update took quite a while… Next Make the list functional and clickable Show satellite details on click Trajectory tracking Try out the preview at nadir-space.vercel.app !
Made the list of satellites!
Created the right sidebar for details!
Changes Changed map to MapTiler from Open Map Added tracking when you select a satellite. Camera automatically follows the satellite Tracking also shows the orbital trajectory in red Fixed a stupid bug where I added throttling to improve the performance, but that only reduce fps :/ Next Steps Add satellite images (idk how to do that for 18,000 satellites) Classify satellites and filter by category Color according to category
Changes Added satellite images for groups of satellites! There are now options to select and deselect all in the countries and sites menu. Searching by name now works. (literally forgot to implement this while working on filters) Images It’s impossible to individually get images for all 18,000 satellites, especially since most of them don’t have images or are classified. So here, I just used generic images for as many classes of satellites as possible. For example, all Starlink satellites have the same image, and all Russian COSMOS (military) satellites have a general depiction of the cosmos satellites. I tried to get the most accurate images for each group, but many are still artistic representations. All satellites not in any group fall back to a generic image Next step GET RID OF THE LAG! This has been pending for a long time, finally will work on it now.
Fixes Cleaned up dead/burnt up satellites from db Minor fix in behavior of select all buttons Documented code, ts was seriously getting too complicated Major update - WebWorkers Managed to kinda deal with the lag by using WebWorkers. This means panning around the globe will be smoother, but in exchange, the satellite motions look framier as they are throttled.
Changes Fixed orbital calculations not auto updating Added interpolation Add location and position details in right sidebar Cleanup changes and minor refactor with the webworker.
Changes Moved the countries list and country to launch site mapping from blob store to json file Added vercel analytics Details sidebar now shows full country name Next Updates Add json file of site names Show full site name in sidebar and search
Changes Added vercel speed analytics Fixed and muted some errors and warnings regarding npm packages Added a list of full launch site names, displayed instead of the code. Future Updates Add a github link/watermark (idk what it’s called) somewhere Fix issue where camera/satellites glitch when time is sped up (limit timeline, speed) Reduce loading times and lag
Changes Removed caching Space-Track cookie Added a GitHub repo badge Replaced .png Info and Menu icons with .svg files
Changes Limited max fast forward speed to 10x Limited max date range to 1 day back and forth from current time (TLE’s expire) Bugfix on interpolation not updating when timeline was scrubbed to a previous date. Next Update Try to reduce lag Faster updates
Changes Fixed CRON job on vercel Added SEO optimizations through sitemaps, meta tags etc
Ships:
A satellite tracking website with features to filter, see location details, and see motion in real time. The most difficult part of the project was removing the lag, since tracking 18,000 satellites in real time is very computationally expensive
Azimuthal - A satellite tracking webapp Trying to make this into my first professional website. The most difficult part was optimization and getting down loading/buffering times, followed by updating data automatically through API....
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1793094914.29987
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1793181314.29987
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5840
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Endless runner game by @martinho4364 | Stardance
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martinho4364
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1
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36.0
|
473
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:36:02Z", "hours": 36.0, "multiplier": 13.04, "payout": 473, "blessing": "neutral", "text": "An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”).", "repo": "https://github.com/MartinH4364/endless-runner-game", "demo": "https://drcooke123.itch.io/endless-runner-test"}]...
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[{"post_id": 48705, "ts": "202 [{"post_id": 48705, "ts": "2026-08-17T06:45:30Z", "hours": 2.2644, "text": "V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0."}, {"post_id": 46721, "ts": "2026-08-14T05:21:51Z", "hours": 3.3803, "text": "FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game."}, {"post_id": 28100, "ts": "2026-07-14T04:48:04Z", "hours": 6.0725, "text": "Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials"}, {"post_id": 25133, "ts": "2026-07-09T04:37:12Z", "hours": 4.6536, "text": "Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes."}, {"post_id": 23804, "ts": "2026-07-06T23:19:53Z", "hours": 1.5053, "text": "Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions."}, {"post_id": 23261, "ts": "2026-07-06T03:20:50Z", "hours": 6.1453, "text": "Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)"}, {"post_id": 3306, "ts": "2026-06-06T05:09:44Z", "hours": 2.4514, "text": "Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor."}, {"post_id": 2850, "ts": "2026-06-05T18:11:04Z", "hours": 4.1478, "text": "Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental."}, {"post_id": 2324, "ts": "2026-06-04T19:15:01Z", "hours": 5.6542, "text": "Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test"}]...
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Title: Endless runner game by @martinho4364 | Star Title: Endless runner game by @martinho4364 | Stardance
Devlogs:
Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test
Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental.
Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor.
Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)
Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions.
Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes.
Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials
FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game.
V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0.
Ships:
An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”)....
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1793101663.5841055
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1793188063.5841055
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6490
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Metroid Mania YSWS by @Acidicts | Stardance
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Acidicts
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3
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36.0
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455
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T14:21:29Z", "hours": 21.0, "multiplier": 17.49, "payout": 362, "blessing": "neutral", "text": "Metroid Mania - Ship Summary The project this ship has been focused on order management, admin controls, and user systems. New Key features include: Order & Form Refactoring : The order page was overhauled to use a single dynamic form ( 0e820f21 ), streamlining UI validation and charm slot linking ( f35b58a9 ). Prize order deletion now clears FK references cleanly ( 9b44cb46 ). Admin Enhancements : Admin workflows gained action grouping, force product deletion, and an overlay with legal/NDAs ( eacd0880 ). Superadmin detection was decoupled from environments ( 8dc20948 ). User Systems : A username system was added, alongside approved_seconds for precise credit calculations ( 6db7a580 ). Address management was introduced (then simplified) for physical orders ( c4d89a16 ). UI/UX Polishes : Demo link validation and a .btn-retro-noanim class improved consistency ( 72ce7806 , 1ba61a4f ). Like-button interactions were partially decoupled into partials ( 62203e0e ). Current Status : The project is streamlining legacy code (e.g., removing program keys a03bc008 , test addresses f4c6969d ) while hardening admin workflows. Redis integration and DB schema updates are live ( 783b67c4 ), and form state management remains a focus. Learned : Dynamic form reduction simplifies order handling, but requires careful validation. Admin overlays centralize critical actions, though over-NDAs complicate UX. Dropping the address model highlighted the cost of premature data-collection where you can outsource it to an existing system. The ship is trimming fat, tightening permissions.", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}, {"ship_num": 2, "ts": "2026-07-17T17:01:54Z", "hours": 5.0, "multiplier": 11.4, "payout": 53, "blessing": "neutral", "text": "Added settings that enabled address collection on start (default: false) Prizes which require a address (physical) ask for you to choose out of your addresses Added a way to manage user addresses (admins cannot see addresses) Added Ship request queue placement so you know how many things have to be reviewed ahead of time", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}, {"ship_num": 3, "ts": "2026-06-27T11:01:32Z", "hours": 10.0, "multiplier": 3.99, "payout": 40, "blessing": "neutral", "text": "Set Up - Setup my code-server environment, with ruby lsp Added Redis Caching to decrease load time for admin/users and other menus Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) Added admin changeable messages for when not running and rsvp is enabled", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}]...
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[{"post_id": 48183, "ts": "202 [{"post_id": 48183, "ts": "2026-08-16T14:08:31Z", "hours": 5.5617, "text": "Metroid Mania Devlog Key Milestones & Features Username System & Legal Compliance : Added user username tracking, NDA setting to prevent address viewing, and an admin overlay displaying legal info(name) (eacd088). This enhances user pii protection by requiring a separate proccess to be done too. Dynamic Order Page : Refactored the order page into a single, dynamic form that adds/removes elements as needed (0e820f2), simplifying user interaction and reducing UI complexity. Encapsulated Connection Logic : Made the connection method a private instance method (0e86db0), improving code modularity and reducing unintended side effects. Admin System Overhaul : Removed environment-based superadmin detection (8dc2094), streamlining admin permissions for better security and maintainability. ** Current Main Focus ** To ensure user data is safe and leaning more on hca for sensitive info (legal_names, phone_number, and addresses)"}, {"post_id": 46317, "ts": "2026-08-13T13:46:11Z", "hours": 3.5772, "text": "Whole lot of reading api docs whilst coding: Removed Addresses from database to use access tokens to fetch from hackclub auth to maintain more up to date info and remove address pii from local database"}, {"post_id": 44253, "ts": "2026-08-09T21:42:29Z", "hours": 0.8358, "text": "Improved styling and added demo link so adding to unified db is easier (all data is on site)"}, {"post_id": 43953, "ts": "2026-08-09T12:27:12Z", "hours": 2.9561, "text": "Devlog: Admin Approved Time Override## SummaryAdded approved_seconds to Ship model, allowing admins to approve a different duration than what was devlogged lets the ysws stay in a budget by removing charm_notches for time that won’t contribute to budget. This enables scenarios where a user logs 4h but admin only approves 2h for credit/charm calculations.## Changes### Database- Added approved_seconds integer column to ships table (defaults to devlogged_seconds if not explicitly set)### Models- Ship : New approved_seconds attribute with default, set_approved_seconds callback (copies from devlogged_seconds on create), and recalculate_charm_notches! method for manual sync- Project : ship_and_award_credits! now uses approved_seconds for credit/notch calculation; removed ship_total_notches validation- ShipRequest : approve! accepts and passes approved_seconds ; reject! now destroys associated charm notches- User : reconcile_charm_notches! uses approved_seconds instead of devlogged_seconds for carryover calculations### Controllers- Admin ProjectsController : Pass approved_seconds param through approve/ship/force_ship actions- Admin ShipRequestsController : Pass approved_seconds param through approve action### Views- Ship request approval form: Added “Approved Time” field (number input, max = devlogged_seconds)- Ship cards: Display “Approved Hours” alongside devlogged hours### Tests- Comprehensive coverage for: - approved_seconds determining notch awards - Devlogged seconds copied to approved seconds when not set - Explicit approved_seconds overriding devlogged_seconds - Carryover hours across multiple ships - Multiplier application on approved_seconds - recalculate_charm_notches! syncing, removing excess, preserving admin_granted - reject! destroying charm notches (owner and recipient) - Controller test: approve respects approved_seconds for notch calculation## Backward CompatibilityThe set_approved_seconds callback defaults to devlogged_seconds when not explicitly set, so existing ships and flows without the new param continue working unchanged."}, {"post_id": 43547, "ts": "2026-08-08T21:34:57Z", "hours": 4.7067, "text": "Add sessions association and related methods, update tests and models- Added has_many :sessions with dependent destroy to User Added del_sessions method and invoked in destroy Updated test suites (created a buncha them) and model validations for sessions, addresses, admin actions, and other features Added base_cost to product for better checkout workflow Fixed issue where you couldn’t get free charm (if charm was set to free it wouldn’t let you redeem it) Fixed product delete and added force delete button Refactor prize order deletion to clear charm slot FK references Refactor charm slot reuse, add Redis service and DB name updatesRename Postgres DB to metroid_mania_test, add Redis container, adjust environment variables, refactor Order model to reuse existing empty charm slots with capacity limits, simplify loadout view logic, and add tests for slot reuse and header loadout. Fix Guide Styling"}, {"post_id": 37819, "ts": "2026-07-30T19:27:40Z", "hours": 2.3794, "text": "Enhanced UI & UX : The like button system now uses a new .btn-retro-noanim class for buttons that you want styled without the hover bob animation, ensuring visual consistency while reducing unnecessary animations commit . A major refactor extracted a reusable button partial and improved flash UI feedback for like/unlike actions, streamlining code and user experience commit . Simplified Admin Flows : Removed redundant User.credits and corrected logic error in views/devlogs/_ships.html.erb Currency recalculation logic was streamlined to reduce redundancy, with UI updates synchronized across admin sections for reliability and performance commit . Backend Normalization : Repository URLs are now consistently formatted, and GitHub identifier handling was improved to reduce errors in integration and dependency management commit . User Experience Polish : Comment form labels were updated, and the comment field was made optional to improve accessibility and reduce friction commit . Current Status : The project is hitting key milestones in user-facing polish and admin tooling, with a strong emphasis on maintainability. Core features like commenting and liking are now more robust, while backend consistency sets the stage for scalable integrations."}, {"post_id": 34656, "ts": "2026-07-25T15:41:20Z", "hours": 0.6544, "text": "Refactor like/unlike actions, extract button partial, improve flash UISkip ensure_user_setup for like and unlike actions, replace redirect with turbo_stream and fallback HTML, extract the like button into a partial, and rewrite the flash partial with a fixed position, close button and fade‑out animation."}, {"post_id": 28577, "ts": "2026-07-14T22:16:45Z", "hours": 0.5161, "text": "Key Milestones & Features The project has introduced a foundational system for managing ship deployments with the implementation of a queue placement for ship requests . This feature ensures organized handling of ship allocation, likely addressing scenarios where players or systems request ships (e.g., resource management, combat, or exploration mechanics). The queue system likely prevents overlaps or conflicts, enabling smoother gameplay and logical progression. Current Status The core queue logic is now part of the codebase (commit: 2bc9e46 by Acidicts). While this marks a critical step in structuring backend mechanics, the project remains in early development. No UI or full integration details are visible yet, suggesting future work will tie this system into gameplay loops, player actions, or event triggers. Things Learnt This iteration highlights the importance of asynchronous request handling in game systems, especially for resource-heavy actions like deploying ships. Implementing a queue likely involved balancing performance, fairness, and user expectations. The team may have explored patterns for prioritization, delay handling, or concurrency, which will be key as complexity scales."}, {"post_id": 23640, "ts": "2026-07-06T18:34:48Z", "hours": 3.75, "text": "feat(address): add address management system for physical products- create Address model with country enum and has_many :orders association add AddressController with CRUD operations supporting JSON and HTML formats add AddressesController with create, update, destroy actions and reload parameter add address association to Order model (belongs_to :address, required: false) add physical attribute to Product model with physical? helper method update User model to use has_many :address association with nested attributes add migrations for addresses table and order address reference (address_id) add address modal UI with form for creating addresses (HTML/JS) add address picker and delete functionality in user edit view add address selection dropdown for physical product orders in order forms add address display in order details view add CSS styles for address modal, form elements, and utility classes add JavaScript for modal interactions, address deletion, and form submission add trash-bin.svg icon for delete button update routes to include destroy action for addresses refactor(order): improve address handling in order creation fix conditional logic for accessory cost calculation (separate if blocks) add address assignment for physical products during order creation update product form to include physical item checkbox fix(validation): improve form field warning animations add fade-out transition for field validation warnings via fade-out class add timer-based warning auto-clear functionality (3s delay, 400ms fade) add transition properties for border-color and box-shadow on field-invalid style(application): add CSS utility classes and address styling add transition properties for field-invalid class (border-color, box-shadow) add fade-out animation for field-validation-warning (opacity transition) add .apf-section-darken, .address-trigger-btn, .del-btn utility classes add .inline, .jsb, .w100p, .g2r layout utility classes"}, {"post_id": 20343, "ts": "2026-07-01T22:23:24Z", "hours": 0.4053, "text": "Added toggle to disable the address page in the guide/ popup thing, this allows admins to disable collecting addresses immediately and lets people do it later on, eg when ordering a physical prize"}, {"post_id": 16561, "ts": "2026-06-26T22:39:51Z", "hours": 0.55, "text": "Added admin changable messages, allows admins to change the rsvp message"}, {"post_id": 15339, "ts": "2026-06-24T22:26:53Z", "hours": 6.4028, "text": "Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) - (allows many different models to have comments)"}, {"post_id": 5933, "ts": "2026-06-09T22:20:17Z", "hours": 0.4317, "text": "Making Ruby-lsp work on my code-server setup"}, {"post_id": 5910, "ts": "2026-06-09T21:46:45Z", "hours": 1.2281, "text": "Continue on caching for faster mass user loading"}, {"post_id": 5188, "ts": "2026-06-08T21:40:53Z", "hours": 0.3869, "text": "Added Redis Caching to enable rapid user loading"}, {"post_id": 4982, "ts": "2026-06-08T17:04:50Z", "hours": 1.4683, "text": "Setting up coder enviroment"}]...
|
Title: Metroid Mania YSWS by @Acidicts | Stardance Title: Metroid Mania YSWS by @Acidicts | Stardance
Devlogs:
Setting up coder enviroment
Added Redis Caching to enable rapid user loading
Continue on caching for faster mass user loading
Making Ruby-lsp work on my code-server setup
Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) - (allows many different models to have comments)
Added admin changable messages, allows admins to change the rsvp message
Added toggle to disable the address page in the guide/ popup thing, this allows admins to disable collecting addresses immediately and lets people do it later on, eg when ordering a physical prize
feat(address): add address management system for physical products- create Address model with country enum and has_many :orders association add AddressController with CRUD operations supporting JSON and HTML formats add AddressesController with create, update, destroy actions and reload parameter add address association to Order model (belongs_to :address, required: false) add physical attribute to Product model with physical? helper method update User model to use has_many :address association with nested attributes add migrations for addresses table and order address reference (address_id) add address modal UI with form for creating addresses (HTML/JS) add address picker and delete functionality in user edit view add address selection dropdown for physical product orders in order forms add address display in order details view add CSS styles for address modal, form elements, and utility classes add JavaScript for modal interactions, address deletion, and form submission add trash-bin.svg icon for delete button update routes to include destroy action for addresses refactor(order): improve address handling in order creation fix conditional logic for accessory cost calculation (separate if blocks) add address assignment for physical products during order creation update product form to include physical item checkbox fix(validation): improve form field warning animations add fade-out transition for field validation warnings via fade-out class add timer-based warning auto-clear functionality (3s delay, 400ms fade) add transition properties for border-color and box-shadow on field-invalid style(application): add CSS utility classes and address styling add transition properties for field-invalid class (border-color, box-shadow) add fade-out animation for field-validation-warning (opacity transition) add .apf-section-darken, .address-trigger-btn, .del-btn utility classes add .inline, .jsb, .w100p, .g2r layout utility classes
Key Milestones & Features The project has introduced a foundational system for managing ship deployments with the implementation of a queue placement for ship requests . This feature ensures organized handling of ship allocation, likely addressing scenarios where players or systems request ships (e.g., resource management, combat, or exploration mechanics). The queue system likely prevents overlaps or conflicts, enabling smoother gameplay and logical progression. Current Status The core queue logic is now part of the codebase (commit: 2bc9e46 by Acidicts). While this marks a critical step in structuring backend mechanics, the project remains in early development. No UI or full integration details are visible yet, suggesting future work will tie this system into gameplay loops, player actions, or event triggers. Things Learnt This iteration highlights the importance of asynchronous request handling in game systems, especially for resource-heavy actions like deploying ships. Implementing a queue likely involved balancing performance, fairness, and user expectations. The team may have explored patterns for prioritization, delay handling, or concurrency, which will be key as complexity scales.
Refactor like/unlike actions, extract button partial, improve flash UISkip ensure_user_setup for like and unlike actions, replace redirect with turbo_stream and fallback HTML, extract the like button into a partial, and rewrite the flash partial with a fixed position, close button and fade‑out animation.
Enhanced UI & UX : The like button system now uses a new .btn-retro-noanim class for buttons that you want styled without the hover bob animation, ensuring visual consistency while reducing unnecessary animations commit . A major refactor extracted a reusable button partial and improved flash UI feedback for like/unlike actions, streamlining code and user experience commit . Simplified Admin Flows : Removed redundant User.credits and corrected logic error in views/devlogs/_ships.html.erb Currency recalculation logic was streamlined to reduce redundancy, with UI updates synchronized across admin sections for reliability and performance commit . Backend Normalization : Repository URLs are now consistently formatted, and GitHub identifier handling was improved to reduce errors in integration and dependency management commit . User Experience Polish : Comment form labels were updated, and the comment field was made optional to improve accessibility and reduce friction commit . Current Status : The project is hitting key milestones in user-facing polish and admin tooling, with a strong emphasis on maintainability. Core features like commenting and liking are now more robust, while backend consistency sets the stage for scalable integrations.
Add sessions association and related methods, update tests and models- Added has_many :sessions with dependent destroy to User Added del_sessions method and invoked in destroy Updated test suites (created a buncha them) and model validations for sessions, addresses, admin actions, and other features Added base_cost to product for better checkout workflow Fixed issue where you couldn’t get free charm (if charm was set to free it wouldn’t let you redeem it) Fixed product delete and added force delete button Refactor prize order deletion to clear charm slot FK references Refactor charm slot reuse, add Redis service and DB name updatesRename Postgres DB to metroid_mania_test, add Redis container, adjust environment variables, refactor Order model to reuse existing empty charm slots with capacity limits, simplify loadout view logic, and add tests for slot reuse and header loadout. Fix Guide Styling
Devlog: Admin Approved Time Override## SummaryAdded approved_seconds to Ship model, allowing admins to approve a different duration than what was devlogged lets the ysws stay in a budget by removing charm_notches for time that won’t contribute to budget. This enables scenarios where a user logs 4h but admin only approves 2h for credit/charm calculations.## Changes### Database- Added approved_seconds integer column to ships table (defaults to devlogged_seconds if not explicitly set)### Models- Ship : New approved_seconds attribute with default, set_approved_seconds callback (copies from devlogged_seconds on create), and recalculate_charm_notches! method for manual sync- Project : ship_and_award_credits! now uses approved_seconds for credit/notch calculation; removed ship_total_notches validation- ShipRequest : approve! accepts and passes approved_seconds ; reject! now destroys associated charm notches- User : reconcile_charm_notches! uses approved_seconds instead of devlogged_seconds for carryover calculations### Controllers- Admin ProjectsController : Pass approved_seconds param through approve/ship/force_ship actions- Admin ShipRequestsController : Pass approved_seconds param through approve action### Views- Ship request approval form: Added “Approved Time” field (number input, max = devlogged_seconds)- Ship cards: Display “Approved Hours” alongside devlogged hours### Tests- Comprehensive coverage for: - approved_seconds determining notch awards - Devlogged seconds copied to approved seconds when not set - Explicit approved_seconds overriding devlogged_seconds - Carryover hours across multiple ships - Multiplier application on approved_seconds - recalculate_charm_notches! syncing, removing excess, preserving admin_granted - reject! destroying charm notches (owner and recipient) - Controller test: approve respects approved_seconds for notch calculation## Backward CompatibilityThe set_approved_seconds callback defaults to devlogged_seconds when not explicitly set, so existing ships and flows without the new param continue working unchanged.
Improved styling and added demo link so adding to unified db is easier (all data is on site)
Whole lot of reading api docs whilst coding: Removed Addresses from database to use access tokens to fetch from hackclub auth to maintain more up to date info and remove address pii from local database
Metroid Mania Devlog Key Milestones & Features Username System & Legal Compliance : Added user username tracking, NDA setting to prevent address viewing, and an admin overlay displaying legal info(name) (eacd088). This enhances user pii protection by requiring a separate proccess to be done too. Dynamic Order Page : Refactored the order page into a single, dynamic form that adds/removes elements as needed (0e820f2), simplifying user interaction and reducing UI complexity. Encapsulated Connection Logic : Made the connection method a private instance method (0e86db0), improving code modularity and reducing unintended side effects. Admin System Overhaul : Removed environment-based superadmin detection (8dc2094), streamlining admin permissions for better security and maintainability. ** Current Main Focus ** To ensure user data is safe and leaning more on hca for sensitive info (legal_names, phone_number, and addresses)
Ships:
Set Up - Setup my code-server environment, with ruby lsp Added Redis Caching to decrease load time for admin/users and other menus Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) Added admin changeable messages for when not running and rsvp is enabled
Added settings that enabled address collection on start (default: false) Prizes which require a address (physical) ask for you to choose out of your addresses Added a way to manage user addresses (admins cannot see addresses) Added Ship request queue placement so you know how many things have to be reviewed ahead of time
Metroid Mania - Ship Summary The project this ship has been focused on order management, admin controls, and user systems. New Key features include: Order & Form Refactoring : The order page was overhauled to use a single dynamic form ( 0e820f21 ), streamlining UI validation and charm slot linking ( f35b58a9 ). Prize order deletion now clears FK references cleanly ( 9b44cb46 ). Admin Enhancements : Admin workflows gained action grouping, force product deletion, and an overlay with legal/NDAs ( eacd0880 ). Superadmin detection was decoupled from environments ( 8dc20948 ). User Systems : A username system was added, alongside approved_seconds for precise credit calculations ( 6db7a580 ). Address management was introduced (then simplified) for physical orders ( c4d89a16 ). UI/UX Polishes : Demo link validation and a .btn-retro-noanim class improved consistency ( 72ce7806 , 1ba61a4f ). Like-button interactions were partially decoupled into partials ( 62203e0e ). Current Status : The project is streamlining legacy code (e.g., removing program keys a03bc008 , test addresses f4c6969d ) while hardening admin workflows. Redis integration and DB schema updates are live ( 783b67c4 ), and form state management remains a focus. Learned : Dynamic form reduction simplifies order handling, but requires careful validation. Admin overlays centralize critical actions, though over-NDAs complicate UX. Dropping the address model highlighted the cost of premature data-collection where you can outsource it to an existing system. The ship is trimming fat, tightening permissions....
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1793105425.811897
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1793191825.811897
|
|
14127
|
Puwump by @heiligetomate | Stardance
|
heiligetomate
|
1
|
36.0
|
328
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T00:30:35Z", "hours": 36.0, "multiplier": 9.67, "payout": 328, "blessing": "neutral", "text": "local workout App written in rust using egui. was fun to make challenging: egui is an annoying library, ill never use it again i might make this app android compatible in the future", "repo": "https://github.com/Heiligetomate/puwump", "demo": "https://github.com/Heiligetomate/puwump/releases/tag/v0.1.0"}]...
|
[{"post_id": 12829, "ts": "202 [{"post_id": 12829, "ts": "2026-06-21T00:22:21Z", "hours": 0.3842, "text": "Fixed the white dropdown on windows"}, {"post_id": 12807, "ts": "2026-06-20T23:23:09Z", "hours": 0.5158, "text": "Changes: Windows compatible Readme Test yourself instructions"}, {"post_id": 12693, "ts": "2026-06-20T18:47:34Z", "hours": 11.6531, "text": "Changes: Changed the db structure (fixed bugs) More default data Cleaner module structure Removal of old code More generic views Workout view Meal eat view Better home view Implement all missing views The project is basically done as a desktop app."}, {"post_id": 8810, "ts": "2026-06-14T17:14:30Z", "hours": 8.4217, "text": "Changed the Plan view you can now select a plan add exercises remove exercises move exercises change the reps"}, {"post_id": 6991, "ts": "2026-06-11T18:49:19Z", "hours": 7.4478, "text": "Finished the db structure i think Improved the UI Added ingredients to the UI (and made it so the view used for exercises and ingredients is reusable) Restructured a lot"}, {"post_id": 6150, "ts": "2026-06-10T10:38:11Z", "hours": 0.3583, "text": "New logo :3"}, {"post_id": 5904, "ts": "2026-06-09T21:35:12Z", "hours": 6.9081, "text": "The basic database structure is done and a basic ui is implemented"}]...
|
Title: Puwump by @heiligetomate | Stardance
Devlo Title: Puwump by @heiligetomate | Stardance
Devlogs:
The basic database structure is done and a basic ui is implemented
New logo :3
Finished the db structure i think Improved the UI Added ingredients to the UI (and made it so the view used for exercises and ingredients is reusable) Restructured a lot
Changed the Plan view you can now select a plan add exercises remove exercises move exercises change the reps
Changes: Changed the db structure (fixed bugs) More default data Cleaner module structure Removal of old code More generic views Workout view Meal eat view Better home view Implement all missing views The project is basically done as a desktop app.
Changes: Windows compatible Readme Test yourself instructions
Fixed the white dropdown on windows
Ships:
local workout App written in rust using egui. was fun to make challenging: egui is an annoying library, ill never use it again i might make this app android compatible in the future...
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1793130674.5032647
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1793217074.5032647
|
|
34196
|
Open Aero by @Liam303 | Stardance
|
Liam303
|
0
|
36.0
|
0
|
[]
|
[{"post_id": 28096, "ts": "202 [{"post_id": 28096, "ts": "2026-07-14T04:25:04Z", "hours": 4.0, "text": "New Beginnings: After the completion and submission of my last project (and alot of sleep) I have begun my new project. This time I wanted to test my abilities so I’m making an easy to use aero sim. My plan for uni is engineering aerodynamics so I’m taking this chance to learn as much about it as possible by designing my own, I have seen plenty of cool cad designs on Stardance that could be tested in one. I’m going to try take this project a lot slower and just get it right. Today I finally applied physics equations outside of school, I used the equation for drag, (F_d = 1/2pv^2 * C_d *A). My plan is to at first just create a simple 2d simulator, nothing complex just so I can test the basic functions."}, {"post_id": 28219, "ts": "2026-07-14T11:16:31Z", "hours": 6.0, "text": "I’m not a big UI connoisseur and not very original so I used the same UI library as from Open Wall because I know how to use it, don’t worry I’ll change it in the future. And for all those waiting I’ve revolutionized aerodynamic simulation, I can calculate and simulate the aerodynamics of a… circle. Yeah, not the most exiting, but I’m pretty sure that part of it is working. I couldn’t get the drag force telemetry graph working properly, but that’s not a huge deal right now, but also found some distortion on the simulation. Its a problem with my graph ability more then my simulation ability, as much as it may surprised you all I’m not the best coder of all time, but for now I’m happy with how its working and I’m going to try start making it 3d next time."}, {"post_id": 28780, "ts": "2026-07-15T08:44:45Z", "hours": 5.0, "text": "Can’t say I’m surprised, if you want to make a complex aerodynamics software your bound to crash it a couple of times. Fixing errors is boring so I’ve moved onto making the 3d part of the software, I’m sure there’s a simple reason behind the crash but I don’t know what it is yet so time to go back to code cut to intense coding montage"}, {"post_id": 29286, "ts": "2026-07-16T03:09:06Z", "hours": 4.0, "text": "I hit an absolute gold mine. So my code so far has been based on a ui library for python, which is fine for two and graph plotting but lingering in the back of my mind has been this fear of how I’m going to actually set up the 3d simulation part of my software, kind of important for a 3d aerodynamics simulator. That’s when I came across pyvista, which is a library made for my exact purpose, it means I have to remake most of my code, which I already knew I would need to do, but I’m so exited to see stuff start working, I’m still far of actually finishing the 3d ‘engine’ but I feel more motivated then ever"}, {"post_id": 29443, "ts": "2026-07-16T12:04:12Z", "hours": 7.0, "text": "I’m not narcissistic I just think I’m the best coder to have ever existed on earth, I’ve been able to make my own 3d engine and all I’ve had to do is use somebody else’s library with somebody else’s example code with a lot of tutorials and a huge amount of errors most of which were a result of misspellings. So far the 3d viewers works, it doesn’t do anything yet but the basics are there, I’ve rewritten all of my code from the ground up so I haven’t started on the complex math’s stuff (not exited for that), progress is coming along slowly but shortly"}, {"post_id": 29974, "ts": "2026-07-17T05:59:47Z", "hours": 5.0, "text": "I’m improving, soon I will be able to calculate and visualize the aerodynamics of a… sphere. Yeah its not the most interesting dev log ever, I’m working on turn the calculations into visual representations, this involves particle collisions and making the engine more efficient. The main issues are around the collisions, there’s a surprising lack of errors rather its just the ‘air’ particles fazing through the mech. No interesting photos this time, more updates to come soon."}, {"post_id": 30102, "ts": "2026-07-17T12:40:27Z", "hours": 5.0, "text": "It’s works. I am so unbelievably surprised that it works, yes it might be like 5 frames a second but it works. There’s not much to say in this dev logs other than the fact that I am literally jumping with joy. Not even kidding just I was about to sit down and write this develop about how nothing was working, I tried one fix and it works. To many of you python fanatics this might not seem like a big achievement but to me this is one of my biggest coding accomplishments ever. I am more energetic then ever to finish this project."}]...
|
Title: Open Aero by @Liam303 | Stardance
Devlogs: Title: Open Aero by @Liam303 | Stardance
Devlogs:
New Beginnings: After the completion and submission of my last project (and alot of sleep) I have begun my new project. This time I wanted to test my abilities so I’m making an easy to use aero sim. My plan for uni is engineering aerodynamics so I’m taking this chance to learn as much about it as possible by designing my own, I have seen plenty of cool cad designs on Stardance that could be tested in one. I’m going to try take this project a lot slower and just get it right. Today I finally applied physics equations outside of school, I used the equation for drag, (F_d = 1/2pv^2 * C_d *A). My plan is to at first just create a simple 2d simulator, nothing complex just so I can test the basic functions.
I’m not a big UI connoisseur and not very original so I used the same UI library as from Open Wall because I know how to use it, don’t worry I’ll change it in the future. And for all those waiting I’ve revolutionized aerodynamic simulation, I can calculate and simulate the aerodynamics of a… circle. Yeah, not the most exiting, but I’m pretty sure that part of it is working. I couldn’t get the drag force telemetry graph working properly, but that’s not a huge deal right now, but also found some distortion on the simulation. Its a problem with my graph ability more then my simulation ability, as much as it may surprised you all I’m not the best coder of all time, but for now I’m happy with how its working and I’m going to try start making it 3d next time.
Can’t say I’m surprised, if you want to make a complex aerodynamics software your bound to crash it a couple of times. Fixing errors is boring so I’ve moved onto making the 3d part of the software, I’m sure there’s a simple reason behind the crash but I don’t know what it is yet so time to go back to code cut to intense coding montage
I hit an absolute gold mine. So my code so far has been based on a ui library for python, which is fine for two and graph plotting but lingering in the back of my mind has been this fear of how I’m going to actually set up the 3d simulation part of my software, kind of important for a 3d aerodynamics simulator. That’s when I came across pyvista, which is a library made for my exact purpose, it means I have to remake most of my code, which I already knew I would need to do, but I’m so exited to see stuff start working, I’m still far of actually finishing the 3d ‘engine’ but I feel more motivated then ever
I’m not narcissistic I just think I’m the best coder to have ever existed on earth, I’ve been able to make my own 3d engine and all I’ve had to do is use somebody else’s library with somebody else’s example code with a lot of tutorials and a huge amount of errors most of which were a result of misspellings. So far the 3d viewers works, it doesn’t do anything yet but the basics are there, I’ve rewritten all of my code from the ground up so I haven’t started on the complex math’s stuff (not exited for that), progress is coming along slowly but shortly
I’m improving, soon I will be able to calculate and visualize the aerodynamics of a… sphere. Yeah its not the most interesting dev log ever, I’m working on turn the calculations into visual representations, this involves particle collisions and making the engine more efficient. The main issues are around the collisions, there’s a surprising lack of errors rather its just the ‘air’ particles fazing through the mech. No interesting photos this time, more updates to come soon.
It’s works. I am so unbelievably surprised that it works, yes it might be like 5 frames a second but it works. There’s not much to say in this dev logs other than the fact that I am literally jumping with joy. Not even kidding just I was about to sit down and write this develop about how nothing was working, I tried one fix and it works. To many of you python fanatics this might not seem like a big achievement but to me this is one of my biggest coding accomplishments ever. I am more energetic then ever to finish this project....
|
1792943414.140906
|
1793807414.140906
|
|
38053
|
VacAI by @jayeshsinghal | Stardance
|
jayeshsinghal
|
1
|
36.0
|
221
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T21:38:12Z", "hours": 36.0, "multiplier": 6.21, "payout": 221, "blessing": "neutral", "text": "I built a group vacation planner. Everyone puts in their budget and the dates they’re free, and it finds destinations that actually work for the whole group. I was challenged by building complex scraping software and using the API to find destinations that work for many people. I also think there are some improvements to be made based on user feedback!", "repo": "https://github.com/jsplaystore/VacAI/", "demo": "https://vacai-livid.vercel.app/"}]...
|
[{"post_id": 36671, "ts": "202 [{"post_id": 36671, "ts": "2026-07-28T21:36:24Z", "hours": 0.7108, "text": "Pushed to github, and shipped."}, {"post_id": 36617, "ts": "2026-07-28T20:53:47Z", "hours": 1.1169, "text": "Sample of code from the scrapping for prices bit. Looks like i’m going to have to find a holistic source for all of this data, as its pretty cluttered ATM"}, {"post_id": 36578, "ts": "2026-07-28T19:46:45Z", "hours": 5.1003, "text": "Prices are loading now, but something is off… It seems to be giving estimates rather than exact numbers for the dates which is the fallback, so something is going on with the datascraping.."}, {"post_id": 35915, "ts": "2026-07-27T17:47:33Z", "hours": 2.5761, "text": "Semi-fixed the issue, trying to understand why some details aren’t getting pulled."}, {"post_id": 35548, "ts": "2026-07-27T01:46:38Z", "hours": 4.635, "text": "Issue with fetching live prices, not sure what is going on… I am going to consult claude to help me debug here and truly understand what is goign wrong with my code."}, {"post_id": 35005, "ts": "2026-07-26T04:48:17Z", "hours": 3.8097, "text": "Added a little class of travel indicator to help guide the budget further… working on displaying raw price data clearly and cleanly within the result now"}, {"post_id": 34908, "ts": "2026-07-26T00:23:05Z", "hours": 8.445, "text": "Took some time to learn how to link google flights, and have an accurate est. cost for trip options. Also am trying to implement some convinience measures to make input easier (multiple choice, checkboxes, etc.)"}, {"post_id": 33764, "ts": "2026-07-23T23:01:05Z", "hours": 3.1594, "text": "I’ve got soemthing working here. Going to implement a little more practicality in terms of finding fares and using real world pricing."}, {"post_id": 33676, "ts": "2026-07-23T19:51:31Z", "hours": 1.6008, "text": "Got a nice UI going, trying to test."}, {"post_id": 32803, "ts": "2026-07-22T05:55:57Z", "hours": 4.5103, "text": "Working on the initial server, trying to make it API-less…"}]...
|
Title: VacAI by @jayeshsinghal | Stardance
Devlog Title: VacAI by @jayeshsinghal | Stardance
Devlogs:
Working on the initial server, trying to make it API-less…
Got a nice UI going, trying to test.
I’ve got soemthing working here. Going to implement a little more practicality in terms of finding fares and using real world pricing.
Took some time to learn how to link google flights, and have an accurate est. cost for trip options. Also am trying to implement some convinience measures to make input easier (multiple choice, checkboxes, etc.)
Added a little class of travel indicator to help guide the budget further… working on displaying raw price data clearly and cleanly within the result now
Issue with fetching live prices, not sure what is going on… I am going to consult claude to help me debug here and truly understand what is goign wrong with my code.
Semi-fixed the issue, trying to understand why some details aren’t getting pulled.
Prices are loading now, but something is off… It seems to be giving estimates rather than exact numbers for the dates which is the fallback, so something is going on with the datascraping..
Sample of code from the scrapping for prices bit. Looks like i’m going to have to find a holistic source for all of this data, as its pretty cluttered ATM
Pushed to github, and shipped.
Ships:
I built a group vacation planner. Everyone puts in their budget and the dates they’re free, and it finds destinations that actually work for the whole group. I was challenged by building complex scraping software and using the API to find destinations that work for many people. I also think there are some improvements to be made based on user feedback!...
|
1792878762.3640666
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1793742762.3640666
|
|
38212
|
SillyOS by @FresitaOwl | Stardance
|
FresitaOwl
|
2
|
36.0
|
241
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T18:53:57Z", "hours": 20.0, "multiplier": 12.12, "payout": 241, "blessing": "neutral", "text": "Did a whole page based on things I liked trying to create something that even is overload with colors and sounds would make me happy when I was in it, for the second mission I added a fortune cookie, a duck hunt kinf of game and a memory game, but in general there’s 6 apps plus the greetings :]", "repo": "https://github.com/fresitaOwl/WebOS", "demo": "https://fresitaowl.github.io/WebOS/"}, {"ship_num": 2, "ts": "2026-08-20T08:11:51Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first webos yay! It’s a bit on my mind plastered here. The principal things this has and that i personally think that are the main things that follow the mission guide is the top bar, welcome app, notes app and draw app. I know I show a music app but I just couldn’t get it to work yet I’m trying but I don’t know why it doesn’t play yet, however the other things above help me check the list for what this mission ask the music thing i wont count it for the webos 2 mission since it’s already here but ill make it work there.", "repo": "https://github.com/fresitaOwl/WebOS", "demo": "https://fresitaowl.github.io/WebOS/"}]...
|
[{"post_id": 82728, "ts": "202 [{"post_id": 82728, "ts": "2026-10-25T18:00:59Z", "hours": 9.9536, "text": "Last apps Hi! It’s been a while since my last devlog but here I am. Finished my last two apps, one is a duck hunt but changing the duck to a deoxys and the dog to rayquaza and the other apps is a memory game with things that either made me laugh or that i liked (also added two owls that i drew myself). I had mostly a hard time with the deoxys hunt, the memory game i did it quite fast."}, {"post_id": 66362, "ts": "2026-09-12T04:53:53Z", "hours": 9.9083, "text": "HI! I’ve been working on planning the new apps I’ll add, I finally have the last three apps added to the web but I still have to finish them… but on the other side… I FINALLY FINISHED THE MUSIC PLAYER! After many tries I finally got to finish the music player with some songs I like, also added my first app for the second mission which is a fortune cookie so it can see your future… or maybe give you a curious fact? who knows."}, {"post_id": 50820, "ts": "2026-08-20T07:50:44Z", "hours": 1.2961, "text": "Hi! Sorry for this short devlog I corrected some visual things, and made sure almost everything perfect (I say almost only for the music thing, it’s the devil for me right now) but here’s the first time of my project. FINALLY!"}, {"post_id": 50798, "ts": "2026-08-20T06:09:21Z", "hours": 1.985, "text": "Tried adding a music player I tried adding a music player however i failed terribly I’m still trying to add it, for now i at least have the layout but the player doesn’t work yet."}, {"post_id": 45632, "ts": "2026-08-12T07:56:59Z", "hours": 2.6294, "text": "Draw Hi! This is mostly a small update, I added an app to draw! I love drawing and wanted to add something that i like to do so I wouldn’t go crazy doing this app so I added this! This app has a way to select absolutely any color you want to use, even if its an exact color that shows on the app you can pick it since there’s a “dropper drawing” thing, im not sure about its name but its the thing that takes the color from other object, you can also change the size off the brusj, clear the drawing board and fill it out with a single color. Miraculously I didn’t have much trouble with this, the thing I had more trouble was with the move thing since whenever i was drawwing i would also move it but solved it easily, anyway that’s all, bye!"}, {"post_id": 44471, "ts": "2026-08-10T07:44:56Z", "hours": 10.2828, "text": "SillyOS HI! This is my own web, it doesn’t have an specific subject just whatever my mind coukd think of and loved, i have a welcome screen with a playlist, a top bar that shows koro sensei the app name and the date + hour and finally a note app, the easiest thing for me was the top bar I struggled with the other two things but in the end I got to finish them! I had more trouble with the note app since I had errors when writing the notes since they wouldn’t save nor be able to delete, fixed it with taking off some parts of the code and bad written, another thing i had trouble with was the move thing. Anyway, to make it short for now i only have two apps and a top bar but im taking my time to understand the code to be able to do it myself later."}]...
|
Title: SillyOS by @FresitaOwl | Stardance
Devlogs Title: SillyOS by @FresitaOwl | Stardance
Devlogs:
SillyOS HI! This is my own web, it doesn’t have an specific subject just whatever my mind coukd think of and loved, i have a welcome screen with a playlist, a top bar that shows koro sensei the app name and the date + hour and finally a note app, the easiest thing for me was the top bar I struggled with the other two things but in the end I got to finish them! I had more trouble with the note app since I had errors when writing the notes since they wouldn’t save nor be able to delete, fixed it with taking off some parts of the code and bad written, another thing i had trouble with was the move thing. Anyway, to make it short for now i only have two apps and a top bar but im taking my time to understand the code to be able to do it myself later.
Draw Hi! This is mostly a small update, I added an app to draw! I love drawing and wanted to add something that i like to do so I wouldn’t go crazy doing this app so I added this! This app has a way to select absolutely any color you want to use, even if its an exact color that shows on the app you can pick it since there’s a “dropper drawing” thing, im not sure about its name but its the thing that takes the color from other object, you can also change the size off the brusj, clear the drawing board and fill it out with a single color. Miraculously I didn’t have much trouble with this, the thing I had more trouble was with the move thing since whenever i was drawwing i would also move it but solved it easily, anyway that’s all, bye!
Tried adding a music player I tried adding a music player however i failed terribly I’m still trying to add it, for now i at least have the layout but the player doesn’t work yet.
Hi! Sorry for this short devlog I corrected some visual things, and made sure almost everything perfect (I say almost only for the music thing, it’s the devil for me right now) but here’s the first time of my project. FINALLY!
HI! I’ve been working on planning the new apps I’ll add, I finally have the last three apps added to the web but I still have to finish them… but on the other side… I FINALLY FINISHED THE MUSIC PLAYER! After many tries I finally got to finish the music player with some songs I like, also added my first app for the second mission which is a fortune cookie so it can see your future… or maybe give you a curious fact? who knows.
Last apps Hi! It’s been a while since my last devlog but here I am. Finished my last two apps, one is a duck hunt but changing the duck to a deoxys and the dog to rayquaza and the other apps is a memory game with things that either made me laugh or that i liked (also added two owls that i drew myself). I had mostly a hard time with the deoxys hunt, the memory game i did it quite fast.
Ships:
This is my first webos yay! It’s a bit on my mind plastered here. The principal things this has and that i personally think that are the main things that follow the mission guide is the top bar, welcome app, notes app and draw app. I know I show a music app but I just couldn’t get it to work yet I’m trying but I don’t know why it doesn’t play yet, however the other things above help me check the list for what this mission ask the music thing i wont count it for the webos 2 mission since it’s already here but ill make it work there.
Did a whole page based on things I liked trying to create something that even is overload with colors and sounds would make me happy when I was in it, for the second mission I added a fortune cookie, a duck hunt kinf of game and a memory game, but in general there’s 6 apps plus the greetings :]...
|
1793109331.7790842
|
1793195731.7790842
|
|
38296
|
The Last Star by @theodora | Stardance
|
theodora
|
1
|
36.0
|
180
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T12:05:14Z", "hours": 36.0, "multiplier": 4.15, "payout": 180, "blessing": "neutral", "text": "A thrilling story-based decision game where every choice shapes your path–and where you’ll need to piece together a hidden word to unlock the true ending. Each person has their own beginning and an end, but no one knows when their final moment will come. Every decision, every step you take is going to shape your future. Inside every person, there is a shiny star shining through their life. As long as hope remains, the star burns brightly. When hope is lost, the star slowly fades into darkness, turning positive energy into dark energy. Hope is contagious — but so is despair. People surrounding you don’t just affect themselves; they influence the people they meet and the world around them. How to Play –Can play with any device –Choose your character and begin the journey –Make choices at each story point–every decision affects what happens next –Collect gems along the way, each hiding a letter of a secret word –At the end, guess the hidden word to determine your true ending. ##Controls: –Mouse/tap: buttons and story choices –Arrow keys or drag the sliding object using touchscreen in maze and catch the gem –Arrow keys or touch the inbuilt arrow key button to play the snake Built With p5.js, p5play", "repo": "https://github.com/theodora-sin/The-Last-Star", "demo": "https://theodora-sin.github.io/The-Last-Star/"}]...
|
[{"post_id": 36963, "ts": "202 [{"post_id": 36963, "ts": "2026-07-29T12:02:16Z", "hours": 3.8381, "text": "#DEVLOG 5 Welcome to my final devlog! Today, I focused on finishing the conclusion of the screen. I created two different endings just to make the experience more fun. 🛠️ What’s New: Added the final chapter with two different story ending Adding sound effects to improve the overall expereience creating canvas to 400 x 800, so it can be play on the mobile device. Although the canvas might be small when people play on computer, this size allow the game to work across all devices Thank you for following the development of The Last Star! I hope you will enjoy the game."}, {"post_id": 36284, "ts": "2026-07-28T09:02:08Z", "hours": 8.4378, "text": "Devlog #4: Welcome to my fourth devlog! This week, I focused on developing the next three chapters leading up to the ending of The Last Star.Over the past two days, I have been working on these final chapters. I’m happy to say that I have finished writing the ending and created the snake game that appears in the story.I have also been working on adding arrow controls to the snake game so that players can enjoy it on iPads and mobile phones more easily. 🛠️ What’s New Created the final three story scenarios. Finished developing the snake game using p5.play, instead of relying mainly on CSS and JavaScript. 🔮 What’s Next Finish the conclusion and polish the final chapters. Add more features, including sound effects and images, to improve the overall experience. Thank you for following the development of The Last Star! I’m hoping to ship the project in the next devlog. Stay tuned!"}, {"post_id": 34819, "ts": "2026-07-25T20:32:20Z", "hours": 8.22, "text": "Devlog #3 Welcome to my third devlog! Today, I focused on developing Scenarios 2 and 3, with a strong emphasis on creating fun and engaging minigames to make the gameplay more exciting. These scenarios continue to build on the player’s choices, with successful decisions rewarding Gems that bring them one step closer to uncovering the game’s hidden ending. 🛠️ What’s New Created two new minigames: –A collection game where players gather items while avoiding obstacles. –A maze game that challenges players to find the correct path. Developed the story scenarios for Chapters 2 and 3, where the player’s decisions determine whether they earn a Gem and continue uncovering the secret word. 🔮 What’s Next Develop the next minigame, inspired by the classic Snake game. Complete the story scenarios for Chapters 4 and 5. Thank you for following the development of The Last Star! I can’t wait to share more progress with you in the next devlog."}, {"post_id": 34112, "ts": "2026-07-24T16:25:05Z", "hours": 9.265, "text": "Devlog #2: Welcome to my second devlog: I’m currently working on making the game more exciting, engaging, and fun to play. While deploying Every Bite Counts, I ran into issues with some parts of the project. As a result, I decided to rework the project and rename it The Last Star. Although the main storyline will be different, the core gameplay and overall layout will remain the same, allowing me to reuse most of the existing layout code. Throughout the adventure, the player makes meaningful choices that determine the path they take. Each right decision rewards a Gem, and a Gem contains a hidden letter. Collecting all gems reveals a secret word that unlocks the game’s true ending. 🛠️ What’s New Create a New Story Line Working on the first 3 screen, mainly the starting screen Screen in 400 x 800 px so it can be suitable for all device, phone as well 🔮 What’s Next: Creating first chapter screen Creating first minigame based on first chapter Thank you for following the development of The Last Star! I can’t wait to share the game’s progress with you."}, {"post_id": 33179, "ts": "2026-07-22T21:01:16Z", "hours": 6.5256, "text": "Devlog #1: Welcome to my first devlog: The game I’m developing is called Every Bite Counts. It is a story-driven educational game about food waste and junk food, encouraging players to make healthier and more sustainable choices. The inspiration for this game came from one of my previous concepts, Escape Cave, which explored themes of hope and despair, light and darkness, and the difficult choices people face. While this new project has a different setting, it continues the idea that our choices have meaningful consequences. link: https://theodora-sin.github.io/Esacpe-Cave/ The main motivation behind Every Bite Counts is the huge contrast between malnutrition and obesity around the world. While many people have access to more food than they need and waste large amounts of it, millions of others do not have enough nutritious food to live healthy lives. 🛠️ What’s New Created two playable characters (one boy and one girl) so players can choose who they want to play as. Designed the start screen and the first school cafeteria scene, where dialogue introduces why many students prefer junk food over healthier meals. Started developing the first mini-game, where players have 30 seconds to catch healthy foods while avoiding junk food. At the end of the game, players are presented with educational facts about healthy eating. 🔮 What’s Next: Create the second story scene, set on the street, along with dialogue introducing food waste in the local community. Design the second mini-game, which will focus on food waste (the exact gameplay is still being planned). Continue expanding the story and adding more educational facts throughout the player’s journey. Thank you for following the development of Every Bite Counts! More updates will be coming soon."}]...
|
Title: The Last Star by @theodora | Stardance
Dev Title: The Last Star by @theodora | Stardance
Devlogs:
Devlog #1: Welcome to my first devlog: The game I’m developing is called Every Bite Counts. It is a story-driven educational game about food waste and junk food, encouraging players to make healthier and more sustainable choices. The inspiration for this game came from one of my previous concepts, Escape Cave, which explored themes of hope and despair, light and darkness, and the difficult choices people face. While this new project has a different setting, it continues the idea that our choices have meaningful consequences. link: https://theodora-sin.github.io/Esacpe-Cave/ The main motivation behind Every Bite Counts is the huge contrast between malnutrition and obesity around the world. While many people have access to more food than they need and waste large amounts of it, millions of others do not have enough nutritious food to live healthy lives. 🛠️ What’s New Created two playable characters (one boy and one girl) so players can choose who they want to play as. Designed the start screen and the first school cafeteria scene, where dialogue introduces why many students prefer junk food over healthier meals. Started developing the first mini-game, where players have 30 seconds to catch healthy foods while avoiding junk food. At the end of the game, players are presented with educational facts about healthy eating. 🔮 What’s Next: Create the second story scene, set on the street, along with dialogue introducing food waste in the local community. Design the second mini-game, which will focus on food waste (the exact gameplay is still being planned). Continue expanding the story and adding more educational facts throughout the player’s journey. Thank you for following the development of Every Bite Counts! More updates will be coming soon.
Devlog #2: Welcome to my second devlog: I’m currently working on making the game more exciting, engaging, and fun to play. While deploying Every Bite Counts, I ran into issues with some parts of the project. As a result, I decided to rework the project and rename it The Last Star. Although the main storyline will be different, the core gameplay and overall layout will remain the same, allowing me to reuse most of the existing layout code. Throughout the adventure, the player makes meaningful choices that determine the path they take. Each right decision rewards a Gem, and a Gem contains a hidden letter. Collecting all gems reveals a secret word that unlocks the game’s true ending. 🛠️ What’s New Create a New Story Line Working on the first 3 screen, mainly the starting screen Screen in 400 x 800 px so it can be suitable for all device, phone as well 🔮 What’s Next: Creating first chapter screen Creating first minigame based on first chapter Thank you for following the development of The Last Star! I can’t wait to share the game’s progress with you.
Devlog #3 Welcome to my third devlog! Today, I focused on developing Scenarios 2 and 3, with a strong emphasis on creating fun and engaging minigames to make the gameplay more exciting. These scenarios continue to build on the player’s choices, with successful decisions rewarding Gems that bring them one step closer to uncovering the game’s hidden ending. 🛠️ What’s New Created two new minigames: –A collection game where players gather items while avoiding obstacles. –A maze game that challenges players to find the correct path. Developed the story scenarios for Chapters 2 and 3, where the player’s decisions determine whether they earn a Gem and continue uncovering the secret word. 🔮 What’s Next Develop the next minigame, inspired by the classic Snake game. Complete the story scenarios for Chapters 4 and 5. Thank you for following the development of The Last Star! I can’t wait to share more progress with you in the next devlog.
Devlog #4: Welcome to my fourth devlog! This week, I focused on developing the next three chapters leading up to the ending of The Last Star.Over the past two days, I have been working on these final chapters. I’m happy to say that I have finished writing the ending and created the snake game that appears in the story.I have also been working on adding arrow controls to the snake game so that players can enjoy it on iPads and mobile phones more easily. 🛠️ What’s New Created the final three story scenarios. Finished developing the snake game using p5.play, instead of relying mainly on CSS and JavaScript. 🔮 What’s Next Finish the conclusion and polish the final chapters. Add more features, including sound effects and images, to improve the overall experience. Thank you for following the development of The Last Star! I’m hoping to ship the project in the next devlog. Stay tuned!
#DEVLOG 5 Welcome to my final devlog! Today, I focused on finishing the conclusion of the screen. I created two different endings just to make the experience more fun. 🛠️ What’s New: Added the final chapter with two different story ending Adding sound effects to improve the overall expereience creating canvas to 400 x 800, so it can be play on the mobile device. Although the canvas might be small when people play on computer, this size allow the game to work across all devices Thank you for following the development of The Last Star! I hope you will enjoy the game.
Ships:
A thrilling story-based decision game where every choice shapes your path–and where you’ll need to piece together a hidden word to unlock the true ending. Each person has their own beginning and an end, but no one knows when their final moment will come. Every decision, every step you take is going to shape your future. Inside every person, there is a shiny star shining through their life. As long as hope remains, the star burns brightly. When hope is lost, the star slowly fades into darkness, turning positive energy into dark energy. Hope is contagious — but so is despair. People surrounding you don’t just affect themselves; they influence the people they meet and the world around them. How to Play –Can play with any device –Choose your character and begin the journey –Make choices at each story point–every decision affects what happens next –Collect gems along the way, each hiding a letter of a secret word –At the end, guess the hidden word to determine your true ending. ##Controls: –Mouse/tap: buttons and story choices –Arrow keys or drag the sliding object using touchscreen in maze and catch the gem –Arrow keys or touch the inbuilt arrow key button to play the snake Built With p5.js, p5play...
|
1793123746.7082531
|
1793210146.7082531
|
|
41329
|
Instagram-collection-extractor by @wingnovel | Sta Instagram-collection-extractor by @wingnovel | Stardance...
|
wingnovel
|
1
|
36.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T12:29:21Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A lot of times we save reels to watch them later in collections on Instagram. Most of the times these reels never actually get watched by anyone. This is why I have created a tool that can help you extract all the urls of the instragram reels you save to then organise the reels yourself the way you please. This uses a tkinter page to ask for the inputs like the collection’s url and the file path of where you want to save the reels on your computer.", "repo": "https://github.com/raghav03102008/Insta-collection-extractor", "demo": "https://github.com/raghav03102008/Insta-collection-extractor/releases/tag/v1"}]...
|
[{"post_id": 38846, "ts": "202 [{"post_id": 38846, "ts": "2026-08-01T12:28:58Z", "hours": 0.8283, "text": "This session was mainly the UX designing and minor bug fixing"}, {"post_id": 38021, "ts": "2026-07-31T05:09:12Z", "hours": 19.2336, "text": "The problem with my previous design of code was that the program was searching for the wrong embedded urls in Instagram. Instagram doesn’t store the link as /reel/url-CODE/ in the saved grid in the app, it stores it as /p/url-CODE/. After fixing this the extractor for instagram collections is complete. Now all that’s left to do is to make a user interface so that anyone can use it without having any issues."}, {"post_id": 36937, "ts": "2026-07-29T10:48:49Z", "hours": 6.9, "text": "In this session i was able to build a working concept of how the scrolling through the instagram app is going to work. And identifying the packages required to make this work"}, {"post_id": 36799, "ts": "2026-07-29T02:48:25Z", "hours": 8.8694, "text": "This time was spent building a prototype of the concept of my project."}]...
|
Title: Instagram-collection-extractor by @wingnove Title: Instagram-collection-extractor by @wingnovel | Stardance
Devlogs:
This time was spent building a prototype of the concept of my project.
In this session i was able to build a working concept of how the scrolling through the instagram app is going to work. And identifying the packages required to make this work
The problem with my previous design of code was that the program was searching for the wrong embedded urls in Instagram. Instagram doesn’t store the link as /reel/url-CODE/ in the saved grid in the app, it stores it as /p/url-CODE/. After fixing this the extractor for instagram collections is complete. Now all that’s left to do is to make a user interface so that anyone can use it without having any issues.
This session was mainly the UX designing and minor bug fixing
Ships:
A lot of times we save reels to watch them later in collections on Instagram. Most of the times these reels never actually get watched by anyone. This is why I have created a tool that can help you extract all the urls of the instragram reels you save to then organise the reels yourself the way you please. This uses a tkinter page to ask for the inputs like the collection’s url and the file path of where you want to save the reels on your computer....
|
1793130791.7772877
|
1793217191.7772877
|
|
46703
|
Khuwari by @TheShovel | Stardance
|
TheShovel
|
2
|
36.0
|
609
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T04:08:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well, since my last ship not very long ago at all, i have kept trying to polish and perfect this. I think its in a spot where im happy with it for now :3 probably the last ship for this project (well… at least until stardance ends. I am DEFINITELY gonna work on this after as well)", "repo": "https://github.com/TheShovel/khuwari", "demo": "https://theshovel.rocks/khuwari/"}, {"ship_num": 2, "ts": "2026-08-27T19:31:42Z", "hours": 32.0, "multiplier": 19.15, "payout": 609, "blessing": "neutral", "text": "Khuwari is a free and open source animation tool that generates the frames between your keyframes with machine learning. Everything runs locally in your browser, your images and projects never leave your machine. You bring the art, it brings the inbetweens.", "repo": "https://github.com/TheShovel/khuwari", "demo": "https://theshovel.rocks/khuwari/"}]...
|
[{"post_id": 58642, "ts": "202 [{"post_id": 58642, "ts": "2026-08-31T04:06:02Z", "hours": 1.2861, "text": "i gave the interpolation model some further adjustments and tweaks and stuff to get stuff as good as i possibly could. theres surprisingly a lot of stuff you can tweak internally!"}, {"post_id": 58065, "ts": "2026-08-30T12:37:51Z", "hours": 2.3178, "text": "Hello! since my first ship, i have gotten a lot of little suggestions and bug reports, so i have worked on implementing most of them, along with other stuff that i felt would be worth adding along the way: replaced the ugly svg doodles on the home page with cool epic krita drawings made by yours truly. rip to the drawing effect though… i have re written the docs to be in markdown, and then parsed through a script to automatically build the docs from those, making it a lot easier for me to update them fixed a bunch of random ui issues and inconsistencies added filter effects to layers in the drawing tool aaaand last but not least, themes! You can now choose a theme from a couple of pre-made ones in the settings. I have also went out of my way to update the github readme to say how much stuff was made by me and how much was made by ai. Hopefully that way, i dont get falsely accused of using ai again. i am still salty about that >:("}, {"post_id": 56912, "ts": "2026-08-28T22:39:15Z", "hours": 0.6606, "text": "the shipwrights keep marking my readme as ai, even after removing the little ai i used in the first place. SO HERE IS AN ENTIRE 16 MINUTE VIDEO OF ME REWRITING THE ENTIRE README, AGAIN. What a waste of my nerves bro. 3 times. 3 times my own hand written text was called ai. actually mental"}, {"post_id": 55769, "ts": "2026-08-27T19:25:43Z", "hours": 2.3383, "text": "And so, one more project comes to an end this summer, and probably my last one before school starts! Since last time, i just did a lot of testing, gave it to people to try out, implemented some QOL features and thats it. Just polish stuff :D"}, {"post_id": 54105, "ts": "2026-08-24T22:05:41Z", "hours": 6.9142, "text": "heyyyyy. long time no see but its almost over!!!! i have started to port the krita drawing tools to the app, so you can draw your frames directly in the app!!!! ooooo crazy i know. it was actually a lot of work, and its still not done, but its getting there and im quite proud of it!!! I also have added camera controls and effects! theres a separate special layer for camera keyframes, and you can animate the camera in all kinds of ways! we also have layer blending modes and soooo much more in the app itself. I have also worked on making the website less “i vibe coded this in 20 minutes” type stuff. its getting along pretty well as well! Even put animated gifs on the front page :D"}, {"post_id": 50455, "ts": "2026-08-19T16:50:50Z", "hours": 6.5889, "text": "hiiii. been a while… but ive been hard at work! i have made a website, docs, tools for automating the docs, sound, camera and sooooo much more stuff. I also started work on a krita compatible built in image editor! So that you can edit your images directly in the software easily! Yep. well id love to write more but ill be honest i dont feel like it. Look at the github commits i guess lmao oh also its now like, super fast. so fast, it can run on your phone, hell, ive been even working on a possible mobile version, but youll only see that if it actually happens hehe. ok byeeeeee!!!!"}, {"post_id": 47650, "ts": "2026-08-15T17:57:47Z", "hours": 8.2653, "text": "hey yall!!! i finally have more stuff to show! I did quite a lot of fairly difficult stuff, that im glad is now over. First of all, the ui is a lot better (still not perfect but better), now you can do interpolation on mutiple layers, and you can interpolate TRANSPARENT IMAGES. Thats right, i just made the first ever (that i heard of) actually good video interpolator that supports transparency. How i did it? Its pretty silly. I take every pixel with opacity in the current frame of that layer, and then i assign a opaque color to it. I make sure that the color that gets chosen is not a color that is in the image, to avoid breaking it… for the 2nd step! After i replace every pixel with opacity with an opaque pixel, i interpolate the frame. The interpolation model does a great job at full images. After that, i take all of the colors i assigned to the pixels i replaced, and do the reverse operation to turn them back into transparent pixels. And ta da! Its not the fastest approach, but other stuff that i tried, like masks and so on, dont seem as good. Along with that, I have also worked on some dynamic coloring tools! Right now this is still pretty basic, but the idea is: you have a layer, you place these dots on it, you choose a color, and it will fill that shape with the color. Its pretty basic, quite slow and still buggy right now but stuff is happening!!!!"}, {"post_id": 45693, "ts": "2026-08-12T10:50:51Z", "hours": 7.7056, "text": "Hiii!!! The shovel, back at it again, with another BANGER. You know how it be. always on the grind. So i was working on cutscenes for my passion project. Its a game blah blah doesnt matter. I was animating cutscenes frame by frame and then went like “man, this sure does look choppy, and not like in a cool stylized way. I wish i could easily make more inbetweens…” and then i realized, im a software developer and i can do it!!! So i thought of all those crappy “anime in 60 fps” videos on youtube. Those are ugly, and i thought… why? and realized that its because the artists didnt intend for it to be interpolated! So what if i make an animation editor, where you can drop your frames, you can set their timing and length and all that, and then you can interpolate them with full control! So this is what this project is. So far you can drag frames in, interpolate them with a small onnx interpolation model that runs locally in your browser, you can then download the frames that look bad, fix them up, drop them back in and improve the interpolation! This sounds like it wouldnt do much but it would save someone like me soooooooo much time!"}]...
|
Title: Khuwari by @TheShovel | Stardance
Devlogs: Title: Khuwari by @TheShovel | Stardance
Devlogs:
Hiii!!! The shovel, back at it again, with another BANGER. You know how it be. always on the grind. So i was working on cutscenes for my passion project. Its a game blah blah doesnt matter. I was animating cutscenes frame by frame and then went like “man, this sure does look choppy, and not like in a cool stylized way. I wish i could easily make more inbetweens…” and then i realized, im a software developer and i can do it!!! So i thought of all those crappy “anime in 60 fps” videos on youtube. Those are ugly, and i thought… why? and realized that its because the artists didnt intend for it to be interpolated! So what if i make an animation editor, where you can drop your frames, you can set their timing and length and all that, and then you can interpolate them with full control! So this is what this project is. So far you can drag frames in, interpolate them with a small onnx interpolation model that runs locally in your browser, you can then download the frames that look bad, fix them up, drop them back in and improve the interpolation! This sounds like it wouldnt do much but it would save someone like me soooooooo much time!
hey yall!!! i finally have more stuff to show! I did quite a lot of fairly difficult stuff, that im glad is now over. First of all, the ui is a lot better (still not perfect but better), now you can do interpolation on mutiple layers, and you can interpolate TRANSPARENT IMAGES. Thats right, i just made the first ever (that i heard of) actually good video interpolator that supports transparency. How i did it? Its pretty silly. I take every pixel with opacity in the current frame of that layer, and then i assign a opaque color to it. I make sure that the color that gets chosen is not a color that is in the image, to avoid breaking it… for the 2nd step! After i replace every pixel with opacity with an opaque pixel, i interpolate the frame. The interpolation model does a great job at full images. After that, i take all of the colors i assigned to the pixels i replaced, and do the reverse operation to turn them back into transparent pixels. And ta da! Its not the fastest approach, but other stuff that i tried, like masks and so on, dont seem as good. Along with that, I have also worked on some dynamic coloring tools! Right now this is still pretty basic, but the idea is: you have a layer, you place these dots on it, you choose a color, and it will fill that shape with the color. Its pretty basic, quite slow and still buggy right now but stuff is happening!!!!
hiiii. been a while… but ive been hard at work! i have made a website, docs, tools for automating the docs, sound, camera and sooooo much more stuff. I also started work on a krita compatible built in image editor! So that you can edit your images directly in the software easily! Yep. well id love to write more but ill be honest i dont feel like it. Look at the github commits i guess lmao oh also its now like, super fast. so fast, it can run on your phone, hell, ive been even working on a possible mobile version, but youll only see that if it actually happens hehe. ok byeeeeee!!!!
heyyyyy. long time no see but its almost over!!!! i have started to port the krita drawing tools to the app, so you can draw your frames directly in the app!!!! ooooo crazy i know. it was actually a lot of work, and its still not done, but its getting there and im quite proud of it!!! I also have added camera controls and effects! theres a separate special layer for camera keyframes, and you can animate the camera in all kinds of ways! we also have layer blending modes and soooo much more in the app itself. I have also worked on making the website less “i vibe coded this in 20 minutes” type stuff. its getting along pretty well as well! Even put animated gifs on the front page :D
And so, one more project comes to an end this summer, and probably my last one before school starts! Since last time, i just did a lot of testing, gave it to people to try out, implemented some QOL features and thats it. Just polish stuff :D
the shipwrights keep marking my readme as ai, even after removing the little ai i used in the first place. SO HERE IS AN ENTIRE 16 MINUTE VIDEO OF ME REWRITING THE ENTIRE README, AGAIN. What a waste of my nerves bro. 3 times. 3 times my own hand written text was called ai. actually mental
Hello! since my first ship, i have gotten a lot of little suggestions and bug reports, so i have worked on implementing most of them, along with other stuff that i felt would be worth adding along the way: replaced the ugly svg doodles on the home page with cool epic krita drawings made by yours truly. rip to the drawing effect though… i have re written the docs to be in markdown, and then parsed through a script to automatically build the docs from those, making it a lot easier for me to update them fixed a bunch of random ui issues and inconsistencies added filter effects to layers in the drawing tool aaaand last but not least, themes! You can now choose a theme from a couple of pre-made ones in the settings. I have also went out of my way to update the github readme to say how much stuff was made by me and how much was made by ai. Hopefully that way, i dont get falsely accused of using ai again. i am still salty about that >:(
i gave the interpolation model some further adjustments and tweaks and stuff to get stuff as good as i possibly could. theres surprisingly a lot of stuff you can tweak internally!
Ships:
Khuwari is a free and open source animation tool that generates the frames between your keyframes with machine learning. Everything runs locally in your browser, your images and projects never leave your machine. You bring the art, it brings the inbetweens.
well, since my last ship not very long ago at all, i have kept trying to polish and perfect this. I think its in a spot where im happy with it for now :3 probably the last ship for this project (well… at least until stardance ends. I am DEFINITELY gonna work on this after as well)...
|
1793101724.1558228
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1793188124.1558228
|
|
51782
|
Astronaut Game by @lantern | Stardance
|
lantern
|
2
|
36.0
|
67
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T14:55:09Z", "hours": 24.0, "multiplier": 2.84, "payout": 67, "blessing": "neutral", "text": "Astronaut Game is my first full game that i actually made . I have used stardance guide throughout making this project . It has 4 minigames in it ( what else you expect from beginner) . Added some of my own assets and space pictures from nasa website ..lol. From the last ship i have made a lot of amends in this projects by cutting out my school time for this project . I firstly added animation to the collectable O2 tanks in minigame 1 , a winner and a death scene ,a score system which works on completion of each level ,a new minigame which was pretty hard to make ( also hard to play..lol..) anyway there were some complications and errors too but it turned out to be ok !!!", "repo": "https://github.com/jigneshphalsawal-cloud/astronaut-game", "demo": "https://jigneshphalsawal-cloud.itch.io/astronaut-game"}, {"ship_num": 2, "ts": "2026-08-22T08:41:58Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Astronaut Game, my very first game development project! Built using the Godot Engine, this project features 3 distinct space-themed minigames designed to challenge the player through interactive mechanics and puzzle-solving. This project was built following the Stardance Challenge Guide, which provided me roadmap for learning game development fundamentals.", "repo": "https://github.com/jigneshphalsawal-cloud/astronaut-game", "demo": "https://jigneshphalsawal-cloud.itch.io/astronaut-game"}]...
|
[{"post_id": 72225, "ts": "202 [{"post_id": 72225, "ts": "2026-09-22T14:15:09Z", "hours": 3.5689, "text": "Fixed the issues in minigame 4 , and enhanced the player experience by adding instructions and making the level more difficult , now the asteroids spawn in relative with position of the player. Also added a score system it calculates score as you complete levels . After some final verifications i will post this soon to itch.io!!"}, {"post_id": 71103, "ts": "2026-09-20T09:33:54Z", "hours": 7.6217, "text": "Working on a dodge based game , in which you have to dodge your spacecraft from asteroid falling . While working on the game the asteroid falling became a problem because while playing i realised that there was a issue with the asteroids as they were falling at one place making game less challenging . I have decided to make asteroids to actively track the player’s movement horizontally while falling, instead of just locking onto a static X position when they spawn"}, {"post_id": 69486, "ts": "2026-09-17T04:38:20Z", "hours": 6.3667, "text": "Finished Adding 2 new mini-games ✌️ first one was a simple clicker game in which we collect the O2 cylinders In second one we refill the suit by pressing the valves in a sequence next i will add a alien shooter game or smthing like that!!!"}, {"post_id": 69047, "ts": "2026-09-16T08:41:16Z", "hours": 6.0814, "text": "Working on 2 new games:- Collecting O2 Cylinder by clicking in limited time Value closer- closing the valve in sequence"}, {"post_id": 52161, "ts": "2026-08-22T08:00:09Z", "hours": 7.6769, "text": "Completed!!! Guide OP!!"}, {"post_id": 51060, "ts": "2026-08-20T15:18:51Z", "hours": 4.5164, "text": "Main Menu Done!!!!!!!!!"}]...
|
Title: Astronaut Game by @lantern | Stardance
Dev Title: Astronaut Game by @lantern | Stardance
Devlogs:
Main Menu Done!!!!!!!!!
Completed!!! Guide OP!!
Working on 2 new games:- Collecting O2 Cylinder by clicking in limited time Value closer- closing the valve in sequence
Finished Adding 2 new mini-games ✌️ first one was a simple clicker game in which we collect the O2 cylinders In second one we refill the suit by pressing the valves in a sequence next i will add a alien shooter game or smthing like that!!!
Working on a dodge based game , in which you have to dodge your spacecraft from asteroid falling . While working on the game the asteroid falling became a problem because while playing i realised that there was a issue with the asteroids as they were falling at one place making game less challenging . I have decided to make asteroids to actively track the player’s movement horizontally while falling, instead of just locking onto a static X position when they spawn
Fixed the issues in minigame 4 , and enhanced the player experience by adding instructions and making the level more difficult , now the asteroids spawn in relative with position of the player. Also added a score system it calculates score as you complete levels . After some final verifications i will post this soon to itch.io!!
Ships:
Astronaut Game, my very first game development project! Built using the Godot Engine, this project features 3 distinct space-themed minigames designed to challenge the player through interactive mechanics and puzzle-solving. This project was built following the Stardance Challenge Guide, which provided me roadmap for learning game development fundamentals.
Astronaut Game is my first full game that i actually made . I have used stardance guide throughout making this project . It has 4 minigames in it ( what else you expect from beginner) . Added some of my own assets and space pictures from nasa website ..lol. From the last ship i have made a lot of amends in this projects by cutting out my school time for this project . I firstly added animation to the collectable O2 tanks in minigame 1 , a winner and a death scene ,a score system which works on completion of each level ,a new minigame which was pretty hard to make ( also hard to play..lol..) anyway there were some complications and errors too but it turned out to be ok !!!...
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1792958059.3161135
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1793822059.3161135
|
|
52653
|
FOG by @shan10 | Stardance
|
shan10
|
1
|
36.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T18:05:57Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built FOG, a Steam-like game e-commerce website. I created the frontend using HTML, CSS and JavaScript with pages like Home, Store, About, Support, Login, Cart and Game Details. I connected the RAWG API through the Spring Boot backend to display game images, names, ratings, release dates and descriptions. I also added game categories like popular, top rated and upcoming games, along with a featured game slider and a section that displays four games. For the backend, I used Java with Spring Boot and created REST APIs for fetching games and game details. I connected the project to MySQL using Spring Data JPA and Hibernate to store user information. I added user registration and login. Passwords are encrypted using BCrypt before being stored. I also added session login, current user checking and logout functionality using Spring Security. I added a cart feature using JavaScript and local storage. Users can open a game, view its details and add it to the cart. I also updated the footer with social media links, account links and an email signup form with validation. I kept the RAWG API key outside the frontend and made sure sensitive information was not pushed to GitHub. This project helped me understand frontend and backend communication, REST APIs, Spring Boot, MySQL, authentication, API integration and Git. i couldnt host it bcoz my bday was near ,hope u leave it :)", "repo": "https://github.com/shanmugesh10/Fog-E-commerce-", "demo": "https://shanmugesh10.github.io/Fog-E-commerce-/"}]...
|
[{"post_id": 66785, "ts": "202 [{"post_id": 66785, "ts": "2026-09-12T17:47:43Z", "hours": 5.4167, "text": "Finally almost done with the website ,i will update more while i ship"}, {"post_id": 62470, "ts": "2026-09-05T20:31:12Z", "hours": 9.6911, "text": "FOG BACKEND UPDATE!! Set up Spring Boot for the backend. Connected Spring Boot with MySQL. Created the Game API. Connected RAWG API to get game data. Created a User system and users table. Added password encryption using BCrypt. Created a login API. Connected our actual FOG login page to the backend. Added CORS so frontend and backend could communicate."}, {"post_id": 57130, "ts": "2026-08-29T07:23:05Z", "hours": 5.1617, "text": "An update on my full-stack project, FOG! I’m really enjoying designing everything from scratch and learning something new every day. It’s been an exciting journey so far, and I’m enjoying every step of it.My next goal is to improve the frontend while working on the backend. For that, I’m going to learn and use Spring Boot to build the backend, connect APIs, and integrate SQL with the website.Excited to see where this journey takes me!"}, {"post_id": 55264, "ts": "2026-08-26T23:19:36Z", "hours": 15.4822, "text": "😊This is my first full stack project,i am really excited to build more and learn on my own. Things i did till now: Made a navbar . Designed ‘store’ page of my website. Added banners. Added interactive buttons. Added single product page. I love this project and i hope this comes out great :)"}]...
|
Title: FOG by @shan10 | Stardance
Devlogs:
😊This Title: FOG by @shan10 | Stardance
Devlogs:
😊This is my first full stack project,i am really excited to build more and learn on my own. Things i did till now: Made a navbar . Designed ‘store’ page of my website. Added banners. Added interactive buttons. Added single product page. I love this project and i hope this comes out great :)
An update on my full-stack project, FOG! I’m really enjoying designing everything from scratch and learning something new every day. It’s been an exciting journey so far, and I’m enjoying every step of it.My next goal is to improve the frontend while working on the backend. For that, I’m going to learn and use Spring Boot to build the backend, connect APIs, and integrate SQL with the website.Excited to see where this journey takes me!
FOG BACKEND UPDATE!! Set up Spring Boot for the backend. Connected Spring Boot with MySQL. Created the Game API. Connected RAWG API to get game data. Created a User system and users table. Added password encryption using BCrypt. Created a login API. Connected our actual FOG login page to the backend. Added CORS so frontend and backend could communicate.
Finally almost done with the website ,i will update more while i ship
Ships:
I built FOG, a Steam-like game e-commerce website. I created the frontend using HTML, CSS and JavaScript with pages like Home, Store, About, Support, Login, Cart and Game Details. I connected the RAWG API through the Spring Boot backend to display game images, names, ratings, release dates and descriptions. I also added game categories like popular, top rated and upcoming games, along with a featured game slider and a section that displays four games. For the backend, I used Java with Spring Boot and created REST APIs for fetching games and game details. I connected the project to MySQL using Spring Data JPA and Hibernate to store user information. I added user registration and login. Passwords are encrypted using BCrypt before being stored. I also added session login, current user checking and logout functionality using Spring Security. I added a cart feature using JavaScript and local storage. Users can open a game, view its details and add it to the cart. I also updated the footer with social media links, account links and an email signup form with validation. I kept the RAWG API key outside the frontend and made sure sensitive information was not pushed to GitHub. This project helped me understand frontend and backend communication, REST APIs, Spring Boot, MySQL, authentication, API integration and Git. i couldnt host it bcoz my bday was near ,hope u leave it :)...
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1793152297.0904117
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1793238697.0904117
|
|
61257
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Skip Intro Coaching by @Zeti_1223 | Stardance
|
Zeti_1223
|
1
|
36.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T08:01:53Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Pitch Skip Intro Coaching is the official landing page and consultation booking platform for André Melinda , a certified life & business coach based in Érd, Hungary. Coaching is deeply personal. Visiting a coach’s website shouldn’t feel like browsing an enterprise SaaS platform or dealing with bloated templates. We built a serene, ultra-fast, and distraction-free web experience designed to make prospective clients feel welcomed and understood the second they arrive. Highlights & Engineering Decisions: Warm, Organic Aesthetic: Designed with relaxing paper tones, warm golds, soft teals, and human typography ( Fraunces + Manrope + handwritten Homemade Apple accents). Serverless 2-Way Email Flow: Integrated with EmailJS to instantly trigger a detailed lead email to the coach and a warm, branded confirmation to the client without running a backend server. Modern Stack: Powered by Vue 3 ( <script setup> ), Tailwind CSS v4 , and Vite 8 . Lightweight Animations: Custom v-reveal scroll animation directive using Intersection Observer. Single Source of Truth: All copy, pricing tiers, FAQs, and contact links live in src/content.js for zero-friction updates. Static Page Generation: Custom Vite plugin automatically generates /adatkezeles (Privacy Policy) and 404.html SPA routing for seamless GitHub Pages hosting. Fully Automated CI/CD: Auto-building and deploying on every push via GitHub Actions. Note for reviewers & testers: Please do not submit test entries on the live contact form, as it connects directly to live mailboxes.", "repo": "https://github.com/zeti1223/skipintro-coaching", "demo": "https://skipintro.hu/"}]...
|
[{"post_id": 77477, "ts": "202 [{"post_id": 77477, "ts": "2026-10-07T04:57:58Z", "hours": 11.4353, "text": "SEO"}, {"post_id": 69671, "ts": "2026-09-17T15:28:29Z", "hours": 3.7014, "text": "changed many things"}, {"post_id": 66413, "ts": "2026-09-12T07:16:18Z", "hours": 20.6369, "text": "I’m done with the website, but I forgot to devlog I worked on it 16h"}]...
|
Title: Skip Intro Coaching by @Zeti_1223 | Stardan Title: Skip Intro Coaching by @Zeti_1223 | Stardance
Devlogs:
I’m done with the website, but I forgot to devlog I worked on it 16h
changed many things
SEO
Ships:
The Pitch Skip Intro Coaching is the official landing page and consultation booking platform for André Melinda , a certified life & business coach based in Érd, Hungary. Coaching is deeply personal. Visiting a coach’s website shouldn’t feel like browsing an enterprise SaaS platform or dealing with bloated templates. We built a serene, ultra-fast, and distraction-free web experience designed to make prospective clients feel welcomed and understood the second they arrive. Highlights & Engineering Decisions: Warm, Organic Aesthetic: Designed with relaxing paper tones, warm golds, soft teals, and human typography ( Fraunces + Manrope + handwritten Homemade Apple accents). Serverless 2-Way Email Flow: Integrated with EmailJS to instantly trigger a detailed lead email to the coach and a warm, branded confirmation to the client without running a backend server. Modern Stack: Powered by Vue 3 ( <script setup> ), Tailwind CSS v4 , and Vite 8 . Lightweight Animations: Custom v-reveal scroll animation directive using Intersection Observer. Single Source of Truth: All copy, pricing tiers, FAQs, and contact links live in src/content.js for zero-friction updates. Static Page Generation: Custom Vite plugin automatically generates /adatkezeles (Privacy Policy) and 404.html SPA routing for seamless GitHub Pages hosting. Fully Automated CI/CD: Auto-building and deploying on every push via GitHub Actions. Note for reviewers & testers: Please do not submit test entries on the live contact form, as it connects directly to live mailboxes....
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1793188185.9013186
|
1793274585.9013186
|
|
64380
|
SELENE by @lakshay99_b | Stardance
|
lakshay99_b
|
2
|
36.0
|
98
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T08:01:16Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Let me tell u this is my 2nd ship and might be a meaningful one. I want to make it clear that i was able to post develog after 24 hour of coding as all previous devlogs got deleted due some misunderstanding of team.", "repo": "https://github.com/lakshay-boora/selene", "demo": "https://selene-angvians.vercel.app"}, {"ship_num": 2, "ts": "2026-10-16T10:15:14Z", "hours": 32.0, "multiplier": 6.23, "payout": 98, "blessing": "neutral", "text": "Finally hosted Selene Bench on both platforms: Vercel: selene-bench.vercel.app EdgeOne: advisory-gray-xyuz9gon.edgeone.dev Live Earth–Moon physics lab — tweak gravity, watch eclipses, and try the cinematic collision mode.", "repo": "https://github.com/lakshay-boora/selene", "demo": "https://selene-angvians.vercel.app"}]...
|
[{"post_id": 81004, "ts": "202 [{"post_id": 81004, "ts": "2026-10-19T15:57:10Z", "hours": 0.4719, "text": "isnt it good? can any one tell me isnt a good readme or should i improve it?"}, {"post_id": 80599, "ts": "2026-10-18T08:21:50Z", "hours": 0.3261, "text": "isnt it crazy that u can make the following geometry with my demo by just setting gravity to max…."}, {"post_id": 80594, "ts": "2026-10-18T08:02:40Z", "hours": 0.4247, "text": "huff. finaly i changed a lot and try to code the badest i can or else reviewer would flag it as ai. i have edited the whole three.js all the styles of moon and earth , removed all camera angles and tried to make it as simple as possible, and now i am sending it for recheck. hope everything would go smooth."}, {"post_id": 80590, "ts": "2026-10-18T07:30:47Z", "hours": 1.4233, "text": "it is really a heart breaking movement when someone rejects your 3week’s efforts saying that it is ai😔. but its ok i respect the reviewers i would make some alteration and then try to resubmite it."}, {"post_id": 80425, "ts": "2026-10-17T16:30:01Z", "hours": 1.7658, "text": "should i change my readme? its being around a day from when i have submited my site and it is still pending, so i am doubting my readme is it a good one? can u check it and recommend me."}, {"post_id": 80131, "ts": "2026-10-16T10:13:18Z", "hours": 0.3211, "text": "Finally hosted Selene Bench on both platforms: Vercel: selene-bench.vercel.app EdgeOne: advisory-gray-xyuz9gon.edgeone.dev Live Earth–Moon physics lab — tweak gravity, watch eclipses, and try the cinematic collision mode."}, {"post_id": 80130, "ts": "2026-10-16T09:55:18Z", "hours": 2.3431, "text": "it’s almost done just fixing some left over render. i would host it through edgeone as vercel is not responding to 3.js i hope judges would not mark it as a flag as they did last time with me."}, {"post_id": 79837, "ts": "2026-10-15T16:16:26Z", "hours": 2.0581, "text": "it’s very interesting to work with the physics of the planets and setting the variables, although it need too much research but it was a fun task."}, {"post_id": 79784, "ts": "2026-10-15T12:18:20Z", "hours": 1.0386, "text": "i finally found the way to place the right configuration for the three.js. it’s the most difficult part i am facing in the full deveopment of ‘studania’. one more update, studania project have a bit change in it. nowonwards it would help u learn the relation between moon and earth through simulated 3d models of moon and earth , u can alter their physical constant and see what would happen! enjoy the space!!!!"}, {"post_id": 71650, "ts": "2026-09-21T07:33:20Z", "hours": 26.0361, "text": "THIS IS GOING TO BE MY NEW START FROM NOW"}]...
|
Title: SELENE by @lakshay99_b | Stardance
Devlogs Title: SELENE by @lakshay99_b | Stardance
Devlogs:
THIS IS GOING TO BE MY NEW START FROM NOW
i finally found the way to place the right configuration for the three.js. it’s the most difficult part i am facing in the full deveopment of ‘studania’. one more update, studania project have a bit change in it. nowonwards it would help u learn the relation between moon and earth through simulated 3d models of moon and earth , u can alter their physical constant and see what would happen! enjoy the space!!!!
it’s very interesting to work with the physics of the planets and setting the variables, although it need too much research but it was a fun task.
it’s almost done just fixing some left over render. i would host it through edgeone as vercel is not responding to 3.js i hope judges would not mark it as a flag as they did last time with me.
Finally hosted Selene Bench on both platforms: Vercel: selene-bench.vercel.app EdgeOne: advisory-gray-xyuz9gon.edgeone.dev Live Earth–Moon physics lab — tweak gravity, watch eclipses, and try the cinematic collision mode.
should i change my readme? its being around a day from when i have submited my site and it is still pending, so i am doubting my readme is it a good one? can u check it and recommend me.
it is really a heart breaking movement when someone rejects your 3week’s efforts saying that it is ai😔. but its ok i respect the reviewers i would make some alteration and then try to resubmite it.
huff. finaly i changed a lot and try to code the badest i can or else reviewer would flag it as ai. i have edited the whole three.js all the styles of moon and earth , removed all camera angles and tried to make it as simple as possible, and now i am sending it for recheck. hope everything would go smooth.
isnt it crazy that u can make the following geometry with my demo by just setting gravity to max….
isnt it good? can any one tell me isnt a good readme or should i improve it?
Ships:
Finally hosted Selene Bench on both platforms: Vercel: selene-bench.vercel.app EdgeOne: advisory-gray-xyuz9gon.edgeone.dev Live Earth–Moon physics lab — tweak gravity, watch eclipses, and try the cinematic collision mode.
Let me tell u this is my 2nd ship and might be a meaningful one. I want to make it clear that i was able to post develog after 24 hour of coding as all previous devlogs got deleted due some misunderstanding of team....
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1793155795.7930295
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1793242195.7930295
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65151
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keepsy by @teteos | Stardance
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teteos
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1
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36.0
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154
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T08:11:00Z", "hours": 36.0, "multiplier": 4.22, "payout": 154, "blessing": "neutral", "text": "This is a online diary/memory dump website that is made from html, css, js and firebase. Here you can write all about your day and kapture your memories and then katch it later when you want relive it You can create your own accounts, save your memories, access it later. Basically, Keepsy is a little space where you can listen to the music and write your feelings and noone will read it expect you", "repo": "https://github.com/swyaeta/keepsy", "demo": "https://swyaeta.github.io/keepsy/"}]...
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[{"post_id": 76343, "ts": "202 [{"post_id": 76343, "ts": "2026-10-03T07:56:30Z", "hours": 4.2206, "text": "Hey everyone!! As u might know I was making a personal diary/memory dump website called Keepsy and yea…IT’S FINALLYYYYYYYYYYYY DONE 😭😭😭 Picking up from where I left off, I made the Katch 2 page!! Yea and This is basically where u can actually see and relive all the memories you’ve saved. The memories that were saved from Kapture are now displayed here, with the date, title, and body of each memory. Basically everything u saved in Kapture can now come back here so u can read it again I also worked on making the memories actually load from Firebase, so Katch isn’t just showing some random example memories. It gets the memories that were actually saved by the user and displays them back on the page.Which means the whole thing is finally connected together 😭 and yea fianlly thanxs reading all my devlog and keeping updated with me"}, {"post_id": 76201, "ts": "2026-10-02T17:19:05Z", "hours": 4.455, "text": "heyy everyone!!!!!!!! im working on my memory dump/online diary(keepsy) so yea as i was working on the katch part i decided to make it in 2 pages so first to make it systematic i decided to have first page thats goes from ur saved data and shows ur memories and from there u can click it and show your data and then u click on it to relive it ( lol read it) and yea it shows your date and title u wrote in kapture and yea it shows that data stored from our firstore and i have also added cute bg txt to make u feel good and yeaaaaaaaaaaaaaaaaaaa byeee!!!!!!!! lil bit and im done and ya’ll can enjoy keepsy"}, {"post_id": 74547, "ts": "2026-09-27T16:41:12Z", "hours": 3.7375, "text": "Hey everyone :)) I’m working on a memory dump/online diary project (Keepsy) man I didn’t know that storage for the photo needs billing in firebase😭😭 and the browser storage thing is too complex for me so, I decided to add music!!!!!!!!!!!!!!! so yea for this I removed all the html, css and js and added for musicbox and yea we now have music So yea and i also had a collection called memories that stores the info and saves it (you can see in [img.2]) so yea next we will work on katch so yea bye!!!!!!!!!!"}, {"post_id": 74384, "ts": "2026-09-27T09:07:26Z", "hours": 9.5558, "text": "We can now add photoss!!!!!!!!!!!!!!!!! hey everyone :)) im working on a memory dump/online diary project (keepsy) So this page comes after when user login/signin in their accounts and there the user write all about there day. I also spent a lot of time in adding background text and stuff and there i learned about textarea and label in html Next i’ll be working on katch to store itttt!! hehehe byeeee!! everyone till then"}, {"post_id": 73896, "ts": "2026-09-26T08:55:17Z", "hours": 7.7097, "text": "heyyyyy :) everyone 3rd devlog: of my (Keepsy) memory dump/online diary so since we want to be able to see the memories even after year, we need to have accounts and database to storage so we need login/sign up screen i made it!!!!!!!!!!!! so i have added firebase auth to the project and for that i created a project in console and added a app(keepsy) and had to deal with authetication and database to store the info and remember the user so in our indexpage there is two box Katch and Kapture so when new users click on katch or kapture the js sends them to log in screen but if they have a id and havent looged out it will take them to the box they clicked i have created new login.html,css,js and same with sign up and yeaaaaaaaaaaaaa next stop is kapture screen!!!!!!!!!!!!!!!!"}, {"post_id": 73558, "ts": "2026-09-25T12:10:19Z", "hours": 3.2778, "text": "heyyyy everyone :) this is my memory dump/diary project soo yea i added a personality to my project and i have added bg txts and every txt and emoji hovers when u touched it 1. i have added a camera and say cheese txt that moves cutely when touched. 2.i have added a pen and a txt that makes it look like its writing when touched. 3.i have added two bg txts that hovers. and and i have added meta charset that makes it look good in smaller and other devices and min-heights so yea my front page is done and now i’ll work on my KATCH page see u soon!!!!!!!!!! bye lovies"}, {"post_id": 73504, "ts": "2026-09-25T07:52:40Z", "hours": 3.4947, "text": "heyyy :) everyone im making a online memory dump/diary where u catch and capture ur memories so i started with finding a theme then i craeted two flies index.html and style.css then i made two boxes ( every line is hand coded) and named it kapture and katch where u add and read ur day and added bg colors and it also has hover so it moves -5px when u touch and transition in 2s."}]...
|
Title: keepsy by @teteos | Stardance
Devlogs:
hey Title: keepsy by @teteos | Stardance
Devlogs:
heyyy :) everyone im making a online memory dump/diary where u catch and capture ur memories so i started with finding a theme then i craeted two flies index.html and style.css then i made two boxes ( every line is hand coded) and named it kapture and katch where u add and read ur day and added bg colors and it also has hover so it moves -5px when u touch and transition in 2s.
heyyyy everyone :) this is my memory dump/diary project soo yea i added a personality to my project and i have added bg txts and every txt and emoji hovers when u touched it 1. i have added a camera and say cheese txt that moves cutely when touched. 2.i have added a pen and a txt that makes it look like its writing when touched. 3.i have added two bg txts that hovers. and and i have added meta charset that makes it look good in smaller and other devices and min-heights so yea my front page is done and now i’ll work on my KATCH page see u soon!!!!!!!!!! bye lovies
heyyyyy :) everyone 3rd devlog: of my (Keepsy) memory dump/online diary so since we want to be able to see the memories even after year, we need to have accounts and database to storage so we need login/sign up screen i made it!!!!!!!!!!!! so i have added firebase auth to the project and for that i created a project in console and added a app(keepsy) and had to deal with authetication and database to store the info and remember the user so in our indexpage there is two box Katch and Kapture so when new users click on katch or kapture the js sends them to log in screen but if they have a id and havent looged out it will take them to the box they clicked i have created new login.html,css,js and same with sign up and yeaaaaaaaaaaaaa next stop is kapture screen!!!!!!!!!!!!!!!!
We can now add photoss!!!!!!!!!!!!!!!!! hey everyone :)) im working on a memory dump/online diary project (keepsy) So this page comes after when user login/signin in their accounts and there the user write all about there day. I also spent a lot of time in adding background text and stuff and there i learned about textarea and label in html Next i’ll be working on katch to store itttt!! hehehe byeeee!! everyone till then
Hey everyone :)) I’m working on a memory dump/online diary project (Keepsy) man I didn’t know that storage for the photo needs billing in firebase😭😭 and the browser storage thing is too complex for me so, I decided to add music!!!!!!!!!!!!!!! so yea for this I removed all the html, css and js and added for musicbox and yea we now have music So yea and i also had a collection called memories that stores the info and saves it (you can see in [img.2]) so yea next we will work on katch so yea bye!!!!!!!!!!
heyy everyone!!!!!!!! im working on my memory dump/online diary(keepsy) so yea as i was working on the katch part i decided to make it in 2 pages so first to make it systematic i decided to have first page thats goes from ur saved data and shows ur memories and from there u can click it and show your data and then u click on it to relive it ( lol read it) and yea it shows your date and title u wrote in kapture and yea it shows that data stored from our firstore and i have also added cute bg txt to make u feel good and yeaaaaaaaaaaaaaaaaaaa byeee!!!!!!!! lil bit and im done and ya’ll can enjoy keepsy
Hey everyone!! As u might know I was making a personal diary/memory dump website called Keepsy and yea…IT’S FINALLYYYYYYYYYYYY DONE 😭😭😭 Picking up from where I left off, I made the Katch 2 page!! Yea and This is basically where u can actually see and relive all the memories you’ve saved. The memories that were saved from Kapture are now displayed here, with the date, title, and body of each memory. Basically everything u saved in Kapture can now come back here so u can read it again I also worked on making the memories actually load from Firebase, so Katch isn’t just showing some random example memories. It gets the memories that were actually saved by the user and displays them back on the page.Which means the whole thing is finally connected together 😭 and yea fianlly thanxs reading all my devlog and keeping updated with me
Ships:
This is a online diary/memory dump website that is made from html, css, js and firebase. Here you can write all about your day and kapture your memories and then katch it later when you want relive it You can create your own accounts, save your memories, access it later. Basically, Keepsy is a little space where you can listen to the music and write your feelings and noone will read it expect you...
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1793213700.070443
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1793300100.070443
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35018
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a website by @rajeevpunshi | Stardance
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rajeevpunshi
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0
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35.93
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0
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[]
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[{"post_id": 57232, "ts": "202 [{"post_id": 57232, "ts": "2026-08-29T10:25:58Z", "hours": 35.9331, "text": "I am working on making my website better as currently when u make the screen smaller it looks bad so yea need it to look good"}]...
|
Title: a website by @rajeevpunshi | Stardance
Dev Title: a website by @rajeevpunshi | Stardance
Devlogs:
I am working on making my website better as currently when u make the screen smaller it looks bad so yea need it to look good...
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1792914830.1592326
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1793778830.1592326
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24994
|
CrossCode by @snehasish | Stardance
|
|
0
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35.9
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0
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[]
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[{"post_id": 25834, "ts": "202 [{"post_id": 25834, "ts": "2026-07-10T09:48:23Z", "hours": 7.0147, "text": "CrossCode | Devlog #6 What’s New You can now send messages (prompts) Change agent mode (plan/build/custom) Live message response Problems Faced Message response streaming is currently not supported. The live response feature is actually API fetch every 2 seconds for current message response progress I spend almost ~3-4 hours trying to make the React Native Server Sent Events (i.e. SSE) work with OpenCode’s /events endpoint, but I found an issue where cloudflare quick tunnel (which is being used to expose OpenCode server and SSE endpoint) doesn’t support or allow SSE. So for now I switched to live message response by fetching the currently streaming response every ~2000ms Next Update Make the /events SSE endpoint work with React Native SSE and cloudflared Add model selector for message and prompt inputs And some performance fixes in place Also settings page (with dark theme toggle) My first time working with a React Native application so huge, so I’m kinda spending a lot of time experimenting and figuring out things"}, {"post_id": 24533, "ts": "2026-07-08T04:41:07Z", "hours": 4.9806, "text": "CrossCode | Devlog #5 What’s New Chat session page with messages and chat input (i.e. the full chat interface) Chat input with agent mode selection and text prompt input Design The current UI only looks good in dark mode, the light mode version is a little broken and I spent a lot of time fixing the light mode UI, but some things are causing trouble here - especially the textarea and select menu styles in light mode Markdown Also rendering markdown is such a pain in React Native because I’ve been getting a new error everytime I fix the previous ones Next Update Make markdown renderer work and fix the light mode theme and FINALLY “be able to send messages”"}, {"post_id": 23435, "ts": "2026-07-06T12:14:51Z", "hours": 7.0894, "text": "CrossCode : Monday Update What’s New Projects Page: List of all accessible OpenCode project directories that you can access remotely Sessions Page: List of all accessible project sessions from OpenCode. Projects If you have ever opened a directory on your main device using opencode <dir-name> then it will appear in your projects page. You can assign projects a unique name (OpenCode doesn’t have specific project names field) and your projects are cached + refreshed on first load Sessions Every group of conversations in OpenCode is a session. Each session has it’s own title and messages list. You can view sessions from across all of your OpenCode projects Previews: Projects list Sessions list About this devlog I spent a lot of time on designing and styling the UI and considering UX improvements. Mobile UI designing and styling is really new for me, so I took a lot of time comparing mobile UIs with the web and furnishing stuff Next Update Make the sessions messages list and chat interface"}, {"post_id": 22183, "ts": "2026-07-04T14:45:57Z", "hours": 11.0892, "text": "CrossCode : Major Update This update took a very long time because I completely recreated the mobile app from scratch again because I didn’t like the previous UI and some configurations What’s New CrossCode Mobile App: I have worked a lot in the past week on the CrossCode mobile app and here are the updates. Scan QR: QR Scanner is completely functional and detects and triggers when a npx crosscode terminal’s QR is presented. It detects the terminal QR and redirects you to the confirm connection page Confirm remote connection: Give your remote connection a name and connection is validated and auth protect before you can successfully connect. Home Page: The home page shows your current connection information. By default every connection revokes and becomes stale when you close your current npx crosscode terminal session. That is, once you close your terminal, you (or someone else) can no more connect to your OpenCode session. Security Concerns The opencode serve server is completely auth protected and the authorization tokens are NEVER displayed anywhere or logged. It is completely hidden and encrypted and every authorization stuff happens in the backend No one else can ever connect to your remote session unless you give them your terminal’s QR. And noone can hack into your OpenCode from your mobile device. Your mobile device completely hides all authorization information and remote URLs Access is revoked to all remote sessions as soon as you close the terminal running npx crosscode . The one-time remote tunnel closes completely and hence noone can connect once you close your Terminal Every new npx crosscode will require you to scan the terminal’s QR code with the mobile app once again. This is done to ensure extra security and also so your host device doesn’t eat-up much resources when no remote work is being performed. What’s Coming Connecting to working directories, loading OpenCode project sessions and finally sending prompts to OpenCode !"}, {"post_id": 17433, "ts": "2026-06-28T06:36:41Z", "hours": 3.8569, "text": "CrossCode Update In this update Initialized npx crosscode CLI. Performs: opencode serve and exposes it globally using cloudflared tunnel Initialized mobile app using React Native Expo with basic QR Scanner functionality and test connection functionality What’s Next Connect/save your project and access all sessions across your OpenCode project Access and manage your sessions and chats Also the Mobile UI is kinda basic rn. Will make it look more modern and developer-friendly"}, {"post_id": 14825, "ts": "2026-06-24T02:32:42Z", "hours": 1.8669, "text": "Initialized CrossCode CLI Made a lightweight CLI (using nodejs ) command that serves an opencode web server at PORT:4096 and exposes it using cloudflared (Cloudflare tunnel) It checks if opencode and cloudflared is installed in your system Runs opencode serve at PORT 4096 Runs cloudflared tunnel start to expo the web server running at localhost:4096 so that the opencode web server is available using a public URL Our CrossCode mobile app will use and hit this public URL to control opencode remotely"}]...
|
Title: CrossCode by @snehasish | Stardance
Devlog Title: CrossCode by @snehasish | Stardance
Devlogs:
Initialized CrossCode CLI Made a lightweight CLI (using nodejs ) command that serves an opencode web server at PORT:4096 and exposes it using cloudflared (Cloudflare tunnel) It checks if opencode and cloudflared is installed in your system Runs opencode serve at PORT 4096 Runs cloudflared tunnel start to expo the web server running at localhost:4096 so that the opencode web server is available using a public URL Our CrossCode mobile app will use and hit this public URL to control opencode remotely
CrossCode Update In this update Initialized npx crosscode CLI. Performs: opencode serve and exposes it globally using cloudflared tunnel Initialized mobile app using React Native Expo with basic QR Scanner functionality and test connection functionality What’s Next Connect/save your project and access all sessions across your OpenCode project Access and manage your sessions and chats Also the Mobile UI is kinda basic rn. Will make it look more modern and developer-friendly
CrossCode : Major Update This update took a very long time because I completely recreated the mobile app from scratch again because I didn’t like the previous UI and some configurations What’s New CrossCode Mobile App: I have worked a lot in the past week on the CrossCode mobile app and here are the updates. Scan QR: QR Scanner is completely functional and detects and triggers when a npx crosscode terminal’s QR is presented. It detects the terminal QR and redirects you to the confirm connection page Confirm remote connection: Give your remote connection a name and connection is validated and auth protect before you can successfully connect. Home Page: The home page shows your current connection information. By default every connection revokes and becomes stale when you close your current npx crosscode terminal session. That is, once you close your terminal, you (or someone else) can no more connect to your OpenCode session. Security Concerns The opencode serve server is completely auth protected and the authorization tokens are NEVER displayed anywhere or logged. It is completely hidden and encrypted and every authorization stuff happens in the backend No one else can ever connect to your remote session unless you give them your terminal’s QR. And noone can hack into your OpenCode from your mobile device. Your mobile device completely hides all authorization information and remote URLs Access is revoked to all remote sessions as soon as you close the terminal running npx crosscode . The one-time remote tunnel closes completely and hence noone can connect once you close your Terminal Every new npx crosscode will require you to scan the terminal’s QR code with the mobile app once again. This is done to ensure extra security and also so your host device doesn’t eat-up much resources when no remote work is being performed. What’s Coming Connecting to working directories, loading OpenCode project sessions and finally sending prompts to OpenCode !
CrossCode : Monday Update What’s New Projects Page: List of all accessible OpenCode project directories that you can access remotely Sessions Page: List of all accessible project sessions from OpenCode. Projects If you have ever opened a directory on your main device using opencode <dir-name> then it will appear in your projects page. You can assign projects a unique name (OpenCode doesn’t have specific project names field) and your projects are cached + refreshed on first load Sessions Every group of conversations in OpenCode is a session. Each session has it’s own title and messages list. You can view sessions from across all of your OpenCode projects Previews: Projects list Sessions list About this devlog I spent a lot of time on designing and styling the UI and considering UX improvements. Mobile UI designing and styling is really new for me, so I took a lot of time comparing mobile UIs with the web and furnishing stuff Next Update Make the sessions messages list and chat interface
CrossCode | Devlog #5 What’s New Chat session page with messages and chat input (i.e. the full chat interface) Chat input with agent mode selection and text prompt input Design The current UI only looks good in dark mode, the light mode version is a little broken and I spent a lot of time fixing the light mode UI, but some things are causing trouble here - especially the textarea and select menu styles in light mode Markdown Also rendering markdown is such a pain in React Native because I’ve been getting a new error everytime I fix the previous ones Next Update Make markdown renderer work and fix the light mode theme and FINALLY “be able to send messages”
CrossCode | Devlog #6 What’s New You can now send messages (prompts) Change agent mode (plan/build/custom) Live message response Problems Faced Message response streaming is currently not supported. The live response feature is actually API fetch every 2 seconds for current message response progress I spend almost ~3-4 hours trying to make the React Native Server Sent Events (i.e. SSE) work with OpenCode’s /events endpoint, but I found an issue where cloudflare quick tunnel (which is being used to expose OpenCode server and SSE endpoint) doesn’t support or allow SSE. So for now I switched to live message response by fetching the currently streaming response every ~2000ms Next Update Make the /events SSE endpoint work with React Native SSE and cloudflared Add model selector for message and prompt inputs And some performance fixes in place Also settings page (with dark theme toggle) My first time working with a React Native application so huge, so I’m kinda spending a lot of time experimenting and figuring out things...
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1792684179.9185367
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1793288979.9185367
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22352
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Custom Laptop by @omamated | Stardance
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omamated
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0
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35.69
|
0
|
[]
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[{"post_id": 73823, "ts": "202 [{"post_id": 73823, "ts": "2026-09-26T03:21:30Z", "hours": 0.5375, "text": "Today, I mostly worked on researching how to keep my current work while converting it to the lattepanda mu ultra. There’s not enough documentation, so I need to figure out some stuff."}, {"post_id": 72495, "ts": "2026-09-23T02:34:08Z", "hours": 0.8003, "text": "As of the last journal I decided to restart my PCB due to inefficiency in the placements. Today, I started to plan where to place the components. I will spend a lot of time at this stage as this defines the whole PCB process. I also spent some time researching the battery, I settled down on using a power bank so it’s safe for me to take on flights/ travel with. I discovered there was a Linux library called TCPM that helps with reading batteries and I could apparently configure this to my power bank."}, {"post_id": 71315, "ts": "2026-09-20T16:47:09Z", "hours": 0.6442, "text": "Today, I made a second try on my pcb carrier board. The first one wasn’t that bad, but the placement of most things was very efficient. I decided that it would be easier for me to start this back up from the beginning. I deleted everything (in a seperate file of course) and I started laying out everything all over again. If I can make everything more efficient then routing it will be way easier."}, {"post_id": 70966, "ts": "2026-09-20T04:04:25Z", "hours": 1.7078, "text": "Today, I spent a lot of time routing and looking over routing. Unfortunately, I forgot to record some of it, but thankfully I got some. I need to redo one entire section due to some conflicts."}, {"post_id": 67095, "ts": "2026-09-13T04:40:28Z", "hours": 1.2336, "text": "I routed the Ethernet chip(image1) and the USB2517(Image 2), fully. I am understanding this project a lot more and can enter flowstate when routing this easier. The Ethernet chip will handle the internet itself which is kinda important:). The USB2517 I added completely by myself to the schematics and pcb after reading a lot of documentation. I added it so I can have a lot more USB-A ports and USB-C ports. I’ve been struggling to find time on this project with school and all but I shall prevail."}, {"post_id": 63322, "ts": "2026-09-07T02:37:04Z", "hours": 0.5, "text": "I worked on basic routing for the ethernet. I am deciding to get back into this, I’ve been busy with school but I will lock in. I’ve done a decent bit so far"}, {"post_id": 53527, "ts": "2026-08-24T03:21:54Z", "hours": 0.9003, "text": "I had to reroute most of the ethernet port due to bad placement. I might have to replace most of this board to make everything optimal and make it fit."}, {"post_id": 48623, "ts": "2026-08-17T02:49:05Z", "hours": 0.9836, "text": "Today I learned about differential pairs and got most of the Ethernet pairs routed except one differential pair that has a crossover. Routing is difficult sometimes, but other times its not. I feel I just need to spend more time and I should be done. I don’t have much time as I have to study a lot for the classes I’m in."}, {"post_id": 45551, "ts": "2026-08-12T03:40:42Z", "hours": 0.2839, "text": "I spent today learning about USB3.0 I learned about differential pairs and that they can easily be done within kicad."}, {"post_id": 45544, "ts": "2026-08-12T03:19:29Z", "hours": 0.6017, "text": "I did some research today and I learned that there was a lattepanda mu discord, I can use this to get my PCB sanity checked. I want to finish this laptop soon as school has started and I need a laptop for school and I know I probably won’t have much time coming up. I think next I will work on the USBA 3.1 next and go do that next."}, {"post_id": 44645, "ts": "2026-08-10T15:30:17Z", "hours": 0.6606, "text": "I finalized the USB-C routing and everything is working correctly. I now have a finalized workflow to work with."}, {"post_id": 44033, "ts": "2026-08-09T15:19:54Z", "hours": 0.4506, "text": "I spent a lot of time researching, I know I only clocked 30 minutes, but that doesn’t really include the time I spent researching on my phone while I was away. I learned that I could just use the net classess in the design rule and I could route and it will automatically bring up the best settings for that track, so I set that up and now I should be ready to just finish up the routing. I just need to be careful and make sure I check the docs to see the routing standards."}, {"post_id": 43564, "ts": "2026-08-08T21:54:36Z", "hours": 0.4839, "text": "Today, I didn’t really get much work. I’ve hit a roadblock on routing the PCB I don’t really understand how to make sure everything is up to the standards. I may take a break due to school starting and figuring out how to get back into this. But I will finish this project! P.S. this project will probably not be finished within stardance but Ill try my best"}, {"post_id": 42684, "ts": "2026-08-07T15:17:32Z", "hours": 0.3506, "text": "I worked on routing the USB-c’s, does anyone know if auto routers are allowed?"}, {"post_id": 42028, "ts": "2026-08-06T16:01:45Z", "hours": 0.6678, "text": "Today, I had to reroute the USB-C power from yesterday as it prevented me from routing other componenets. I had to delete all of the traces and start over again. I learned that the USB-C power had to be routed on the front, which prevented me from using vias, only making my life harder. I decided to restart rather than only deleting some traces as it would be easier to know whats going on if I just restarted and moved the componets to the most efficient spots."}, {"post_id": 41352, "ts": "2026-08-05T14:42:58Z", "hours": 0.7672, "text": "Today I continued my work on track widths, I looked back on the pcb made by the LattePanda team, which assisted me on how I should do it. I successfully(I think?) routed the tracks for the USB-C power I’m using. Nothing broke thankfully other than the fact that I had to replace some resistors. I learned that if a route is only carrying power like a screw terminal then it should be thicker usually, this doesn’t really apply to me too much because I modified the board to use USB-C for it’s only power source. I chose to use USB-C power over a screw terminal as it would be easier to find battery options that were more efficient and were made by reliable companies, which means it would be less likely to blow up, which is always good :). It surprised me that the USB-C track width could be almost the same as the standard size."}, {"post_id": 40816, "ts": "2026-08-04T16:03:04Z", "hours": 0.6506, "text": "I researched the tracks for the carrier board, man this is so confusing. I don’t understand how I would fit a 2.5mm thick trace, so im probably missing something."}, {"post_id": 40158, "ts": "2026-08-03T15:49:18Z", "hours": 0.2839, "text": "today I planned to route, but I realized this was way different from the macropad and keyboards I designed in the past this meant I had to learn how thick to make the traces and etc. The routing will take me much longer than expected I plan to finish routing this week however."}, {"post_id": 39566, "ts": "2026-08-02T16:53:50Z", "hours": 0.2839, "text": "Today I finished the layer stackup I aam good to start routing now."}, {"post_id": 38951, "ts": "2026-08-01T15:53:22Z", "hours": 0.2839, "text": "Today I worked on the layer stackup. This was a step I would’ve over looked if I didn’t go back to Ben’s Make’s Everything’s Video."}, {"post_id": 38218, "ts": "2026-07-31T14:49:25Z", "hours": 0.5839, "text": "I went through all of the errors, Im going to work on the routing tomorrow."}, {"post_id": 37732, "ts": "2026-07-30T17:20:32Z", "hours": 0.8839, "text": "I finished placing all of the components it took me a while as I do want it to run efficiently, everything is coming together guys! PS I took a break as I had to go out of town, so yeah."}, {"post_id": 30832, "ts": "2026-07-18T19:31:04Z", "hours": 0.2839, "text": "Everythings coming together, I just need to make sure if all the holes are in their right spot and if the smaller things like caps. and rests. placement matter, as they usually don’t but it doesn’t hurt to check."}, {"post_id": 30179, "ts": "2026-07-17T15:23:24Z", "hours": 0.3006, "text": "My lookout was kind of bugging but today I layed out the medium ish componets in sections of what they do, so this is how my pcb is so far."}, {"post_id": 29587, "ts": "2026-07-16T16:53:20Z", "hours": 0.3172, "text": "so today I layed out the major componets for my second try on my pcb it didnt take me as long as I knew what to do already."}, {"post_id": 28958, "ts": "2026-07-15T16:00:43Z", "hours": 0.3003, "text": "I decided to restart the PCB because Id rather do it right then at all."}, {"post_id": 28371, "ts": "2026-07-14T16:18:31Z", "hours": 0.2836, "text": "did a little bit of work on the github, I also learned I dont really need the GPIO so i might have to restart."}, {"post_id": 27743, "ts": "2026-07-13T15:55:21Z", "hours": 0.5506, "text": "spent today working on laying out componets the m.2 is fine now I even added silk screen, I just need to layout the smaller stuff now."}, {"post_id": 27305, "ts": "2026-07-12T19:24:22Z", "hours": 0.2839, "text": "I did a little bit of work trying to figure out on how everything will fit."}, {"post_id": 26777, "ts": "2026-07-11T19:26:24Z", "hours": 0.2839, "text": "Hey so today, I worked on the m.2 slots a bit couldnt really figure it out."}, {"post_id": 25984, "ts": "2026-07-10T15:08:51Z", "hours": 0.5672, "text": "I started laying out the PCB, everything seems to be coming together now. The M.2 slots are giving me trouble as I don’t know how to distance the hole from the slot perfectly."}, {"post_id": 25352, "ts": "2026-07-09T16:17:01Z", "hours": 1.0506, "text": "I started the PCB today after researching some batteries. I could not find any thinner options, so I will have to go with the option I chose earlier. As you can see in the image the 135mmx135mm pcb size will be difficult to fit the PCB in, but anything good was never easy."}, {"post_id": 24757, "ts": "2026-07-08T15:20:41Z", "hours": 0.6172, "text": "I worked on the chassis a bit to figure out how big I can make my PCB, which will be 135mmx135mm. One problem I have right now is hoow to continure this hardware project as I definetely wont be done by July 26."}, {"post_id": 24182, "ts": "2026-07-07T16:12:28Z", "hours": 0.6172, "text": "So I was working way too hard trying to understand how to make the 4s lipo batteries work, and I realized that knowing me this battery config probably won’t work and it’ll blow up in front of me, so I decided to use a power bank. After talking to Gemini and other AI’s I went with this power bank. It is extremely thin and good enough to power the whole laptop. https://www.amazon.com/Baseus-Portable-Charger-20000mAh-Charging/dp/B0DK8V9LSV . The power bank is even cheaper than some 4s lipo options so I guess switching is the better option."}, {"post_id": 23556, "ts": "2026-07-06T16:17:29Z", "hours": 0.5506, "text": "I worked more on wiring the battery solution in the schematic, it is taking me a while, but that’s due to the fact that I’m trying to understand it all. I also learned about MOSFET’s."}, {"post_id": 22880, "ts": "2026-07-05T14:44:47Z", "hours": 0.5394, "text": "So today I worked on adding chip ic’s to the USB ports because I realized that if I accidentally plug in my usb-c charger to the wrong spot it’ll fry the board. So I added these Ic’s for extra protection."}, {"post_id": 22343, "ts": "2026-07-04T19:25:29Z", "hours": 0.8506, "text": "I worked on the battery management some more, I don’t quite understand how to make this all come together, but I hope I can eventually figure it out."}, {"post_id": 21612, "ts": "2026-07-03T17:30:25Z", "hours": 1.0339, "text": "I spent today researching possible batteries to use and how I can charge and manage the batteries."}, {"post_id": 20894, "ts": "2026-07-02T16:53:58Z", "hours": 1.0675, "text": "Today I worked on battery management where I decided to use the MAX17048 to view my battery percentage which works pretty good on linux with a single driver but on windows I have to write a python script. Im almost done with the battery management."}, {"post_id": 20113, "ts": "2026-07-01T17:15:41Z", "hours": 1.0342, "text": "So I finished the Schematic and added all of the footprints. Overall everything seems fine I need to figure out what size I want the motherboard to start on the PCB, but as I was going over everything I forgot to add battery monitoring, so I’ll do that soon."}, {"post_id": 19292, "ts": "2026-06-30T15:44:15Z", "hours": 1.0339, "text": "I was planning to start on the PCB today, but apparently the footprints didn’t work, so I spent all the time working on that."}, {"post_id": 18852, "ts": "2026-06-30T01:45:04Z", "hours": 0.2736, "text": "Did some small work on the pewake not working in ERC."}, {"post_id": 17983, "ts": "2026-06-28T22:54:57Z", "hours": 0.35, "text": "Fixed some small errors, not too much to write about here, they were really basic like for example I accidentally connected some to +3v3’s. I just need to fix these last 2 errors."}, {"post_id": 17157, "ts": "2026-06-27T21:01:01Z", "hours": 1.1006, "text": "I spent the entire 1 hour and 6 minutes working on battling these ERC errors. A lot of them were small issues that could be ignored, but for some I had to rewire some parts. apparently I couldn’t put some parts straight to the GND, so there has to be a part that’s 3V3 as you can see in the second photo. I’m now one step closer to making this laptop a reality. P.S I need to make a better name than “Custom Laptop”"}, {"post_id": 16402, "ts": "2026-06-26T18:02:48Z", "hours": 1.1017, "text": "I finished adding all the footprints went through some ERC problems and I found a permanent solution for the Audio. I decided I can just use a USB DAC board to connect laptop speakers."}, {"post_id": 15822, "ts": "2026-06-25T18:36:08Z", "hours": 1.1014, "text": "I finished the USB HUB and the crystal clock for it as seen in the image. I also decided to figure out what I should do with the speakers/microphones, but I learned that I could simply use USB’s so I decided to look for small formfactors of those."}, {"post_id": 15262, "ts": "2026-06-24T19:37:34Z", "hours": 1.2522, "text": "Im almost done with the USB hubs, all of the USBS are wired up and the crystal clock is all thats left."}, {"post_id": 14672, "ts": "2026-06-23T21:11:07Z", "hours": 0.55, "text": "Finished up the USB2517. I wired everything up (hopefully correctly). All I have left is connecting actual USB ports and I also have to choose what chip to connect the prt power to."}, {"post_id": 14590, "ts": "2026-06-23T19:14:01Z", "hours": 1.2836, "text": "So I made some headway on the USB2517 USB hub for the laptop. I connected it to upstream and figured out how to connect the power. A lot of it was very confusing as the symbol I used was different from most, but I found the datasheet, which helped a ton. I also learned that maybe I can connect the USB ports to USB-C so I can actually have some modern plugs which would be nice."}, {"post_id": 13443, "ts": "2026-06-22T00:49:17Z", "hours": 0.7172, "text": "In my last post, I worked on converting a PCIE to M.2 to eventually convert to more USB’s. I did some more research and learned that this could easily be cut down if I used a microchip. Using the Microchip USB2517 (symbol shown below), I can convert one Usb2.0 to 7 others, this seems overkill, which it kind of is, but I will use the USB for the keyboard, speaker, and other things. Also you can never have too many USB’s, maybe I could buy some converters and turn some into USB-C. There is a problem I’m facing while making this, it’s that this is probably going to bulkier than a macbook or a dell latitude, it’s probably going to end up looking like a Lenovo Legion or LOQ. I will try to shrink some stuff down, but I’d rather have a big laptop with nice features than a basic thin laptop, at the end of the day I am making it."}, {"post_id": 13340, "ts": "2026-06-21T21:09:32Z", "hours": 0.4669, "text": "I decided to turn my PCIE slot to M.2. I don’t really need the PCIE slot but I need more USB slots. Turning the PCIE to M.2 allows me to interchange it for M.2 expansion slots like USB expansions or more SSD’s."}, {"post_id": 12863, "ts": "2026-06-21T02:08:22Z", "hours": 1.1006, "text": "I worked on the Motherboard, I deleted items I wouldn’t need like the PCIE slot and the USB-C power as I will be using a battery. I found various resources including the official Lattepanda Mu motherboard github (Opensource FTW). I also found a whole course on how to make carrier boards for it. I still have a lot more work ahead of me as I barely have much. I am starting to realize how hard this project will truly be, but there needs to be an easy, open source, and up to date laptop. The screenshot includes all my notes and resources for the motherboard."}, {"post_id": 12325, "ts": "2026-06-20T03:29:25Z", "hours": 0.2836, "text": "I’m working on a custom laptop, I started this a while back (fallout), but I didn’t have enough time so now I’m doing it here. My laptop will have a Lattepanda Mu and a detachable keyboard. I’m hoping that it should be able to be used as a flagship device as laptops keep getting harder to fix, while this has many open source parts. For example, want to switch the CPU? just buy a new LattePanda Mu and plug it in. I still need to figure out how to transfer my 10 hours and 40 minutes worth of work onto here."}]...
|
Title: Custom Laptop by @omamated | Stardance
Dev Title: Custom Laptop by @omamated | Stardance
Devlogs:
I’m working on a custom laptop, I started this a while back (fallout), but I didn’t have enough time so now I’m doing it here. My laptop will have a Lattepanda Mu and a detachable keyboard. I’m hoping that it should be able to be used as a flagship device as laptops keep getting harder to fix, while this has many open source parts. For example, want to switch the CPU? just buy a new LattePanda Mu and plug it in. I still need to figure out how to transfer my 10 hours and 40 minutes worth of work onto here.
I worked on the Motherboard, I deleted items I wouldn’t need like the PCIE slot and the USB-C power as I will be using a battery. I found various resources including the official Lattepanda Mu motherboard github (Opensource FTW). I also found a whole course on how to make carrier boards for it. I still have a lot more work ahead of me as I barely have much. I am starting to realize how hard this project will truly be, but there needs to be an easy, open source, and up to date laptop. The screenshot includes all my notes and resources for the motherboard.
I decided to turn my PCIE slot to M.2. I don’t really need the PCIE slot but I need more USB slots. Turning the PCIE to M.2 allows me to interchange it for M.2 expansion slots like USB expansions or more SSD’s.
In my last post, I worked on converting a PCIE to M.2 to eventually convert to more USB’s. I did some more research and learned that this could easily be cut down if I used a microchip. Using the Microchip USB2517 (symbol shown below), I can convert one Usb2.0 to 7 others, this seems overkill, which it kind of is, but I will use the USB for the keyboard, speaker, and other things. Also you can never have too many USB’s, maybe I could buy some converters and turn some into USB-C. There is a problem I’m facing while making this, it’s that this is probably going to bulkier than a macbook or a dell latitude, it’s probably going to end up looking like a Lenovo Legion or LOQ. I will try to shrink some stuff down, but I’d rather have a big laptop with nice features than a basic thin laptop, at the end of the day I am making it.
So I made some headway on the USB2517 USB hub for the laptop. I connected it to upstream and figured out how to connect the power. A lot of it was very confusing as the symbol I used was different from most, but I found the datasheet, which helped a ton. I also learned that maybe I can connect the USB ports to USB-C so I can actually have some modern plugs which would be nice.
Finished up the USB2517. I wired everything up (hopefully correctly). All I have left is connecting actual USB ports and I also have to choose what chip to connect the prt power to.
Im almost done with the USB hubs, all of the USBS are wired up and the crystal clock is all thats left.
I finished the USB HUB and the crystal clock for it as seen in the image. I also decided to figure out what I should do with the speakers/microphones, but I learned that I could simply use USB’s so I decided to look for small formfactors of those.
I finished adding all the footprints went through some ERC problems and I found a permanent solution for the Audio. I decided I can just use a USB DAC board to connect laptop speakers.
I spent the entire 1 hour and 6 minutes working on battling these ERC errors. A lot of them were small issues that could be ignored, but for some I had to rewire some parts. apparently I couldn’t put some parts straight to the GND, so there has to be a part that’s 3V3 as you can see in the second photo. I’m now one step closer to making this laptop a reality. P.S I need to make a better name than “Custom Laptop”
Fixed some small errors, not too much to write about here, they were really basic like for example I accidentally connected some to +3v3’s. I just need to fix these last 2 errors.
Did some small work on the pewake not working in ERC.
I was planning to start on the PCB today, but apparently the footprints didn’t work, so I spent all the time working on that.
So I finished the Schematic and added all of the footprints. Overall everything seems fine I need to figure out what size I want the motherboard to start on the PCB, but as I was going over everything I forgot to add battery monitoring, so I’ll do that soon.
Today I worked on battery management where I decided to use the MAX17048 to view my battery percentage which works pretty good on linux with a single driver but on windows I have to write a python script. Im almost done with the battery management.
I spent today researching possible batteries to use and how I can charge and manage the batteries.
I worked on the battery management some more, I don’t quite understand how to make this all come together, but I hope I can eventually figure it out.
So today I worked on adding chip ic’s to the USB ports because I realized that if I accidentally plug in my usb-c charger to the wrong spot it’ll fry the board. So I added these Ic’s for extra protection.
I worked more on wiring the battery solution in the schematic, it is taking me a while, but that’s due to the fact that I’m trying to understand it all. I also learned about MOSFET’s.
So I was working way too hard trying to understand how to make the 4s lipo batteries work, and I realized that knowing me this battery config probably won’t work and it’ll blow up in front of me, so I decided to use a power bank. After talking to Gemini and other AI’s I went with this power bank. It is extremely thin and good enough to power the whole laptop. https://www.amazon.com/Baseus-Portable-Charger-20000mAh-Charging/dp/B0DK8V9LSV . The power bank is even cheaper than some 4s lipo options so I guess switching is the better option.
I worked on the chassis a bit to figure out how big I can make my PCB, which will be 135mmx135mm. One problem I have right now is hoow to continure this hardware project as I definetely wont be done by July 26.
I started the PCB today after researching some batteries. I could not find any thinner options, so I will have to go with the option I chose earlier. As you can see in the image the 135mmx135mm pcb size will be difficult to fit the PCB in, but anything good was never easy.
I started laying out the PCB, everything seems to be coming together now. The M.2 slots are giving me trouble as I don’t know how to distance the hole from the slot perfectly.
Hey so today, I worked on the m.2 slots a bit couldnt really figure it out.
I did a little bit of work trying to figure out on how everything will fit.
spent today working on laying out componets the m.2 is fine now I even added silk screen, I just need to layout the smaller stuff now.
did a little bit of work on the github, I also learned I dont really need the GPIO so i might have to restart.
I decided to restart the PCB because Id rather do it right then at all.
so today I layed out the major componets for my second try on my pcb it didnt take me as long as I knew what to do already.
My lookout was kind of bugging but today I layed out the medium ish componets in sections of what they do, so this is how my pcb is so far.
Everythings coming together, I just need to make sure if all the holes are in their right spot and if the smaller things like caps. and rests. placement matter, as they usually don’t but it doesn’t hurt to check.
I finished placing all of the components it took me a while as I do want it to run efficiently, everything is coming together guys! PS I took a break as I had to go out of town, so yeah.
I went through all of the errors, Im going to work on the routing tomorrow.
Today I worked on the layer stackup. This was a step I would’ve over looked if I didn’t go back to Ben’s Make’s Everything’s Video.
Today I finished the layer stackup I aam good to start routing now.
today I planned to route, but I realized this was way different from the macropad and keyboards I designed in the past this meant I had to learn how thick to make the traces and etc. The routing will take me much longer than expected I plan to finish routing this week however.
I researched the tracks for the carrier board, man this is so confusing. I don’t understand how I would fit a 2.5mm thick trace, so im probably missing something.
Today I continued my work on track widths, I looked back on the pcb made by the LattePanda team, which assisted me on how I should do it. I successfully(I think?) routed the tracks for the USB-C power I’m using. Nothing broke thankfully other than the fact that I had to replace some resistors. I learned that if a route is only carrying power like a screw terminal then it should be thicker usually, this doesn’t really apply to me too much because I modified the board to use USB-C for it’s only power source. I chose to use USB-C power over a screw terminal as it would be easier to find battery options that were more efficient and were made by reliable companies, which means it would be less likely to blow up, which is always good :). It surprised me that the USB-C track width could be almost the same as the standard size.
Today, I had to reroute the USB-C power from yesterday as it prevented me from routing other componenets. I had to delete all of the traces and start over again. I learned that the USB-C power had to be routed on the front, which prevented me from using vias, only making my life harder. I decided to restart rather than only deleting some traces as it would be easier to know whats going on if I just restarted and moved the componets to the most efficient spots.
I worked on routing the USB-c’s, does anyone know if auto routers are allowed?
Today, I didn’t really get much work. I’ve hit a roadblock on routing the PCB I don’t really understand how to make sure everything is up to the standards. I may take a break due to school starting and figuring out how to get back into this. But I will finish this project! P.S. this project will probably not be finished within stardance but Ill try my best
I spent a lot of time researching, I know I only clocked 30 minutes, but that doesn’t really include the time I spent researching on my phone while I was away. I learned that I could just use the net classess in the design rule and I could route and it will automatically bring up the best settings for that track, so I set that up and now I should be ready to just finish up the routing. I just need to be careful and make sure I check the docs to see the routing standards.
I finalized the USB-C routing and everything is working correctly. I now have a finalized workflow to work with.
I did some research today and I learned that there was a lattepanda mu discord, I can use this to get my PCB sanity checked. I want to finish this laptop soon as school has started and I need a laptop for school and I know I probably won’t have much time coming up. I think next I will work on the USBA 3.1 next and go do that next.
I spent today learning about USB3.0 I learned about differential pairs and that they can easily be done within kicad.
Today I learned about differential pairs and got most of the Ethernet pairs routed except one differential pair that has a crossover. Routing is difficult sometimes, but other times its not. I feel I just need to spend more time and I should be done. I don’t have much time as I have to study a lot for the classes I’m in.
I had to reroute most of the ethernet port due to bad placement. I might have to replace most of this board to make everything optimal and make it fit.
I worked on basic routing for the ethernet. I am deciding to get back into this, I’ve been busy with school but I will lock in. I’ve done a decent bit so far
I routed the Ethernet chip(image1) and the USB2517(Image 2), fully. I am understanding this project a lot more and can enter flowstate when routing this easier. The Ethernet chip will handle the internet itself which is kinda important:). The USB2517 I added completely by myself to the schematics and pcb after reading a lot of documentation. I added it so I can have a lot more USB-A ports and USB-C ports. I’ve been struggling to find time on this project with school and all but I shall prevail.
Today, I spent a lot of time routing and looking over routing. Unfortunately, I forgot to record some of it, but thankfully I got some. I need to redo one entire section due to some conflicts.
Today, I made a second try on my pcb carrier board. The first one wasn’t that bad, but the placement of most things was very efficient. I decided that it would be easier for me to start this back up from the beginning. I deleted everything (in a seperate file of course) and I started laying out everything all over again. If I can make everything more efficient then routing it will be way easier.
As of the last journal I decided to restart my PCB due to inefficiency in the placements. Today, I started to plan where to place the components. I will spend a lot of time at this stage as this defines the whole PCB process. I also spent some time researching the battery, I settled down on using a power bank so it’s safe for me to take on flights/ travel with. I discovered there was a Linux library called TCPM that helps with reading batteries and I could apparently configure this to my power bank.
Today, I mostly worked on researching how to keep my current work while converting it to the lattepanda mu ultra. There’s not enough documentation, so I need to figure out some stuff....
|
1792687739.2488635
|
1793292539.2488635
|
|
12580
|
TurtLinux by @leethana | Stardance
|
leethana
|
0
|
35.61
|
0
|
[]
|
[{"post_id": 46912, "ts": "202 [{"post_id": 46912, "ts": "2026-08-14T13:34:37Z", "hours": 4.8764, "text": "Worked on the Turtagent Hub! It now stores the conversations in the database and interacts with all of the data stored in the Rivepod store."}, {"post_id": 34479, "ts": "2026-07-25T07:07:24Z", "hours": 2.9211, "text": "I did some work on the Turtagent Hub which is where all the chats are stored. I created some Dart typedefs and the initial DB. A problem that I am currently facing is that I can’t seem to figure out how I would initially create the collection. Hopefully I can finish this distro in 2 months or so."}, {"post_id": 29424, "ts": "2026-07-16T11:22:27Z", "hours": 2.3969, "text": "Cursor shake finally works! I made the shell script copy the desktop file to the user’s application desktop files directory and moved the executable to the executables directory. Also created a new Turtagent Hub where the user can manage their conversations with the agent."}, {"post_id": 25251, "ts": "2026-07-09T12:03:45Z", "hours": 5.7056, "text": "I added cursor shakes to the backend. This is useful when I want to implement the shake to activate the AI overlay. For now, I am trying to come up with a solution to track the shake based on the delta and dir changes."}, {"post_id": 18784, "ts": "2026-06-30T00:02:59Z", "hours": 2.1711, "text": "I added file creation capabilities to the AI model and improved the ability for the AI to create plasmoid widgets."}, {"post_id": 16316, "ts": "2026-06-26T15:30:35Z", "hours": 1.6703, "text": "Added the ability for the agent to create widgets based on the user input… still needs to make some work tho!"}, {"post_id": 15066, "ts": "2026-06-24T14:08:27Z", "hours": 4.3261, "text": "Fixed the agent such that it does not think repeatedly Added tool calling such as fetch windows tool"}, {"post_id": 11171, "ts": "2026-06-18T08:22:00Z", "hours": 2.1828, "text": "TurtLinux finally boots! I switched from Kickstarts to Containers, and its SOOO MUCH BETTER. Podman caches your progress so i dont have to reinstall everything. Anyway gonna work on the agentic part next"}, {"post_id": 8596, "ts": "2026-06-14T09:21:12Z", "hours": 9.3569, "text": "Made the initial Turtagent overlay and backend. It uses gRPC using my Protobuf scheme to communicate between the Flutter overlay and the Go backend when prompt streaming. Also tried building the ISO but not much luck."}]...
|
Title: TurtLinux by @leethana | Stardance
Devlogs Title: TurtLinux by @leethana | Stardance
Devlogs:
Made the initial Turtagent overlay and backend. It uses gRPC using my Protobuf scheme to communicate between the Flutter overlay and the Go backend when prompt streaming. Also tried building the ISO but not much luck.
TurtLinux finally boots! I switched from Kickstarts to Containers, and its SOOO MUCH BETTER. Podman caches your progress so i dont have to reinstall everything. Anyway gonna work on the agentic part next
Fixed the agent such that it does not think repeatedly Added tool calling such as fetch windows tool
Added the ability for the agent to create widgets based on the user input… still needs to make some work tho!
I added file creation capabilities to the AI model and improved the ability for the AI to create plasmoid widgets.
I added cursor shakes to the backend. This is useful when I want to implement the shake to activate the AI overlay. For now, I am trying to come up with a solution to track the shake based on the delta and dir changes.
Cursor shake finally works! I made the shell script copy the desktop file to the user’s application desktop files directory and moved the executable to the executables directory. Also created a new Turtagent Hub where the user can manage their conversations with the agent.
I did some work on the Turtagent Hub which is where all the chats are stored. I created some Dart typedefs and the initial DB. A problem that I am currently facing is that I can’t seem to figure out how I would initially create the collection. Hopefully I can finish this distro in 2 months or so.
Worked on the Turtagent Hub! It now stores the conversations in the database and interacts with all of the data stored in the Rivepod store....
|
1792608634.9402487
|
1793213434.9402487
|
|
45509
|
Atomic-Habitizer by @AFJ | Stardance
|
AFJ
|
2
|
35.61
|
214
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T12:34:17Z", "hours": 22.0, "multiplier": 9.13, "payout": 203, "blessing": "neutral", "text": "What i made? I made Atomic Habitizer(I read the book Atomic Habits recently 😅). A simple habit tracking dashboard that help users build consistency through daily tracking and streaks. It includes weekly habit tracking, individual streaks for each habit, a maximum streak accross all habits, a dynamic progress ring, habit categories, quick presets, and local data storage. The Most challenging part One of them was making the streak system. The other was the Progress ring it was an html svg design i saw in reddit but never knew how it worked till i worked on JS. The version one which was my very first ship and was very simple and humble project. I got many suggestion from reviewers So Im proud that I reached here. For Testing, You should add a few habits and click the days in the weekly tracker to mark them complete. You can check whether the streaks and progress calculations are working. Then You can try to edit and delete the habit which will show my cute custiom popovers You can check the quick presets are working or not Note that the progress ring is based on current day’s habit completion and number of habits", "repo": "https://github.com/AfshinJamseed/Atomic-Habitiser/tree/v2", "demo": "https://afshinjamseed.github.io/Atomic-Habitiser/"}, {"ship_num": 2, "ts": "2026-08-08T10:09:29Z", "hours": 8.0, "multiplier": 1.34, "payout": 11, "blessing": "neutral", "text": "I made a Habit Tracker, which you can track your own habits for a diciplined life.", "repo": "https://github.com/AfshinJamseed/Atomic-Habitiser/tree/v2", "demo": "https://afshinjamseed.github.io/Atomic-Habitiser/"}]...
|
[{"post_id": 59550, "ts": "202 [{"post_id": 59550, "ts": "2026-09-01T13:10:19Z", "hours": 4.3025, "text": "V3 I styled the sidebar: It was very hard. I brought my cousin via live share and we worked together The ring mechanism was the most confusing. The design here is my idea 😁blah blah blah…"}, {"post_id": 59417, "ts": "2026-09-01T07:22:57Z", "hours": 1.0011, "text": "Starting the new version based on the reviews. Now i am trying to make the name and the app match. I got a design for a web dashboard a classic one from the internet and redisigned it using pen and paper to fit this project"}, {"post_id": 53561, "ts": "2026-08-24T04:57:15Z", "hours": 0.305, "text": "Added a video and an image in the readme"}, {"post_id": 53003, "ts": "2026-08-23T12:00:25Z", "hours": 0.5925, "text": "Readme was completed Project is now live this will be last devlog of v2 Try out the project: https://afshinjamseed.github.io/Atomic-Habitiser/"}, {"post_id": 52957, "ts": "2026-08-23T10:34:50Z", "hours": 1.8392, "text": "The Streak Calculation Was the hardest part. I asked Chat gpt for the logic. Now Moving on to Readme."}, {"post_id": 52876, "ts": "2026-08-23T07:54:30Z", "hours": 2.6378, "text": "Pop ups and Presets are now perfected. The preset are easy only pushing in-build objects into the array. But the popups poped me they were tuff finally after some research i got the perfect custom popup logics for me"}, {"post_id": 52556, "ts": "2026-08-22T18:39:20Z", "hours": 2.3389, "text": "Making custom popups 🎇🎇"}, {"post_id": 51790, "ts": "2026-08-21T17:06:55Z", "hours": 0.3128, "text": "Locked the upcomming days"}, {"post_id": 51774, "ts": "2026-08-21T16:44:17Z", "hours": 2.3067, "text": "Basic Functions are Made interactive. Took a lot of ⌚."}, {"post_id": 51572, "ts": "2026-08-21T10:51:02Z", "hours": 1.5481, "text": "JAVA SCRIPT ❌ BUG SCRIPT ✅ 😂"}, {"post_id": 51480, "ts": "2026-08-21T06:40:29Z", "hours": 4.2794, "text": "whoof that was was hard"}, {"post_id": 49715, "ts": "2026-08-18T17:01:28Z", "hours": 1.345, "text": "Made a almost perfect card"}, {"post_id": 49555, "ts": "2026-08-18T13:04:18Z", "hours": 1.4981, "text": "The last reviewers told me to improve the UI so full of improving it"}, {"post_id": 49066, "ts": "2026-08-17T17:39:19Z", "hours": 0.8528, "text": "Top Section Designing was done"}, {"post_id": 48822, "ts": "2026-08-17T11:20:20Z", "hours": 0.7856, "text": "Got a better design designing is my weakness"}, {"post_id": 48797, "ts": "2026-08-17T10:31:59Z", "hours": 1.4922, "text": "I am no trying out some designs for my new version of Atomic Habitizer Please comment if you can see any. I am bad at designing"}, {"post_id": 48753, "ts": "2026-08-17T08:58:18Z", "hours": 0.4544, "text": "The first version was just an prototype now i am starting 2nd version of this project"}, {"post_id": 43192, "ts": "2026-08-08T09:58:53Z", "hours": 7.9069, "text": "Ready To Ship"}]...
|
Title: Atomic-Habitizer by @AFJ | Stardance
Devlo Title: Atomic-Habitizer by @AFJ | Stardance
Devlogs:
Ready To Ship
The first version was just an prototype now i am starting 2nd version of this project
I am no trying out some designs for my new version of Atomic Habitizer Please comment if you can see any. I am bad at designing
Got a better design designing is my weakness
Top Section Designing was done
The last reviewers told me to improve the UI so full of improving it
Made a almost perfect card
whoof that was was hard
JAVA SCRIPT ❌ BUG SCRIPT ✅ 😂
Basic Functions are Made interactive. Took a lot of ⌚.
Locked the upcomming days
Making custom popups 🎇🎇
Pop ups and Presets are now perfected. The preset are easy only pushing in-build objects into the array. But the popups poped me they were tuff finally after some research i got the perfect custom popup logics for me
The Streak Calculation Was the hardest part. I asked Chat gpt for the logic. Now Moving on to Readme.
Readme was completed Project is now live this will be last devlog of v2 Try out the project: https://afshinjamseed.github.io/Atomic-Habitiser/
Added a video and an image in the readme
Starting the new version based on the reviews. Now i am trying to make the name and the app match. I got a design for a web dashboard a classic one from the internet and redisigned it using pen and paper to fit this project
V3 I styled the sidebar: It was very hard. I brought my cousin via live share and we worked together The ring mechanism was the most confusing. The design here is my idea 😁blah blah blah…
Ships:
I made a Habit Tracker, which you can track your own habits for a diciplined life.
What i made? I made Atomic Habitizer(I read the book Atomic Habits recently 😅). A simple habit tracking dashboard that help users build consistency through daily tracking and streaks. It includes weekly habit tracking, individual streaks for each habit, a maximum streak accross all habits, a dynamic progress ring, habit categories, quick presets, and local data storage. The Most challenging part One of them was making the streak system. The other was the Progress ring it was an html svg design i saw in reddit but never knew how it worked till i worked on JS. The version one which was my very first ship and was very simple and humble project. I got many suggestion from reviewers So Im proud that I reached here. For Testing, You should add a few habits and click the days in the weekly tracker to mark them complete. You can check whether the streaks and progress calculations are working. Then You can try to edit and delete the habit which will show my cute custiom popovers You can check the quick presets are working or not Note that the progress ring is based on current day’s habit completion and number of habits...
|
1792875227.0075614
|
1793739227.0075614
|
|
58257
|
Jaeger-LeCoultre Watch by @nejenabinupa | Stardanc Jaeger-LeCoultre Watch by @nejenabinupa | Stardance...
|
nejenabinupa
|
0
|
35.61
|
0
|
[]
|
[{"post_id": 71598, "ts": "202 [{"post_id": 71598, "ts": "2026-09-21T03:54:25Z", "hours": 20.4914, "text": "i finshed up the parts and texture it and animated it"}, {"post_id": 63640, "ts": "2026-09-07T15:47:20Z", "hours": 5.6881, "text": "I added all the gears and lots of parts in the watch"}, {"post_id": 62843, "ts": "2026-09-06T11:33:10Z", "hours": 2.5656, "text": "i makw the parts i lay out and woking on the body now"}, {"post_id": 62414, "ts": "2026-09-05T19:13:05Z", "hours": 4.2539, "text": "I started to modle the inside stuff and looking good so far"}, {"post_id": 61629, "ts": "2026-09-04T16:55:12Z", "hours": 2.6078, "text": "I stranded to make the baes mesh looking good so far"}]...
|
Title: Jaeger-LeCoultre Watch by @nejenabinupa | S Title: Jaeger-LeCoultre Watch by @nejenabinupa | Stardance
Devlogs:
I stranded to make the baes mesh looking good so far
I started to modle the inside stuff and looking good so far
i makw the parts i lay out and woking on the body now
I added all the gears and lots of parts in the watch
i finshed up the parts and texture it and animated it...
|
1792745302.7237003
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1793350102.7237003
|
|
46152
|
Stargazers Anonymous by @0xvince | Stardance
|
0xvince
|
0
|
35.54
|
0
|
[]
|
[{"post_id": 44993, "ts": "202 [{"post_id": 44993, "ts": "2026-08-11T03:55:51Z", "hours": 9.9239, "text": "Added multi-path dialogue with an affection system, and expanded the DialogueManager script to support it. Previously dialogue was linear-with-branches (pick a choice, jump to a node). This update adds a real relationship layer on top: choices can now tag responses as good_for or bad_for a specific character, and the game tracks a streak + point system per character behind the scenes. What’s new Affection tracking per character — each character ( mira , theo , lena , player ) has its own points and streak state Streak-to-point conversion — land 3 good responses in a row for a character and it converts into a point (a “heart”); a bad response resets the streak immediately good_for / bad_for node tags — dialogue nodes in the JSON can now flag which character a line pleases or upsets, so writing multi-path routes for different characters just means tagging choices in the data, no extra code per scene affection_changed signal — fires whenever a character’s affection updates, so the UI can react (e.g. a heart icon filling up) without the dialogue system knowing anything about UI Centralized character art map — CHARACTER_ART now lives in the DialogueManager itself instead of duplicated per-scene, and added portraits for two new characters (Theo, Lena) reset() — wipes dialogue and affection state cleanly, needed once there’s persistent relationship data to actually reset between playthroughs Why this matters for the story This is what actually makes “multi-path” mean something beyond just branching text — now different choices can build or damage your relationship with different characters over time, not just change the next line of dialogue. Sets up the foundation for character routes/endings later. Notes Wire affection points into actual story branches (e.g. a node only unlocks if a character’s points hit a threshold) Add UI to visibly show affection/hearts per character during dialogue Write dialogue content that actually uses good_for / bad_for tags across more scenes"}, {"post_id": 44553, "ts": "2026-08-10T12:05:56Z", "hours": 6.1147, "text": "Added game dialogue and started writing the story , creating different dialogue branches as I went. Ran into two bugs while wiring up the dialogue system: Malformed/mismatched keys — the keys in dialog.json didn’t line up with what my dialogue manager expected, so lookups were silently failing Async loading race condition — the JSON was loading asynchronously, but my code was trying to read dialogue before the file had finished loading Took several hours of debugging to track both down, but got them fixed. Lesson learned: always double-check your data shape matches your code’s assumptions, and don’t trust that async data is ready just because you called the load function."}, {"post_id": 44439, "ts": "2026-08-10T05:58:49Z", "hours": 7.7706, "text": "Added a Settings Page which Has Volume and Full screen control"}, {"post_id": 44269, "ts": "2026-08-09T22:12:20Z", "hours": 11.7319, "text": "A 2D Visual Game (Developing WIth Godot Game Engine). Just made the loading screens"}]...
|
Title: Stargazers Anonymous by @0xvince | Stardanc Title: Stargazers Anonymous by @0xvince | Stardance
Devlogs:
A 2D Visual Game (Developing WIth Godot Game Engine). Just made the loading screens
Added a Settings Page which Has Volume and Full screen control
Added game dialogue and started writing the story , creating different dialogue branches as I went. Ran into two bugs while wiring up the dialogue system: Malformed/mismatched keys — the keys in dialog.json didn’t line up with what my dialogue manager expected, so lookups were silently failing Async loading race condition — the JSON was loading asynchronously, but my code was trying to read dialogue before the file had finished loading Took several hours of debugging to track both down, but got them fixed. Lesson learned: always double-check your data shape matches your code’s assumptions, and don’t trust that async data is ready just because you called the load function.
Added multi-path dialogue with an affection system, and expanded the DialogueManager script to support it. Previously dialogue was linear-with-branches (pick a choice, jump to a node). This update adds a real relationship layer on top: choices can now tag responses as good_for or bad_for a specific character, and the game tracks a streak + point system per character behind the scenes. What’s new Affection tracking per character — each character ( mira , theo , lena , player ) has its own points and streak state Streak-to-point conversion — land 3 good responses in a row for a character and it converts into a point (a “heart”); a bad response resets the streak immediately good_for / bad_for node tags — dialogue nodes in the JSON can now flag which character a line pleases or upsets, so writing multi-path routes for different characters just means tagging choices in the data, no extra code per scene affection_changed signal — fires whenever a character’s affection updates, so the UI can react (e.g. a heart icon filling up) without the dialogue system knowing anything about UI Centralized character art map — CHARACTER_ART now lives in the DialogueManager itself instead of duplicated per-scene, and added portraits for two new characters (Theo, Lena) reset() — wipes dialogue and affection state cleanly, needed once there’s persistent relationship data to actually reset between playthroughs Why this matters for the story This is what actually makes “multi-path” mean something beyond just branching text — now different choices can build or damage your relationship with different characters over time, not just change the next line of dialogue. Sets up the foundation for character routes/endings later. Notes Wire affection points into actual story branches (e.g. a node only unlocks if a character’s points hit a threshold) Add UI to visibly show affection/hearts per character during dialogue Write dialogue content that actually uses good_for / bad_for tags across more scenes...
|
1792914632.1551979
|
1793778632.1551979
|
|
1935
|
Mini vending machine by @Sebalier | Stardance
|
Sebalier
|
0
|
35.52
|
0
|
[]
|
[{"post_id": 33450, "ts": "202 [{"post_id": 33450, "ts": "2026-07-23T12:36:37Z", "hours": 8.1347, "text": "Devlog #5 Tinker cad and wiring 🖥️ I completely overhauled my 3d model because it was too big to 3d print 😅. My new design is more like a skeleton with 12 parts once it is assembled, I will be able to slide panels into the top to add walls I also finally got my wires and started figuring out how the wiring will work🔌"}, {"post_id": 28690, "ts": "2026-07-15T03:02:02Z", "hours": 8.5678, "text": "Devlog #5 It’s been a while since the last time I did a devlog and I have done a ton of stuff so here is a list learned to Sodder🧠 Soldered a board 🛠️ figured out how to get my raspberry pi on the monitor💻 figured out how to run code on the raspberry pi 📝 and figured out I need female to female wires to actually wire anything 😅 ##I am super proud of myself for learning how to Sodder I was lowkey so scared of the soldering iron I have some questions though ⬇️ how does one change their flipflopping profile pic 🤬 what color should I make the outside of the vending machine 🤔 what is a git commit 🤔 what is your favorite color 😁"}, {"post_id": 24908, "ts": "2026-07-08T19:34:12Z", "hours": 8.1519, "text": "Devlog #5 I Finished the Tinker cad 🎉🎉🎉 Okay So, I have been planning on 3d printing the outside of the vending machine but then I realized I don’t have a 24-inch tall 3d printer. But I was not going to let that stop me, so I came up with this design. basically, I just cut it into thirds and then added things so they can snap together. Either way I have some questions feel free to answer them in the comments 1. how do you change your profile picture? 2. how do you make spaces between paragraphs my enter key does not work so I have to use invisible characters 3. Any critiques for the design and what color should I make it"}, {"post_id": 18531, "ts": "2026-06-29T18:29:40Z", "hours": 4.8842, "text": "Devlog-4 I Finally Got my raspberry pi to work and I am so happy it took so much time. At least that’s the only time I will have to do that. I was so flipping confused I searched up the manual, but it was so confusing. Mostly because I had no idea what half the words meant but either way I Flipping did it🥳🥳🥳🥳."}, {"post_id": 7553, "ts": "2026-06-12T16:55:36Z", "hours": 4.3033, "text": "Devlog #3 So, I have not worked on my project in a while now because I got sick and other reasons, but I still found time to work on it. Firstly <–(is that a word?) I finished the circuit design and added buttons to my code. Then I checked my phone and my package had arrived! I had waited two whole weeks for these and they finally arrived. it was sprinkling outside but I thought nothing of it and started my journey to the mailbox with an umbrella and plastic bag. In the span of about 30 seconds the weather had changed from sprinkling to a thunderstorm with wind so strong my feet were almost lifted of the ground. I made it to my mailbox when I realized I had no idea which mailbox was mine though trial and error I had found ours I stuffed the mail in the bag and started the hike back home. this all happened while I was sick in a tee-shirt and shorts, but I got the parts which is all that matters."}, {"post_id": 3816, "ts": "2026-06-06T21:31:31Z", "hours": 1.1789, "text": "Devlog #2 I am still trying to make a 24 in tall mini vending machine Today I made part the circuit in Circuit designer and I think it came out pretty good. I also made it so that when the vending machine is out of an item the servo resets so that you can refill it. I spent a ton of time trying to figure out how you can add to the angle of the servo before figuring out you can just add a + in front of it."}, {"post_id": 2475, "ts": "2026-06-04T23:57:44Z", "hours": 0.2978, "text": "Devlog #1 I am trying to make a 24-inch-tall mini vending machine. I started off making the design on paper I decided i was going to use a razberry pi 6 servos and one of those things that connects a ton of servos. I ordered all my parts and was off. I don’t really know how to make stuff or even code in python so this will be an adventure (; I started by figuring out what to code on and it took me a whopping 5 hours to get vs code to work with hackatime. first, I gave Hackatime all my personal info and then it told me to use PowerShell. I had no idea what PowerShell was and had to use that to initialize hackatime. then it told me to make a GitHub account, so I had to figure out what GitHub is, but I persevered and finally got it to work. Now looking back on it I could have easily set it up in 30 minutes if I knew how too. Questions 1 what do you guys use to make 3d models of your designs 2 how do I change my profile picture it won’t let me ):"}]...
|
Title: Mini vending machine by @Sebalier | Stardan Title: Mini vending machine by @Sebalier | Stardance
Devlogs:
Devlog #1 I am trying to make a 24-inch-tall mini vending machine. I started off making the design on paper I decided i was going to use a razberry pi 6 servos and one of those things that connects a ton of servos. I ordered all my parts and was off. I don’t really know how to make stuff or even code in python so this will be an adventure (; I started by figuring out what to code on and it took me a whopping 5 hours to get vs code to work with hackatime. first, I gave Hackatime all my personal info and then it told me to use PowerShell. I had no idea what PowerShell was and had to use that to initialize hackatime. then it told me to make a GitHub account, so I had to figure out what GitHub is, but I persevered and finally got it to work. Now looking back on it I could have easily set it up in 30 minutes if I knew how too. Questions 1 what do you guys use to make 3d models of your designs 2 how do I change my profile picture it won’t let me ):
Devlog #2 I am still trying to make a 24 in tall mini vending machine Today I made part the circuit in Circuit designer and I think it came out pretty good. I also made it so that when the vending machine is out of an item the servo resets so that you can refill it. I spent a ton of time trying to figure out how you can add to the angle of the servo before figuring out you can just add a + in front of it.
Devlog #3 So, I have not worked on my project in a while now because I got sick and other reasons, but I still found time to work on it. Firstly <–(is that a word?) I finished the circuit design and added buttons to my code. Then I checked my phone and my package had arrived! I had waited two whole weeks for these and they finally arrived. it was sprinkling outside but I thought nothing of it and started my journey to the mailbox with an umbrella and plastic bag. In the span of about 30 seconds the weather had changed from sprinkling to a thunderstorm with wind so strong my feet were almost lifted of the ground. I made it to my mailbox when I realized I had no idea which mailbox was mine though trial and error I had found ours I stuffed the mail in the bag and started the hike back home. this all happened while I was sick in a tee-shirt and shorts, but I got the parts which is all that matters.
Devlog-4 I Finally Got my raspberry pi to work and I am so happy it took so much time. At least that’s the only time I will have to do that. I was so flipping confused I searched up the manual, but it was so confusing. Mostly because I had no idea what half the words meant but either way I Flipping did it🥳🥳🥳🥳.
Devlog #5 I Finished the Tinker cad 🎉🎉🎉 Okay So, I have been planning on 3d printing the outside of the vending machine but then I realized I don’t have a 24-inch tall 3d printer. But I was not going to let that stop me, so I came up with this design. basically, I just cut it into thirds and then added things so they can snap together. Either way I have some questions feel free to answer them in the comments 1. how do you change your profile picture? 2. how do you make spaces between paragraphs my enter key does not work so I have to use invisible characters 3. Any critiques for the design and what color should I make it
Devlog #5 It’s been a while since the last time I did a devlog and I have done a ton of stuff so here is a list learned to Sodder🧠 Soldered a board 🛠️ figured out how to get my raspberry pi on the monitor💻 figured out how to run code on the raspberry pi 📝 and figured out I need female to female wires to actually wire anything 😅 ##I am super proud of myself for learning how to Sodder I was lowkey so scared of the soldering iron I have some questions though ⬇️ how does one change their flipflopping profile pic 🤬 what color should I make the outside of the vending machine 🤔 what is a git commit 🤔 what is your favorite color 😁
Devlog #5 Tinker cad and wiring 🖥️ I completely overhauled my 3d model because it was too big to 3d print 😅. My new design is more like a skeleton with 12 parts once it is assembled, I will be able to slide panels into the top to add walls I also finally got my wires and started figuring out how the wiring will work🔌...
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Cami by @barfpile | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:22:29Z", "hours": 23.0, "multiplier": 17.33, "payout": 392, "blessing": "neutral", "text": "Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}, {"ship_num": 2, "ts": "2026-08-11T05:46:34Z", "hours": 10.0, "multiplier": 14.13, "payout": 138, "blessing": "neutral", "text": "Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}]...
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[{"post_id": 76876, "ts": "202 [{"post_id": 76876, "ts": "2026-10-04T22:06:07Z", "hours": 1.0306, "text": "Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)"}, {"post_id": 75357, "ts": "2026-09-29T20:49:47Z", "hours": 1.46, "text": "Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8"}, {"post_id": 72426, "ts": "2026-09-22T22:21:17Z", "hours": 0.2506, "text": "AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests."}, {"post_id": 72420, "ts": "2026-09-22T22:02:45Z", "hours": 2.6606, "text": "A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project."}, {"post_id": 71293, "ts": "2026-09-20T16:11:07Z", "hours": 1.9511, "text": "Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!"}, {"post_id": 69922, "ts": "2026-09-18T02:21:37Z", "hours": 1.1539, "text": "Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)"}, {"post_id": 68332, "ts": "2026-09-14T23:16:24Z", "hours": 0.4742, "text": "Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol."}, {"post_id": 66929, "ts": "2026-09-12T22:02:14Z", "hours": 0.4564, "text": "Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed."}, {"post_id": 62232, "ts": "2026-09-05T14:31:16Z", "hours": 0.9633, "text": "LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {\"cmd\":\"success\",\"message\":\"<original message>\" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…"}, {"post_id": 60382, "ts": "2026-09-02T17:53:50Z", "hours": 1.9931, "text": "Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!"}, {"post_id": 55320, "ts": "2026-08-27T02:04:33Z", "hours": 0.3108, "text": "Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use."}, {"post_id": 54861, "ts": "2026-08-26T01:43:17Z", "hours": 0.7211, "text": "Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using \"msg\":\"content\" or \"message\":\"content\" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!"}, {"post_id": 53675, "ts": "2026-08-24T10:50:24Z", "hours": 0.9739, "text": "Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly."}, {"post_id": 53089, "ts": "2026-08-23T14:50:20Z", "hours": 1.5633, "text": "PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner."}, {"post_id": 50019, "ts": "2026-08-19T01:27:36Z", "hours": 2.4608, "text": "More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length."}, {"post_id": 49218, "ts": "2026-08-17T21:28:23Z", "hours": 0.6536, "text": "More public channels and locking!"}, {"post_id": 48867, "ts": "2026-08-17T13:00:31Z", "hours": 2.4442, "text": "Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!"}, {"post_id": 48487, "ts": "2026-08-16T21:10:31Z", "hours": 0.4981, "text": "Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics."}, {"post_id": 47555, "ts": "2026-08-15T15:07:11Z", "hours": 1.2475, "text": "GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)"}, {"post_id": 47174, "ts": "2026-08-14T21:26:35Z", "hours": 1.8294, "text": "Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage"}, {"post_id": 45027, "ts": "2026-08-11T05:44:27Z", "hours": 0.6342, "text": "Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI"}, {"post_id": 44750, "ts": "2026-08-10T18:39:05Z", "hours": 0.6975, "text": "PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries"}, {"post_id": 44453, "ts": "2026-08-10T06:37:50Z", "hours": 0.6025, "text": "#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have."}, {"post_id": 44433, "ts": "2026-08-10T05:52:03Z", "hours": 0.8692, "text": "Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE."}, {"post_id": 44373, "ts": "2026-08-10T02:48:38Z", "hours": 0.325, "text": "quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system."}, {"post_id": 44359, "ts": "2026-08-10T02:05:52Z", "hours": 1.9847, "text": "Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are."}, {"post_id": 42866, "ts": "2026-08-07T20:28:48Z", "hours": 0.3258, "text": "Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment."}, {"post_id": 42291, "ts": "2026-08-06T22:36:37Z", "hours": 0.345, "text": "Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/"}, {"post_id": 41943, "ts": "2026-08-06T14:02:19Z", "hours": 1.3444, "text": "It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {\"username\":\"<str>\",\"password\":\"<str>\"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :("}, {"post_id": 41495, "ts": "2026-08-05T18:53:11Z", "hours": 2.6375, "text": "Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!"}]...
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Title: Cami by @barfpile | Stardance
Devlogs:
Cam Title: Cami by @barfpile | Stardance
Devlogs:
Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!
It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {"username":"<str>","password":"<str>"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :(
Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/
Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment.
Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are.
quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system.
Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE.
#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have.
PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries
Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI
Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage
GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)
Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics.
Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!
More public channels and locking!
More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length.
PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner.
Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly.
Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using "msg":"content" or "message":"content" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!
Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use.
Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!
LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {"cmd":"success","message":"<original message>" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…
Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed.
Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol.
Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)
Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!
A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project.
AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests.
Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8
Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)
Ships:
Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.
Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated....
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1793141251.4226418
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1793227651.4226418
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43449
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snow60 by @leonjohns | Stardance
|
leonjohns
|
0
|
35.34
|
0
|
[]
|
[{"post_id": 55668, "ts": "202 [{"post_id": 55668, "ts": "2026-08-27T17:04:29Z", "hours": 0.9333, "text": "Entry #7 Switched to printing-legion Amazon Cost increased due to taxes and shipping :("}, {"post_id": 54478, "ts": "2026-08-25T14:29:57Z", "hours": 2.6728, "text": "Entry #6 Calculated Cost and sliced 3d prints to fit on printers"}, {"post_id": 54110, "ts": "2026-08-24T22:20:14Z", "hours": 9.9006, "text": "Entry 5 -I have made a pcb attachment for each switch for rgb leds -Updated the plate and case to support proper stabilizers"}, {"post_id": 52752, "ts": "2026-08-23T02:52:22Z", "hours": 8.7981, "text": "Entry 4 I have completed my 3d printed plate and my case and they are ready to get printed -Now I am basically waiting on getting approved and funded"}, {"post_id": 49599, "ts": "2026-08-18T14:14:00Z", "hours": 10.3933, "text": "Entry #3 I am scraping the pcb due to many reasons Pcb manufacturing is expensive especially with pick and place It add unnecessary complexity in my build Hand wiring is cheaper"}, {"post_id": 40403, "ts": "2026-08-03T21:33:35Z", "hours": 1.9914, "text": "Entry #2 I have completed the layout of the keyboard and managed to put the holes for the stabelizers, now I need to wire it up an make all the other things like the case and plate."}, {"post_id": 40221, "ts": "2026-08-03T17:00:09Z", "hours": 0.6458, "text": "Entry #1 I have spent some time making a schematic. This is not my first time trying to make a schematic, as I have some experience with EasyEDA. To make this schematic, I followed a YouTube tutorial by Joe Scotto on how to Design Mechanical Keyboard PCBs with KiCad. I used his provided symbols and other resources for this schematic"}]...
|
Title: snow60 by @leonjohns | Stardance
Devlogs:
Title: snow60 by @leonjohns | Stardance
Devlogs:
Entry #1 I have spent some time making a schematic. This is not my first time trying to make a schematic, as I have some experience with EasyEDA. To make this schematic, I followed a YouTube tutorial by Joe Scotto on how to Design Mechanical Keyboard PCBs with KiCad. I used his provided symbols and other resources for this schematic
Entry #2 I have completed the layout of the keyboard and managed to put the holes for the stabelizers, now I need to wire it up an make all the other things like the case and plate.
Entry #3 I am scraping the pcb due to many reasons Pcb manufacturing is expensive especially with pick and place It add unnecessary complexity in my build Hand wiring is cheaper
Entry 4 I have completed my 3d printed plate and my case and they are ready to get printed -Now I am basically waiting on getting approved and funded
Entry 5 -I have made a pcb attachment for each switch for rgb leds -Updated the plate and case to support proper stabilizers
Entry #6 Calculated Cost and sliced 3d prints to fit on printers
Entry #7 Switched to printing-legion Amazon Cost increased due to taxes and shipping :(...
|
1793221005.7911499
|
1793825805.7911499
|
|
27
|
Stardance Utils by @Hridya | Stardance
|
Hridya
|
0
|
35.15
|
0
|
[]
|
[{"post_id": 15726, "ts": "202 [{"post_id": 15726, "ts": "2026-06-25T16:22:49Z", "hours": 2.1933, "text": "Fixes Fixed testflight building & publishing fixed firefox scrolling and published that and fixed other bug fixes"}, {"post_id": 9451, "ts": "2026-06-15T20:19:32Z", "hours": 1.8658, "text": "Testflight autopublishing, bug fixes, collapsed devlogs Testflight now autodeploys with chrome webstore and firefox store, so safari users also have regular updates w/o me building & deploying manually Bug fixes with AI checks in firefox, and like untoggleable keep orders in sidebar etc. and auto publishing detection for versions fixed Collapsible devlogs for long ones show more/show less"}, {"post_id": 7545, "ts": "2026-06-12T16:31:11Z", "hours": 3.81, "text": "Changelog, theming, bug fixes, improvements Changelog, add to devlog, has multiple formatting options and supports branches as well. Themed rate page A lot of performance improvements to the website focusing on reducing load because of the galaxy bg and cubes. Command palette now has stardance utils options like change font pairing, theme, etc. and some other bug fixes & improvements with bugs reported by users. Changelog improvements ( 8be79e9 ) more speeed ( 6ca07c7 ) speeed ( e97a3f2 ) performance ( b4ffca0 ) some more bug fixes ( d82efb7 ) performance & bug fixes ( c4844f9 ) fix selectors for global feeds ( d10135f ) zooming ( 31fe643 )"}, {"post_id": 5128, "ts": "2026-06-08T20:22:42Z", "hours": 0.4969, "text": "Syncing & devlog zoom Implemented syncing of goals, theme, fonts etc. across chrome account/firefox account. also did sharding of goals, as about 12 goals exceeds quota of syncing for chrome so added sharding to work with that. Also changed check AI to a robot svg and added a zoom in to see devlog images better when they have small details!"}, {"post_id": 5014, "ts": "2026-06-08T17:44:17Z", "hours": 1.5442, "text": "Auto publishing + safari build Setup a github workflow, so when i start working on new version, old version is automatically published to chrome webstore & mozilla addons through API, so i don’t need to press like 4 extra buttons on each to do so. Also built & submitted extension to app store so my safari users can use it easier than building it themselves."}, {"post_id": 4454, "ts": "2026-06-07T19:35:59Z", "hours": 4.1611, "text": "Onboarding Made a detailed onboarding flow to help users to be aware of and understand Stardance Utils features. Also made several performance improvements to the website."}, {"post_id": 3682, "ts": "2026-06-06T18:49:22Z", "hours": 2.5978, "text": "Website! Finally made a showcase website for Stardance Utils. Added some fun UI stuff like the hover cubes, and the galaxy background! Added sections for past projects/reviews too so the page has a little more proof behind it and less trust me bro cough cough"}, {"post_id": 2857, "ts": "2026-06-05T18:27:31Z", "hours": 5.5658, "text": "Shop Improvements Major shop changes: Removed the popular carousel Made All items the default view and moved categories into a filter Improved the Goals and Your Orders sidebar spacing and UI Added cumulative and individual goal progress Added background progress bars per item and an overall progress bar Added estimated time remaining for each goal and a total time estimate Added the option to remove the Goals sidebar and show Goals as a top section instead Added the option to show or hide Your Orders in the sidebar, or use it as a link (Longest devlog yet, website coming up next!)"}, {"post_id": 1601, "ts": "2026-06-03T18:46:19Z", "hours": 0.3131, "text": "Pinned projects Pin the projects you work on the most for easy access!"}, {"post_id": 1589, "ts": "2026-06-03T18:23:25Z", "hours": 2.2786, "text": "Markdown toolbar, live preview! Toolbar with all markdown that is supported (except images, PR to be merged soon?) Live preview of the markdown in your devlogs! Fixing some bugs with AI detection (support of locales like FR-fr, etc)"}, {"post_id": 1082, "ts": "2026-06-02T21:58:20Z", "hours": 0.6494, "text": "Refactor & cleanup Split 3k+ lines of content.js into modularized files, projects.js and others to manage code quality better. (Last time it went to 10k+ lines in 1 file and i don’t want to repeat that) Cleaned up some inline styles and reorganized into styles.css Updated readme with latest features"}, {"post_id": 892, "ts": "2026-06-02T16:50:13Z", "hours": 2.2256, "text": "AI image detection Live on webstore now: https://chromewebstore.google.com/detail/stardance-utils/kapdpeddcghffhildgnbbdnaedeebdoj So, started out with C2PA, got it working with wasm through the extension but then realized that it won’t work since C2PA is lost in upload to stardance, therefore i switched to using https://openai.com/research/verify/ in a background job when check AI is clicked."}, {"post_id": 435, "ts": "2026-06-01T20:45:36Z", "hours": 1.8744, "text": "Themes Make stardance look different, all catpuccin accents and other themes now live! Started work on AI detection for devlog images & banners."}, {"post_id": 319, "ts": "2026-06-01T16:21:51Z", "hours": 1.2333, "text": "Slack emojis support So, slack emojis should work, however there’s a bug with post markdown that causes it not to. I’m going to PR a fix and then you can use slack emojis in devlogs!"}, {"post_id": 272, "ts": "2026-06-01T14:32:17Z", "hours": 0.3925, "text": "Devlog drafts! Don’t lose your devlogs, because now they’re saved locally. (Note: this only includes the devlog text, not images)"}, {"post_id": 180, "ts": "2026-06-01T06:00:30Z", "hours": 0.2944, "text": "Inline devlog editing You can now edit devlogs inline, without having to be redirected Added feature list to readme and early stage webstore link"}, {"post_id": 177, "ts": "2026-06-01T05:37:51Z", "hours": 0.9578, "text": "Speak your Devlogs! Tired of typing? Want to just speak out your devlog? Well now you can do that with stardance utils. In fact I fully spoke out this devlog, and your wpm is always higher with speaking (probably) Also, I did some improvements to the styling of ship button."}, {"post_id": 126, "ts": "2026-05-31T21:06:59Z", "hours": 0.7456, "text": "Project page improvements! inline devlogging, so you don’t need to click a button duplicate edit button removed ship button moved to top of hero which is more convienent"}, {"post_id": 95, "ts": "2026-05-31T18:09:13Z", "hours": 1.9536, "text": "Sidebar improvements! Choose out of 11 curated font pairings, or make your custom one with any font from google fonts! Reorder your sidebar tabs how you prefer them!"}]...
|
Title: Stardance Utils by @Hridya | Stardance
Dev Title: Stardance Utils by @Hridya | Stardance
Devlogs:
Sidebar improvements! Choose out of 11 curated font pairings, or make your custom one with any font from google fonts! Reorder your sidebar tabs how you prefer them!
Project page improvements! inline devlogging, so you don’t need to click a button duplicate edit button removed ship button moved to top of hero which is more convienent
Speak your Devlogs! Tired of typing? Want to just speak out your devlog? Well now you can do that with stardance utils. In fact I fully spoke out this devlog, and your wpm is always higher with speaking (probably) Also, I did some improvements to the styling of ship button.
Inline devlog editing You can now edit devlogs inline, without having to be redirected Added feature list to readme and early stage webstore link
Devlog drafts! Don’t lose your devlogs, because now they’re saved locally. (Note: this only includes the devlog text, not images)
Slack emojis support So, slack emojis should work, however there’s a bug with post markdown that causes it not to. I’m going to PR a fix and then you can use slack emojis in devlogs!
Themes Make stardance look different, all catpuccin accents and other themes now live! Started work on AI detection for devlog images & banners.
AI image detection Live on webstore now: https://chromewebstore.google.com/detail/stardance-utils/kapdpeddcghffhildgnbbdnaedeebdoj So, started out with C2PA, got it working with wasm through the extension but then realized that it won’t work since C2PA is lost in upload to stardance, therefore i switched to using https://openai.com/research/verify/ in a background job when check AI is clicked.
Refactor & cleanup Split 3k+ lines of content.js into modularized files, projects.js and others to manage code quality better. (Last time it went to 10k+ lines in 1 file and i don’t want to repeat that) Cleaned up some inline styles and reorganized into styles.css Updated readme with latest features
Markdown toolbar, live preview! Toolbar with all markdown that is supported (except images, PR to be merged soon?) Live preview of the markdown in your devlogs! Fixing some bugs with AI detection (support of locales like FR-fr, etc)
Pinned projects Pin the projects you work on the most for easy access!
Shop Improvements Major shop changes: Removed the popular carousel Made All items the default view and moved categories into a filter Improved the Goals and Your Orders sidebar spacing and UI Added cumulative and individual goal progress Added background progress bars per item and an overall progress bar Added estimated time remaining for each goal and a total time estimate Added the option to remove the Goals sidebar and show Goals as a top section instead Added the option to show or hide Your Orders in the sidebar, or use it as a link (Longest devlog yet, website coming up next!)
Website! Finally made a showcase website for Stardance Utils. Added some fun UI stuff like the hover cubes, and the galaxy background! Added sections for past projects/reviews too so the page has a little more proof behind it and less trust me bro cough cough
Onboarding Made a detailed onboarding flow to help users to be aware of and understand Stardance Utils features. Also made several performance improvements to the website.
Auto publishing + safari build Setup a github workflow, so when i start working on new version, old version is automatically published to chrome webstore & mozilla addons through API, so i don’t need to press like 4 extra buttons on each to do so. Also built & submitted extension to app store so my safari users can use it easier than building it themselves.
Syncing & devlog zoom Implemented syncing of goals, theme, fonts etc. across chrome account/firefox account. also did sharding of goals, as about 12 goals exceeds quota of syncing for chrome so added sharding to work with that. Also changed check AI to a robot svg and added a zoom in to see devlog images better when they have small details!
Changelog, theming, bug fixes, improvements Changelog, add to devlog, has multiple formatting options and supports branches as well. Themed rate page A lot of performance improvements to the website focusing on reducing load because of the galaxy bg and cubes. Command palette now has stardance utils options like change font pairing, theme, etc. and some other bug fixes & improvements with bugs reported by users. Changelog improvements ( 8be79e9 ) more speeed ( 6ca07c7 ) speeed ( e97a3f2 ) performance ( b4ffca0 ) some more bug fixes ( d82efb7 ) performance & bug fixes ( c4844f9 ) fix selectors for global feeds ( d10135f ) zooming ( 31fe643 )
Testflight autopublishing, bug fixes, collapsed devlogs Testflight now autodeploys with chrome webstore and firefox store, so safari users also have regular updates w/o me building & deploying manually Bug fixes with AI checks in firefox, and like untoggleable keep orders in sidebar etc. and auto publishing detection for versions fixed Collapsible devlogs for long ones show more/show less
Fixes Fixed testflight building & publishing fixed firefox scrolling and published that and fixed other bug fixes...
|
1792806579.1208222
|
1793411379.1208222
|
|
25890
|
SkyExtendo by @wxie223 | Stardance
|
wxie223
|
0
|
35.12
|
0
|
[]
|
[{"post_id": 78505, "ts": "202 [{"post_id": 78505, "ts": "2026-10-11T00:42:50Z", "hours": 11.8364, "text": "CAD! lots of cad, and finished a couple more stages of the extension."}, {"post_id": 68857, "ts": "2026-09-15T21:43:42Z", "hours": 13.1703, "text": "Cad- some more cad, lots of cad. Expect slow progress"}, {"post_id": 53498, "ts": "2026-08-24T02:24:13Z", "hours": 4.8022, "text": "FINISHED BUILDING FIRST 3 STAGES. As you can see, the first stages are already taller than me. I am bout 5’7. There will be 10-12 stages to reach 2 floors the retracted length is about 25.5 inches. As for cad, I am done up to the 6th stage. (Yes I’m building in the closet) sadly the decoy won’t let me post the video of it extending but it is around 6’4 I would say"}, {"post_id": 45001, "ts": "2026-08-11T04:15:34Z", "hours": 4.9008, "text": "Second cad stages done. finished the primary cad, now moving on to designing the 10 other stages."}, {"post_id": 41545, "ts": "2026-08-05T20:31:57Z", "hours": 0.4142, "text": "3d printed box tube extension. Based off of offset robotics 3 stage box tube extension but edited to fit the 3d printer. Full 3d printed and string driven. Plan on scaling it up to human size."}]...
|
Title: SkyExtendo by @wxie223 | Stardance
Devlogs Title: SkyExtendo by @wxie223 | Stardance
Devlogs:
3d printed box tube extension. Based off of offset robotics 3 stage box tube extension but edited to fit the 3d printer. Full 3d printed and string driven. Plan on scaling it up to human size.
Second cad stages done. finished the primary cad, now moving on to designing the 10 other stages.
FINISHED BUILDING FIRST 3 STAGES. As you can see, the first stages are already taller than me. I am bout 5’7. There will be 10-12 stages to reach 2 floors the retracted length is about 25.5 inches. As for cad, I am done up to the 6th stage. (Yes I’m building in the closet) sadly the decoy won’t let me post the video of it extending but it is around 6’4 I would say
Cad- some more cad, lots of cad. Expect slow progress
CAD! lots of cad, and finished a couple more stages of the extension....
|
1792623044.3668416
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1793487044.3668416
|
|
24926
|
Automated cat feeder by @Mrpickles07 | Stardance
|
Mrpickles07
|
0
|
35.08
|
0
|
[]
|
[{"post_id": 76240, "ts": "202 [{"post_id": 76240, "ts": "2026-10-02T20:25:19Z", "hours": 11.6669, "text": "I’ve worked on getting all of the settings to be easily editable, and finished up the settings menu. Fixed bugs with setting the hours on 1-12 range Fixed the issues with the initialization of the arrays of different times. Added EEPROM Code to svae settings between power cut-offs. Adjusted the settings menu to be more navigate-able Commented-up the code"}, {"post_id": 63038, "ts": "2026-09-06T16:38:48Z", "hours": 7.115, "text": "So far, on coding, I’ve started up some of the features of the user interface. I’ve coded up the setup for the voice narrated settings with the Talkie PCM library I’ve finished the buttons logic to cycle through the menus Revised the settings menu layout to be more navigatable Working on the actual editing of each setting"}, {"post_id": 38327, "ts": "2026-07-31T17:31:59Z", "hours": 7.0497, "text": "I finally got the whole 3d model done and printed and started on the electronics part. Since I did not add enough space to store the electronics I 3d modeled a part that attaches to the back and stores the electronics. It also has holes for the buttons and speaker and cord. to prevent harm to my cat I cut up a ziploc bag and put the pieces along the walls of where the cat food is being stored so no filament will get in the cat food I got most of the soldering done and started coding. there will be two buttons on the back and you press them to set the time you want it to dispense the cat food the speaker tells you what time you have set. I finally got a new 3d printer and printed some of the parts on it :D"}, {"post_id": 17222, "ts": "2026-06-27T22:43:03Z", "hours": 6.0008, "text": "I worked for six hours and finally got the mechanism to work and completed 90% of the 3d model I finally got most of the 3d modeling done and did some test prints with the new food safe filament I got I did some testing with the mechanism and I confirmed that the mechanism does work (I think) I started the first print today and hopefully it works 🤞(it’s ten hours long)"}, {"post_id": 15341, "ts": "2026-06-24T22:34:12Z", "hours": 3.2494, "text": "Today I stared on my first project, an automated cat feeder. At first I thought of making the dispensing mechanism was just a door that opened and closed but the problem with that was it wasn’t precise enough and would likely get jammed. So I went for a different approach, a rotating wheel that could dispense the cat food in measurable increments. I also did all the measurements for the dimensions of the cat feeder so everything would fit in place. I also did a lot of research on food safe filaments and what kinds of motors to get to make the product actually function. I am really happy with the work I got done today and hopefully by the next devlog I will have the majority of the mechanism working."}]...
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Title: Automated cat feeder by @Mrpickles07 | Star Title: Automated cat feeder by @Mrpickles07 | Stardance
Devlogs:
Today I stared on my first project, an automated cat feeder. At first I thought of making the dispensing mechanism was just a door that opened and closed but the problem with that was it wasn’t precise enough and would likely get jammed. So I went for a different approach, a rotating wheel that could dispense the cat food in measurable increments. I also did all the measurements for the dimensions of the cat feeder so everything would fit in place. I also did a lot of research on food safe filaments and what kinds of motors to get to make the product actually function. I am really happy with the work I got done today and hopefully by the next devlog I will have the majority of the mechanism working.
I worked for six hours and finally got the mechanism to work and completed 90% of the 3d model I finally got most of the 3d modeling done and did some test prints with the new food safe filament I got I did some testing with the mechanism and I confirmed that the mechanism does work (I think) I started the first print today and hopefully it works 🤞(it’s ten hours long)
I finally got the whole 3d model done and printed and started on the electronics part. Since I did not add enough space to store the electronics I 3d modeled a part that attaches to the back and stores the electronics. It also has holes for the buttons and speaker and cord. to prevent harm to my cat I cut up a ziploc bag and put the pieces along the walls of where the cat food is being stored so no filament will get in the cat food I got most of the soldering done and started coding. there will be two buttons on the back and you press them to set the time you want it to dispense the cat food the speaker tells you what time you have set. I finally got a new 3d printer and printed some of the parts on it :D
So far, on coding, I’ve started up some of the features of the user interface. I’ve coded up the setup for the voice narrated settings with the Talkie PCM library I’ve finished the buttons logic to cycle through the menus Revised the settings menu layout to be more navigatable Working on the actual editing of each setting
I’ve worked on getting all of the settings to be easily editable, and finished up the settings menu. Fixed bugs with setting the hours on 1-12 range Fixed the issues with the initialization of the arrays of different times. Added EEPROM Code to svae settings between power cut-offs. Adjusted the settings menu to be more navigate-able Commented-up the code...
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1792648407.9131136
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1793253207.9131136
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29425
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BTC-PredictionAI by @TimoG | Stardance
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TimoG
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1
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35.04
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T19:30:45Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built three tiny AI’s (tiny compared to today’s giants) and they actually predict the BTC price. 99% of people say that’s impossible with such simple nets. That’s exactly what I want to show: you don’t need a billion-parameter model to build something useful. This isn’t mainly about trading to me, it’s about proving that simple AI can do more than most people think and you shouldn’t listen to anyone saying you can’t do something. If you want to try, just download the zip, install the requirements and run trading_server.py.", "repo": "https://github.com/tradersquant/BTC-PredictionAI", "demo": "https://github.com/tradersquant/BTC-PredictionAI.git"}]...
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[{"post_id": 49875, "ts": "202 [{"post_id": 49875, "ts": "2026-08-18T20:30:24Z", "hours": 11.0394, "text": "TradingAI 12.0 ~Nexus — Devlog What happened since the last devlog: three models became a whole system and it’s running live. What changed The 8.0 system could predict, but it couldn’t trade. So it grew into a two-stage system: Stage 1: 39 candle models. Instead of one timeframe, now 13 (from 1 minute to 1 day), each with Close, High/Low, and Volume variants. Every model looks at the last 200 candles and rolls its predictions up to 100 steps forward, the familiar ChatGPT principle, just on 13 time levels at once. Trained on 5 years of Binance data (~2.6M candles). Stage 2: 6 signal models. The predictions from all timeframes feed into six classifiers (1m to 1d). Each learns a single question: Will my take-profit or my stop-loss be hit first? Answer: BUY / SELL / HOLD plus a confidence value that tells you how sure the AI is of itself. **The server is running.**live Binance data, AI prediction in real time, TradingView-style chart, paper trading with fees and stats. The legacy of 8.0, just with 45 models behind it instead of three. Still everything local, offline, no cloud, as it has always been. Why so many SL/TP tests and timeframe signals? Because the AI predicts direction it doesn’t tell us how far the move will go. And that’s where the real money is decided. Why 100 SL/TP combinations. A tight target (+0.3%) is hit often but earns little; a wide one (+7%) earns a lot but rarely hits. The same signal can be profitable with one setting and ruinous with another. Winning often doesn’t mean making money ,the win rate only matters together with the risk/reward. So instead of guessing “maybe 1% is fine,” we simulate every combination on real price paths, subtract the fees, and let the numbers decide. No gut feeling, just math. Why a separate signal per timeframe. Each timeframe is a different game. The 1m signal trades hundreds of times a day — lots of trades, small moves, high fee impact. The 1d signal trades rarely ,few trades, big moves, more risk per single decision. A setup that works on 5m can be a disaster on 4h. Every timeframe gets its own model and its own SL/TP test, so we find out independently which horizons actually have an edge. What’s next The first complete test run was too good to be true: +1.79% per trade at a 99.6% win rate. The analysis showed why: the models were trained on the entire history including the test period. The AI knew the answers. A classic leak. The plan: Retrain all models with a hard training cutoff, so the test period stays unseen for every model Simulate all SL/TP combinations on that honest time window, fees included Only a setup with real net profits gets switched to live The AI has to prove it. Built by tradersquant — TradingAI 12.0 ~Nexus, August 2026"}, {"post_id": 28488, "ts": "2026-07-14T19:19:26Z", "hours": 1.2367, "text": "BTC Prediction AI – Devlog I’ve had the idea of building my own AI for BTC predictions for a while. Not that whole “AI will make you rich” stuff, but just a tool that gives me a second opinion on the chart. After a few months of tinkering, the first version is done – and I’ve released it on GitHub for anyone to test. This isn’t a tutorial or financial advice. It’s just a devlog explaining what I built and why. What does it do? It loads Bitcoin candles from Binance (1-minute chart, ~250,000 candles) and displays them in a chart that feels like TradingView. Three small AI models look at the last 200 candles and try to predict the next single candle : Close model : What will the price be at the end of the minute? High/Low model : How much will the price swing back and forth during the minute? Volume model : How many people are buying/selling in this minute? All three work together: first Close, then High/Low as offsets to it, then Volume. The prediction is fed back as a new candle and the next step begins – using the same principle as ChatGPT, creating 100 predicted candles in one go. Since it’s a replay , you can scroll through history, turn on the AI, and see if it was right back then. There’s also Paper Trading: Buy, Sell, Close – with a win/loss counter. Features Replay : Walk through 250,000 BTC candles at adjustable speed AI Prediction : 100 candles into the future, shown as white/blue candles Paper Trading : Long/Short with play money, including fee input and stats Indicators : Volume Delta + SuperTrend Oscillator (toggle on/off) Live Chart : Real Binance data + AI in real time ( /live_chart ) Tech Data : BTCUSDT 1m from Binance, ~250k candles, 10 features (Close, High, Low, Volume, MA10, MA20, BB, EMA, OBV) Training : Close (18 epochs), Volume (36), High/Low (180) – trained separately on CPU Server : Python HTTP server (no Flask etc.), port 8765 Frontend : lightweight-charts (TradingView-like), Vanilla JS, ~300 lines Try it yourself git clone https://github.com/tradersquant/BTC-PredictionAI.git cd BTC-PredictionAI pip install -r requirements.txt python trading_server.py Then open http://localhost:8765 in your browser. What’s next The current version is a first draft. Three simple nets with 10 features are far from the end goal: More inputs : Order book data, funding rate, liquidation levels, macro data Larger networks : Deeper architectures, maybe transformers or attention Ensemble : Multiple models running in parallel, validating each other Better features : Automated pipeline that tests what actually has predictive power But for now, the foundation works. Everything runs locally, offline, no API costs, no cloud dependency. Built by tradersquant – BTC Prediction AI, July 2026"}, {"post_id": 28207, "ts": "2026-07-14T10:52:42Z", "hours": 22.8631, "text": "Currently, the AI uses 14 input features. I am considering increasing this to around 80 inputs. While this could potentially improve prediction accuracy, it also introduces a significant risk of excessive noise, which may ultimately degrade the model’s performance instead of enhancing it."}]...
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Title: BTC-PredictionAI by @TimoG | Stardance
Dev Title: BTC-PredictionAI by @TimoG | Stardance
Devlogs:
Currently, the AI uses 14 input features. I am considering increasing this to around 80 inputs. While this could potentially improve prediction accuracy, it also introduces a significant risk of excessive noise, which may ultimately degrade the model’s performance instead of enhancing it.
BTC Prediction AI – Devlog I’ve had the idea of building my own AI for BTC predictions for a while. Not that whole “AI will make you rich” stuff, but just a tool that gives me a second opinion on the chart. After a few months of tinkering, the first version is done – and I’ve released it on GitHub for anyone to test. This isn’t a tutorial or financial advice. It’s just a devlog explaining what I built and why. What does it do? It loads Bitcoin candles from Binance (1-minute chart, ~250,000 candles) and displays them in a chart that feels like TradingView. Three small AI models look at the last 200 candles and try to predict the next single candle : Close model : What will the price be at the end of the minute? High/Low model : How much will the price swing back and forth during the minute? Volume model : How many people are buying/selling in this minute? All three work together: first Close, then High/Low as offsets to it, then Volume. The prediction is fed back as a new candle and the next step begins – using the same principle as ChatGPT, creating 100 predicted candles in one go. Since it’s a replay , you can scroll through history, turn on the AI, and see if it was right back then. There’s also Paper Trading: Buy, Sell, Close – with a win/loss counter. Features Replay : Walk through 250,000 BTC candles at adjustable speed AI Prediction : 100 candles into the future, shown as white/blue candles Paper Trading : Long/Short with play money, including fee input and stats Indicators : Volume Delta + SuperTrend Oscillator (toggle on/off) Live Chart : Real Binance data + AI in real time ( /live_chart ) Tech Data : BTCUSDT 1m from Binance, ~250k candles, 10 features (Close, High, Low, Volume, MA10, MA20, BB, EMA, OBV) Training : Close (18 epochs), Volume (36), High/Low (180) – trained separately on CPU Server : Python HTTP server (no Flask etc.), port 8765 Frontend : lightweight-charts (TradingView-like), Vanilla JS, ~300 lines Try it yourself git clone https://github.com/tradersquant/BTC-PredictionAI.git cd BTC-PredictionAI pip install -r requirements.txt python trading_server.py Then open http://localhost:8765 in your browser. What’s next The current version is a first draft. Three simple nets with 10 features are far from the end goal: More inputs : Order book data, funding rate, liquidation levels, macro data Larger networks : Deeper architectures, maybe transformers or attention Ensemble : Multiple models running in parallel, validating each other Better features : Automated pipeline that tests what actually has predictive power But for now, the foundation works. Everything runs locally, offline, no API costs, no cloud dependency. Built by tradersquant – BTC Prediction AI, July 2026
TradingAI 12.0 ~Nexus — Devlog What happened since the last devlog: three models became a whole system and it’s running live. What changed The 8.0 system could predict, but it couldn’t trade. So it grew into a two-stage system: Stage 1: 39 candle models. Instead of one timeframe, now 13 (from 1 minute to 1 day), each with Close, High/Low, and Volume variants. Every model looks at the last 200 candles and rolls its predictions up to 100 steps forward, the familiar ChatGPT principle, just on 13 time levels at once. Trained on 5 years of Binance data (~2.6M candles). Stage 2: 6 signal models. The predictions from all timeframes feed into six classifiers (1m to 1d). Each learns a single question: Will my take-profit or my stop-loss be hit first? Answer: BUY / SELL / HOLD plus a confidence value that tells you how sure the AI is of itself. **The server is running.**live Binance data, AI prediction in real time, TradingView-style chart, paper trading with fees and stats. The legacy of 8.0, just with 45 models behind it instead of three. Still everything local, offline, no cloud, as it has always been. Why so many SL/TP tests and timeframe signals? Because the AI predicts direction it doesn’t tell us how far the move will go. And that’s where the real money is decided. Why 100 SL/TP combinations. A tight target (+0.3%) is hit often but earns little; a wide one (+7%) earns a lot but rarely hits. The same signal can be profitable with one setting and ruinous with another. Winning often doesn’t mean making money ,the win rate only matters together with the risk/reward. So instead of guessing “maybe 1% is fine,” we simulate every combination on real price paths, subtract the fees, and let the numbers decide. No gut feeling, just math. Why a separate signal per timeframe. Each timeframe is a different game. The 1m signal trades hundreds of times a day — lots of trades, small moves, high fee impact. The 1d signal trades rarely ,few trades, big moves, more risk per single decision. A setup that works on 5m can be a disaster on 4h. Every timeframe gets its own model and its own SL/TP test, so we find out independently which horizons actually have an edge. What’s next The first complete test run was too good to be true: +1.79% per trade at a 99.6% win rate. The analysis showed why: the models were trained on the entire history including the test period. The AI knew the answers. A classic leak. The plan: Retrain all models with a hard training cutoff, so the test period stays unseen for every model Simulate all SL/TP combinations on that honest time window, fees included Only a setup with real net profits gets switched to live The AI has to prove it. Built by tradersquant — TradingAI 12.0 ~Nexus, August 2026
Ships:
I built three tiny AI’s (tiny compared to today’s giants) and they actually predict the BTC price. 99% of people say that’s impossible with such simple nets. That’s exactly what I want to show: you don’t need a billion-parameter model to build something useful. This isn’t mainly about trading to me, it’s about proving that simple AI can do more than most people think and you shouldn’t listen to anyone saying you can’t do something. If you want to try, just download the zip, install the requirements and run trading_server.py....
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1793098422.7820942
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1793184822.7820942
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14625
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Beowulf by @Eryx | Stardance
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Eryx
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0
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35.01
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0
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[]
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[{"post_id": 67797, "ts": "202 [{"post_id": 67797, "ts": "2026-09-14T01:28:01Z", "hours": 6.5194, "text": "I am now thirty days older than the last time I remembered I do this. Notable things, it’s now first person (in interactions) I accidentally made an infinite being whom stretches betwixt the air itself. Spider man showed up, he vanished. I played Milk inside of a bag of milk inside of a bag of milk inside of a bag of milk inside…"}, {"post_id": 47249, "ts": "2026-08-15T01:39:09Z", "hours": 10.3406, "text": "UHHHH so… I might have forgotten about this whole thing again…. I’ve still been working a ton, but I genuinely don’t care enough to document every change I did so uhhhh guess Ill screenshot and dip."}, {"post_id": 30974, "ts": "2026-07-19T00:03:18Z", "hours": 9.1553, "text": "Sorry to no one who is actually interested in this project just yet, I forgot I was even doing this. Anyways, I’ve gotten a lot of the health system completed and even a health ui and an intro. I also had to go back to my good ol friend calculus just to make one animation fit my regrettably high standards. Anyways let me also introduce to you the new member of the team Knarf the productivity rat that will fucking die if I don’t work on the project"}, {"post_id": 25050, "ts": "2026-07-09T00:27:18Z", "hours": 1.5894, "text": "Did I make the sky too pretty? This is a genuine question, I lost track of time and I find I did this."}, {"post_id": 24453, "ts": "2026-07-08T00:47:26Z", "hours": 3.0519, "text": "I spent the better half of a cubed 3/32ths learning how to map but I did it (I think) anyways off to go work toodaloo Ill be seeing you!"}, {"post_id": 18839, "ts": "2026-06-30T01:18:50Z", "hours": 4.3492, "text": "So I might have gone a little too in depth and studied biology over summer break. But then again now we have the start of the system, already ready to handle broken bones, anemia, organ failure, chipped bones, infections, burns, bleeding, headaches, exhaustion, and more. Oh! and I added a mantle. No screenshots unfortunately, as in the nicest way possible it looks like shit. Also nice:"}]...
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Title: Beowulf by @Eryx | Stardance
Devlogs:
So I Title: Beowulf by @Eryx | Stardance
Devlogs:
So I might have gone a little too in depth and studied biology over summer break. But then again now we have the start of the system, already ready to handle broken bones, anemia, organ failure, chipped bones, infections, burns, bleeding, headaches, exhaustion, and more. Oh! and I added a mantle. No screenshots unfortunately, as in the nicest way possible it looks like shit. Also nice:
I spent the better half of a cubed 3/32ths learning how to map but I did it (I think) anyways off to go work toodaloo Ill be seeing you!
Did I make the sky too pretty? This is a genuine question, I lost track of time and I find I did this.
Sorry to no one who is actually interested in this project just yet, I forgot I was even doing this. Anyways, I’ve gotten a lot of the health system completed and even a health ui and an intro. I also had to go back to my good ol friend calculus just to make one animation fit my regrettably high standards. Anyways let me also introduce to you the new member of the team Knarf the productivity rat that will fucking die if I don’t work on the project
UHHHH so… I might have forgotten about this whole thing again…. I’ve still been working a ton, but I genuinely don’t care enough to document every change I did so uhhhh guess Ill screenshot and dip.
I am now thirty days older than the last time I remembered I do this. Notable things, it’s now first person (in interactions) I accidentally made an infinite being whom stretches betwixt the air itself. Spider man showed up, he vanished. I played Milk inside of a bag of milk inside of a bag of milk inside of a bag of milk inside…...
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1792698843.045702
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1793303643.045702
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2179
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TeleReader by @zsobix | Stardance
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zsobix
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T22:33:48Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey, this is TeleReader! A desktop teletext reader! The main inspiration for this project was me watching retro tv documentaries, the Stardance emails, and my last project: “Lidl Plus on desktop” (a desktop implementation of the Lidl Plus loyalty app) I wrote this project in Python, and the GUI with GTK and libadwaita. I tested this on a VM, with a live install of Manjaro linux. The most challenging thing was actually implementing the different teletext services and working around their (sometimes existing) apis. I’m proud of how it turned out, I made some improvements with the UI at the end, so I’m anxious to find out what you think about it!", "repo": "https://github.com/zsobix/teletext", "demo": "https://github.com/zsobix/teletext/releases/latest"}]...
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[{"post_id": 28578, "ts": "202 [{"post_id": 28578, "ts": "2026-07-14T22:21:06Z", "hours": 2.9003, "text": "Day 14 Today I made some pretty good progress! New features: finally finished the favorites tab bugfixes easter egg……. Everything was pretty easy to implement, maybe the favorites tab was harder than I imagined (I had to let go of the popup message when you add a favorite ) There were ALOT of bugs to fix, like code snippets appearing multiple times, and straight up not functioning code. I also added an easter egg…. try out my app to find out! This is the last devlog before shipping, I tested everything on a live install of manjaro… so there shouldn’t be any issues. (im tiredddd) Changelog feat: add favorites page, bugfixes, and ??? ( 31409b6 ) fix: typo in action ( 6d8d395 ) fix: update action ( 511da3b ) thanks for coming to my final ted talk before the ship! -zsobix"}, {"post_id": 27976, "ts": "2026-07-13T22:46:54Z", "hours": 2.0728, "text": "Day 13!! Wow, i didn’t expect to make this much progress today!!!!! New features: HRT Teletekst (croatian public broadcaster) support Favorites tab (not finished) bug fixes The hardest thing to implement wasn’t even the HRT Teletext support, it was the (still broken) favorites tab! Atleast the favorites tab looks nice (i think) Implementing the teletext service was easy because (you know it) there is an actual api!!!!!!!!!!!!!!!!!!!!!!!!!!!! I didn’t get to ship today because I didn’t get to add all the features I wanted to add. (i want to sleeeeeeeep ) So, features before shipping: more teletext services bugfixes despagettifying my code (almost typed coke) finishing the favorites page thanks for coming to my ted talk -zsobix"}, {"post_id": 27394, "ts": "2026-07-12T22:33:50Z", "hours": 1.7044, "text": "Day 12 Today was better in terms of progress, but I hadn’t had enough freetime… New features: NOS Teletekst (dutch public broadcaster) support info button bugfixes Implementing NOS Teletekst was VERY HARD, because they give the teletext pages in html, so I have to basically copy the german teletext implementation, but not fully because the api response only has partial html, without any styling, so I have to copy the styling from the official website, then combine it with the api response. Other than that, everything went pretty well, even the info page, and yknow why? I read the f**king docs!!!!!!!! (it’s currently midnight as of writing this and my brain isn’t functioning.) I’ll probably ship tomorrow, because I gave up on waiting, and also I hit 30 hours!!!! So, the last minute features I want to implement: add favorites page bugfixes add some more teletext services Changelog chore: update readme ( f85a191 ) feat: add nos teletekst support + about button ( 11fdea9 ) thanks for coming to my ted talk -zsobix"}, {"post_id": 26778, "ts": "2026-07-11T19:27:05Z", "hours": 1.5383, "text": "Day 11 Today also I couldn’t do much so this devlog will be short. New features: TVP Teletext (polish public broadcaster) support BHRT Teletext (bosnian public broadcaster) support bugfixes The most annoying thing I had to do was implementing the bosnian teletext, mostly because, there wasn’t a normal api!!!! So getting the number of subpages, and the next/previous page was pretty hard! Other then that, implementing the polish teletext was actually, well not pretty easy, but not that hard, because you know why…. there was an actual normal working api!!!!!! Well the not easy part was that, the api was just a json file, and a not very good one at that, so implementing the next/previous page functions were not trivial. New features I still want to add: moaar teletext services support bugfixes I gave up on waiting for the weekly shipping stickers, so I’ll probably ship when I get home. (birbs are chirping around me as of writing this ) thanks for coming to my ted talk -zsobix"}, {"post_id": 26172, "ts": "2026-07-10T20:25:44Z", "hours": 0.9139, "text": "Day 10! Today was VERY slow, because I’m currently on a trip and don’t have much time. So, new features: RBB teletext (german regional broadcaster) support MDR teletext (german regional broadcaster) support Teletexto TVE (spanish public broadcaster) support bugfixes The first two teletext services were easy to implement, because I already implemented their API! Teletexto TVE support was also easy to implement mostly because, their html files were readable! (they didn’t even have an api) So yeah, I don’t have much things to say. I still want to add: moar teletext services support (like for poland, netherlands, portugal) bugfixes Changelog my stardance extension broke anyways, thanks for coming to my ted talk -zsobix"}, {"post_id": 25586, "ts": "2026-07-09T22:43:42Z", "hours": 3.0439, "text": "Day 9!! Today I made waaay better progress then the last two days! So recap (new features): KiKa Teletext (german childrens channel) support DR Tekst-TV (Danish public broadcaster) support Arte Teletext (german/french public broadcaster) support ARD Text (german public broadcasting group) support some ui changes in the sidebar bug fixes (there are always some) The most major issue I had was that the DR teletext page doesn’t give the amount of subpages! So I had to rework the SAT.1 system for it to work. Also, because I put all stations in the sidebar, I had to (by hand) name every button, add station switching logic and also make the sidebar scrollable. This weekend, progress will be slower because I will be away from home and I also need suggestions to what to do next…. (I will not be shipping until there is no shipping sticker!!!) I will probably add: an info button (just because) more teletext services easter eggs (mmm eggs) not in the first ship, but I was thinking about implementing an ACTUAL teletext simulator Changelog feat: add dr, kika, ard, and arte support + ui changes ( d3acca6 ) thanks for coming to my ted talk -zsobix"}, {"post_id": 24967, "ts": "2026-07-08T21:09:42Z", "hours": 2.0847, "text": "Day 8!!!!! Today was also a slower day, because I had less time and less ideas, but I have some ideas now! New features: ProSiebenSAT.1 Teletext (german broadcaster) support umm bug fixes Working with the SAT.1 teletext was actually pretty easy, before I realized I had to get the number of subpages on each page! I spent an hour figuring it out, in the end I have to interate over all the next subpages to get the max number of subpages. Anyways I have some new ideas!! So before shipping, I will add: KiKa Teletext (german childrens channel) support (why does a children’s channel have teletext????? especially in 2026???) DR Tekst-TV (Danish public broadcaster) support Arte Teletext (german/french public broadcaster) support ARD(1) Text (german public broadcasting group) support Put all countries/stations in the sidebar with a Gtk.ScrolledWindow (shown in picture) moar bugfixes Changelog feat: add prosiebensat.1 teletext support ( 4226ff0 ) thanks for coming to my ted talk -zsobix"}, {"post_id": 24355, "ts": "2026-07-07T21:18:14Z", "hours": 2.5864, "text": "Day 7! First week complete! Today was a slower day, with not much progress, but I added yle Teksti-TV support. New features: YLE Teksti-TV (Finnish national public broadcaster) support BUG FIXES (there were alot) some UI tweaks testing the biggest problem I faced was, that the yle teletext api was hidden, and I had to search for it. I thought that all the data was on the frontfacing page itself but I was wrong. I don’t have much to say because everything went pretty well. (sidenote: the hungarian public broadcaster is undergoing MAJOR changes, and I don’t think the teletext service will survive the next 3 months ) Changelog feat: add yle finland teletext support ( b290c1c ) thanks for coming to my ted talk -zsobix"}, {"post_id": 23721, "ts": "2026-07-06T20:41:59Z", "hours": 3.9725, "text": "Day 6! Finally added packaging support, also added 3 other teletext services! I could add THREE more teletext services, because they had functional apis!!!! New features: ČT Text (Czech public broadcaster) support SRF Text (Swiss public broadcaster) support SVT Text (Swedish public broadcaster) support Some UI fixes more bugfixes the biggest problem I faced was that the ČT teletext subpages are marked with LETTERS instead of NUMBERS, which makes things (very) HARD. Other than that, everything went pretty well, even the packaging went well, because I (basically) just copied the packaging structure from my older project Lidl Plus on desktop . I made huge progress today, and either tomorrow or when I can get stickers, I will probably ship! Remaining features: despagettifying my code adding more teletext providers some more UI fixes and bugfixes Changelog fix: forgor to add a dot 💀 ( f919029 ) feat: added packaging support, and 3 other teletext services ( 6278dc6 ) thanks for coming to my ted talk -zsobix"}, {"post_id": 23113, "ts": "2026-07-05T21:22:48Z", "hours": 3.61, "text": "Another day, another devlog!! Finally added Rai Televideo support… I did NOT enjoy this, mostly because Rai’s servers are 1 millenium old Sun workstations, and they take a bajillion years to load, and also there is no next page anything, so I have to iterate over all next pages to find the next page. New features: Rai Televideo (Italian public broadcaster) support Rai Televideo regions support Bug fixes My first problem with Rai Televideo was, as I mentioned, the waiting times are UNBEARABLE, so if more than 2 people connect to their servers, they crawl down to a halt. Other problem is that there are REGIONS of Televideo, meaning I had to add a dropdown to select between the regions, which seems pretty easy, right? To be fair, it was pretty easy but I had so many bugs with it, and combined with the wait times, it was a pain. Only good thing about Televideo, is that the teletext pages are images, so I don’t need a browser to render them. (also there are ADS on the non-existing pages so finding real pages is a pain) The things I still want to add is: More Teletext providers support UI Improvements despagettifying my code preparing it to package and also there are alot of unnoticed bugs I need to fix Changelog 5bf2423 thanks for coming to my ted talk -zsobix"}, {"post_id": 22422, "ts": "2026-07-04T21:39:23Z", "hours": 4.1544, "text": "4th Devlog!!! Another long day complete, today’s coding session was 4 hours, which is great! New features: ZDF Text (german public broadcaster) support Sidebar to switch between countries Bottom button bar to switch between stations Fixed some bugs Figuring out ZDF Text was VERY painful, and I WOULD NOT RECOMMEND any sane person to work with that garbage. Working with MTVA Text and their 2012 website was easier than this. Me finally finding the libadwaita docs, and reading through them, I found the geniusly called AdwNavigationSplitView (the sidebar). The main problem with ZDF Text was, that, the teletext pages were in HTML!! which are NOT IMAGES, so I had to use WebKitGTK to render the HTML pages, which makes the whole thing WAAYYYY slower. Changelog 82a66ba thanks for coming to my ted talk -zsobix"}, {"post_id": 21775, "ts": "2026-07-03T21:36:07Z", "hours": 2.7944, "text": "Third devlog!!!!! It’s late at night currently so I can’t write much, but this is what I worked on. ORF (Austrian public broadcaster) Text support MTVA Text (Hungarian public broadcaster) colored buttons support (a bit borked still) Working with websites that don’t have actual api, is, tiring, but i still got it. The only things I want to still work on is: more public broadcaster support (like for Italy and Germany) better looking interface Also, I found the adwaita documentation! (I did not know this existed) Changelog 92a449b thanks for coming to my ted talk -zsobix"}, {"post_id": 20977, "ts": "2026-07-02T18:32:03Z", "hours": 2.0036, "text": "First (normal) devlog, actually second Hey there! I have been working on some things. Firstly, I added basic functionality, like actually viewing teletext pages and navigation. The readme, is, bad. That is something I have to fix. To actually get the teletext pages, i have to scrape this archaic website, which doesn’t even have an api, i had to get the first (DOT HTM!!!!) page then with BeautifulSoup4 get the hidden input tags that had the next and the previous page ids (????), which is peak 2012 development. I still have to make it look prettier and add other teletext services, because now, it still looks barren. Changelog 74da49f thanks for coming to my ted talk -zsobix"}, {"post_id": 20059, "ts": "2026-07-01T15:50:09Z", "hours": 1.6142, "text": "I cannot press enter, so I can’t use markdown very much. Anyways, this is my random project, Teletext on Desktop. It’s literally in the name, it’s (going to be) the Hungarian teletext service (like Ceefax was in the UK) on desktop! I’m currently working on the basics, like deciphering this 2012 website to get the teletext pages, and making a GTK window."}]...
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Title: TeleReader by @zsobix | Stardance
Devlogs: Title: TeleReader by @zsobix | Stardance
Devlogs:
I cannot press enter, so I can’t use markdown very much. Anyways, this is my random project, Teletext on Desktop. It’s literally in the name, it’s (going to be) the Hungarian teletext service (like Ceefax was in the UK) on desktop! I’m currently working on the basics, like deciphering this 2012 website to get the teletext pages, and making a GTK window.
First (normal) devlog, actually second Hey there! I have been working on some things. Firstly, I added basic functionality, like actually viewing teletext pages and navigation. The readme, is, bad. That is something I have to fix. To actually get the teletext pages, i have to scrape this archaic website, which doesn’t even have an api, i had to get the first (DOT HTM!!!!) page then with BeautifulSoup4 get the hidden input tags that had the next and the previous page ids (????), which is peak 2012 development. I still have to make it look prettier and add other teletext services, because now, it still looks barren. Changelog 74da49f thanks for coming to my ted talk -zsobix
Third devlog!!!!! It’s late at night currently so I can’t write much, but this is what I worked on. ORF (Austrian public broadcaster) Text support MTVA Text (Hungarian public broadcaster) colored buttons support (a bit borked still) Working with websites that don’t have actual api, is, tiring, but i still got it. The only things I want to still work on is: more public broadcaster support (like for Italy and Germany) better looking interface Also, I found the adwaita documentation! (I did not know this existed) Changelog 92a449b thanks for coming to my ted talk -zsobix
4th Devlog!!! Another long day complete, today’s coding session was 4 hours, which is great! New features: ZDF Text (german public broadcaster) support Sidebar to switch between countries Bottom button bar to switch between stations Fixed some bugs Figuring out ZDF Text was VERY painful, and I WOULD NOT RECOMMEND any sane person to work with that garbage. Working with MTVA Text and their 2012 website was easier than this. Me finally finding the libadwaita docs, and reading through them, I found the geniusly called AdwNavigationSplitView (the sidebar). The main problem with ZDF Text was, that, the teletext pages were in HTML!! which are NOT IMAGES, so I had to use WebKitGTK to render the HTML pages, which makes the whole thing WAAYYYY slower. Changelog 82a66ba thanks for coming to my ted talk -zsobix
Another day, another devlog!! Finally added Rai Televideo support… I did NOT enjoy this, mostly because Rai’s servers are 1 millenium old Sun workstations, and they take a bajillion years to load, and also there is no next page anything, so I have to iterate over all next pages to find the next page. New features: Rai Televideo (Italian public broadcaster) support Rai Televideo regions support Bug fixes My first problem with Rai Televideo was, as I mentioned, the waiting times are UNBEARABLE, so if more than 2 people connect to their servers, they crawl down to a halt. Other problem is that there are REGIONS of Televideo, meaning I had to add a dropdown to select between the regions, which seems pretty easy, right? To be fair, it was pretty easy but I had so many bugs with it, and combined with the wait times, it was a pain. Only good thing about Televideo, is that the teletext pages are images, so I don’t need a browser to render them. (also there are ADS on the non-existing pages so finding real pages is a pain) The things I still want to add is: More Teletext providers support UI Improvements despagettifying my code preparing it to package and also there are alot of unnoticed bugs I need to fix Changelog 5bf2423 thanks for coming to my ted talk -zsobix
Day 6! Finally added packaging support, also added 3 other teletext services! I could add THREE more teletext services, because they had functional apis!!!! New features: ČT Text (Czech public broadcaster) support SRF Text (Swiss public broadcaster) support SVT Text (Swedish public broadcaster) support Some UI fixes more bugfixes the biggest problem I faced was that the ČT teletext subpages are marked with LETTERS instead of NUMBERS, which makes things (very) HARD. Other than that, everything went pretty well, even the packaging went well, because I (basically) just copied the packaging structure from my older project Lidl Plus on desktop . I made huge progress today, and either tomorrow or when I can get stickers, I will probably ship! Remaining features: despagettifying my code adding more teletext providers some more UI fixes and bugfixes Changelog fix: forgor to add a dot 💀 ( f919029 ) feat: added packaging support, and 3 other teletext services ( 6278dc6 ) thanks for coming to my ted talk -zsobix
Day 7! First week complete! Today was a slower day, with not much progress, but I added yle Teksti-TV support. New features: YLE Teksti-TV (Finnish national public broadcaster) support BUG FIXES (there were alot) some UI tweaks testing the biggest problem I faced was, that the yle teletext api was hidden, and I had to search for it. I thought that all the data was on the frontfacing page itself but I was wrong. I don’t have much to say because everything went pretty well. (sidenote: the hungarian public broadcaster is undergoing MAJOR changes, and I don’t think the teletext service will survive the next 3 months ) Changelog feat: add yle finland teletext support ( b290c1c ) thanks for coming to my ted talk -zsobix
Day 8!!!!! Today was also a slower day, because I had less time and less ideas, but I have some ideas now! New features: ProSiebenSAT.1 Teletext (german broadcaster) support umm bug fixes Working with the SAT.1 teletext was actually pretty easy, before I realized I had to get the number of subpages on each page! I spent an hour figuring it out, in the end I have to interate over all the next subpages to get the max number of subpages. Anyways I have some new ideas!! So before shipping, I will add: KiKa Teletext (german childrens channel) support (why does a children’s channel have teletext????? especially in 2026???) DR Tekst-TV (Danish public broadcaster) support Arte Teletext (german/french public broadcaster) support ARD(1) Text (german public broadcasting group) support Put all countries/stations in the sidebar with a Gtk.ScrolledWindow (shown in picture) moar bugfixes Changelog feat: add prosiebensat.1 teletext support ( 4226ff0 ) thanks for coming to my ted talk -zsobix
Day 9!! Today I made waaay better progress then the last two days! So recap (new features): KiKa Teletext (german childrens channel) support DR Tekst-TV (Danish public broadcaster) support Arte Teletext (german/french public broadcaster) support ARD Text (german public broadcasting group) support some ui changes in the sidebar bug fixes (there are always some) The most major issue I had was that the DR teletext page doesn’t give the amount of subpages! So I had to rework the SAT.1 system for it to work. Also, because I put all stations in the sidebar, I had to (by hand) name every button, add station switching logic and also make the sidebar scrollable. This weekend, progress will be slower because I will be away from home and I also need suggestions to what to do next…. (I will not be shipping until there is no shipping sticker!!!) I will probably add: an info button (just because) more teletext services easter eggs (mmm eggs) not in the first ship, but I was thinking about implementing an ACTUAL teletext simulator Changelog feat: add dr, kika, ard, and arte support + ui changes ( d3acca6 ) thanks for coming to my ted talk -zsobix
Day 10! Today was VERY slow, because I’m currently on a trip and don’t have much time. So, new features: RBB teletext (german regional broadcaster) support MDR teletext (german regional broadcaster) support Teletexto TVE (spanish public broadcaster) support bugfixes The first two teletext services were easy to implement, because I already implemented their API! Teletexto TVE support was also easy to implement mostly because, their html files were readable! (they didn’t even have an api) So yeah, I don’t have much things to say. I still want to add: moar teletext services support (like for poland, netherlands, portugal) bugfixes Changelog my stardance extension broke anyways, thanks for coming to my ted talk -zsobix
Day 11 Today also I couldn’t do much so this devlog will be short. New features: TVP Teletext (polish public broadcaster) support BHRT Teletext (bosnian public broadcaster) support bugfixes The most annoying thing I had to do was implementing the bosnian teletext, mostly because, there wasn’t a normal api!!!! So getting the number of subpages, and the next/previous page was pretty hard! Other then that, implementing the polish teletext was actually, well not pretty easy, but not that hard, because you know why…. there was an actual normal working api!!!!!! Well the not easy part was that, the api was just a json file, and a not very good one at that, so implementing the next/previous page functions were not trivial. New features I still want to add: moaar teletext services support bugfixes I gave up on waiting for the weekly shipping stickers, so I’ll probably ship when I get home. (birbs are chirping around me as of writing this ) thanks for coming to my ted talk -zsobix
Day 12 Today was better in terms of progress, but I hadn’t had enough freetime… New features: NOS Teletekst (dutch public broadcaster) support info button bugfixes Implementing NOS Teletekst was VERY HARD, because they give the teletext pages in html, so I have to basically copy the german teletext implementation, but not fully because the api response only has partial html, without any styling, so I have to copy the styling from the official website, then combine it with the api response. Other than that, everything went pretty well, even the info page, and yknow why? I read the f**king docs!!!!!!!! (it’s currently midnight as of writing this and my brain isn’t functioning.) I’ll probably ship tomorrow, because I gave up on waiting, and also I hit 30 hours!!!! So, the last minute features I want to implement: add favorites page bugfixes add some more teletext services Changelog chore: update readme ( f85a191 ) feat: add nos teletekst support + about button ( 11fdea9 ) thanks for coming to my ted talk -zsobix
Day 13!! Wow, i didn’t expect to make this much progress today!!!!! New features: HRT Teletekst (croatian public broadcaster) support Favorites tab (not finished) bug fixes The hardest thing to implement wasn’t even the HRT Teletext support, it was the (still broken) favorites tab! Atleast the favorites tab looks nice (i think) Implementing the teletext service was easy because (you know it) there is an actual api!!!!!!!!!!!!!!!!!!!!!!!!!!!! I didn’t get to ship today because I didn’t get to add all the features I wanted to add. (i want to sleeeeeeeep ) So, features before shipping: more teletext services bugfixes despagettifying my code (almost typed coke) finishing the favorites page thanks for coming to my ted talk -zsobix
Day 14 Today I made some pretty good progress! New features: finally finished the favorites tab bugfixes easter egg……. Everything was pretty easy to implement, maybe the favorites tab was harder than I imagined (I had to let go of the popup message when you add a favorite ) There were ALOT of bugs to fix, like code snippets appearing multiple times, and straight up not functioning code. I also added an easter egg…. try out my app to find out! This is the last devlog before shipping, I tested everything on a live install of manjaro… so there shouldn’t be any issues. (im tiredddd) Changelog feat: add favorites page, bugfixes, and ??? ( 31409b6 ) fix: typo in action ( 6d8d395 ) fix: update action ( 511da3b ) thanks for coming to my final ted talk before the ship! -zsobix
Ships:
Hey, this is TeleReader! A desktop teletext reader! The main inspiration for this project was me watching retro tv documentaries, the Stardance emails, and my last project: “Lidl Plus on desktop” (a desktop implementation of the Lidl Plus loyalty app) I wrote this project in Python, and the GUI with GTK and libadwaita. I tested this on a VM, with a live install of Manjaro linux. The most challenging thing was actually implementing the different teletext services and working around their (sometimes existing) apis. I’m proud of how it turned out, I made some improvements with the UI at the end, so I’m anxious to find out what you think about it!...
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1793101732.392144
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1793188132.392144
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3463
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Headways by @rkmr | Stardance
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rkmr
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T21:40:16Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a public transit tracking app designed to give as much information to the user as possible while still being super user friendly! It works on both web and mobile (app store and google play pending), and is designed to be fast and run on lower end devices as well.", "repo": "https://github.com/rkvmar/headways", "demo": "https://headways.rkmr.dev/"}]...
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[{"post_id": 61797, "ts": "202 [{"post_id": 61797, "ts": "2026-09-04T21:36:52Z", "hours": 11.5961, "text": "a lot of things have been fixed, published, we have a working ios build (android still in progress), sacrt added, but it works well enough that I now use this app on a daily basis!"}, {"post_id": 33577, "ts": "2026-07-23T16:51:16Z", "hours": 3.935, "text": "massive optimizations! all the vehicles now render on a canvas instead of as leaflet markers which makes things render much faster! check it out at https://headways.rkmr.dev/"}, {"post_id": 20931, "ts": "2026-07-02T17:37:56Z", "hours": 0.4019, "text": "weather update: its a lot faster now! a build is public at https://headways.rkmr.dev/"}, {"post_id": 14817, "ts": "2026-06-24T01:57:15Z", "hours": 2.6747, "text": "added a lot of preprocessing and optimizations to make things run a lot smoother"}, {"post_id": 9414, "ts": "2026-06-15T19:27:58Z", "hours": 1.9311, "text": "over the past few days ive been struggling with getting it running smoothly on my tiny server, and it still doesnt run smoothly but at least it sorta runs?"}, {"post_id": 7302, "ts": "2026-06-12T05:15:06Z", "hours": 2.0744, "text": "first build is public! (it still needs a lot of optimization and fixes and improvements)"}, {"post_id": 6952, "ts": "2026-06-11T17:39:23Z", "hours": 3.0139, "text": "here’s how on time bay area transit is"}, {"post_id": 5709, "ts": "2026-06-09T16:34:57Z", "hours": 6.3219, "text": "styling updates!"}, {"post_id": 5203, "ts": "2026-06-08T21:59:46Z", "hours": 1.7931, "text": "web now connects to server!"}, {"post_id": 5095, "ts": "2026-06-08T19:43:03Z", "hours": 0.7825, "text": "server now pulls correctly!"}]...
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Title: Headways by @rkmr | Stardance
Devlogs:
ser Title: Headways by @rkmr | Stardance
Devlogs:
server now pulls correctly!
web now connects to server!
styling updates!
here’s how on time bay area transit is
first build is public! (it still needs a lot of optimization and fixes and improvements)
over the past few days ive been struggling with getting it running smoothly on my tiny server, and it still doesnt run smoothly but at least it sorta runs?
added a lot of preprocessing and optimizations to make things run a lot smoother
weather update: its a lot faster now! a build is public at https://headways.rkmr.dev/
massive optimizations! all the vehicles now render on a canvas instead of as leaflet markers which makes things render much faster! check it out at https://headways.rkmr.dev/
a lot of things have been fixed, published, we have a working ios build (android still in progress), sacrt added, but it works well enough that I now use this app on a daily basis!
Ships:
This is a public transit tracking app designed to give as much information to the user as possible while still being super user friendly! It works on both web and mobile (app store and google play pending), and is designed to be fast and run on lower end devices as well....
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1793105655.296833
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1793192055.296833
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6024
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WorldTV by @cognitayohan | Stardance
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cognitayohan
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7
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35.0
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593
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:48:51Z", "hours": 1.0, "multiplier": 15.7, "payout": 20, "blessing": "neutral", "text": "Ship #7: After reviewing community requests, I have updated the User Interface to be more friendly and easy to use. I also have updated the code so that the viewing of the channels would be less consumptions with CPU fluid.", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 2, "ts": "2026-07-24T16:27:26Z", "hours": 8.0, "multiplier": 17.11, "payout": 139, "blessing": "neutral", "text": "Ship #6: After reviewing community requests, I have added each countries’ respective channels to match each location properly (to fix the previous issue of incorrect mapping!). I also built Android files so that Github could run the Artifact process for building an APK version of the app! This gives users the option to view on the web or on their Android devices. Lastly, I integrated a system where you can request for adding legal channels where it would go into a system of review. Thank you all for your support on this project! Feel free to give feedback on anything else to improve in the future!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 3, "ts": "2026-07-17T05:33:40Z", "hours": 7.0, "multiplier": 19.43, "payout": 133, "blessing": "neutral", "text": "Ship #5: Based off community requests, I have added the following new features: Now you can experience a true “Hybrid” Satellite View on the interactive tracking map. By extending our map style configurations with an (overlayUrl) property, we integrated transparent, high-resolution administrative boundaries and place labels directly over the raw satellite imagery. Furthermore, I updated the layer rendering and cleanup logic inside the Leaflet initialization. Using a newly added (useRef) tracking system (overlayLayerRef), the map now dynamically mounts and cleanly dismounts these administrative labels whenever you swap map styles. This fixes overlapping layer bugs and ensures a seamless transition between views. Lastly, I streamlined the z-index layout for marker clusters. Dynamic markers and clustering elements are automatically forced to the front of the map stack. This ensures that your active stream nodes and telemetry coordinates always float perfectly above the new border overlays, keeping the terminal readable and highly functional. Let me know what else you would like to add! Thank you so much for your support and reading this!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 4, "ts": "2026-07-13T03:35:55Z", "hours": 6.0, "multiplier": 14.07, "payout": 82, "blessing": "neutral", "text": "Based off community requests, I have added the following new features: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. Lastly, I added more stable streams and their backups. Upgraded from 4,000 streams to 6,000! (70-85% are live) Read README for more detailed descriptions about the deployments, available channels, and official rules. Let me know what else you would like to add!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 5, "ts": "2026-07-06T04:17:55Z", "hours": 4.0, "multiplier": 19.42, "payout": 87, "blessing": "neutral", "text": "World Channels - Ship #3 After reviewing new comments and suggestions from the community, I have edited World Channels to have more countries, streams, and a better backup-system. Hope you enjoy World Channels at: https://worldchannels.vercel.app !", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 6, "ts": "2026-07-01T18:18:22Z", "hours": 8.0, "multiplier": 13.15, "payout": 106, "blessing": "neutral", "text": "World Channels - Ship #2 After reviewing comments and suggestions from the community, I have made quite a few changes to the app since the last Ship. Now the video player is compatible to even more channels, the UI has been updated, and the channel availability has been double-checked. Hope you enjoy World Channels at: https://worldchannels.vercel.app !", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}, {"ship_num": 7, "ts": "2026-06-24T18:46:48Z", "hours": 1.0, "multiplier": 18.23, "payout": 26, "blessing": "neutral", "text": "This is World Channels, a webapp that utilizes open source/free m3u8 streaming and connects them to specific coordinates across the world. The project is currently running successfully but is always going slight changes as m3u8 channels may turn off and on throughout times. Feel free to check it out at: https://worldchannels.vercel.app . This project requires good internet access in order to connect to the channels. Have fun exploring the channels of the world!", "repo": "https://github.com/robot3-track/worldchannels", "demo": "https://worldchannels.vercel.app"}]...
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[{"post_id": 55371, "ts": "202 [{"post_id": 55371, "ts": "2026-08-27T04:50:55Z", "hours": 0.9408, "text": "World Channels Devlog 32 After updating the User Interface for the application, I decided to work on the api/streams.js file. The Fluid Active CPU was getting inefficiently wasted, so I decided to connect my api/streams.js to edge runtime as well as removing all duplicate streaming services. This cut down my channel # from 11,000 –> 9,000. But this clears up the speed and CPU usage while removing random duplicates."}, {"post_id": 54911, "ts": "2026-08-26T04:04:41Z", "hours": 0.3483, "text": "World Channels Devlog 31 After a break for a while, I updated the User Interface as requested by a few community members. The app now is more smooth, quicker loading times, and is nicer to view with the eye."}, {"post_id": 33854, "ts": "2026-07-24T03:15:43Z", "hours": 0.5411, "text": "World Channels Devlog 30 To upgrade the app, I continued to verify streams and the UI. I also made a new artifact run for Github- building an Android file! Now you can download the APK version of the app for local viewing rather than on the web."}, {"post_id": 32980, "ts": "2026-07-22T14:29:04Z", "hours": 0.4978, "text": "World Channels Devlog 29 I added the main streaming services from all 195 countries + 2 territories, increasing the total amount of streams from 8,000 –> 11,700 streams! I also changed the limit from 10,000 to 15,000 for vercel stability on the deployment. For those who haven’t seen it yet, check out the app at: https://worldchannels.vercel.app !"}, {"post_id": 32490, "ts": "2026-07-21T18:27:17Z", "hours": 0.8194, "text": "World Channels Devlog 28 Created a new add streaming interface where users can input links and titles of the channel for consideration to add onto the main app. Also have filters to ensure safety for new streams."}, {"post_id": 32179, "ts": "2026-07-21T05:10:49Z", "hours": 1.9064, "text": "World Channels Devlog 27 Updated new streaming as well as new map logic! Now when a channel is selected, the map zooms in all the way to the pinpoint location of the streaming. Also, the map now has better clustering features when zooming out for UI purposes."}, {"post_id": 31614, "ts": "2026-07-20T04:58:47Z", "hours": 1.2481, "text": "World Channels Devlog 26 Continued to add new streams for more variety in content in the family entertainment fields. Also updated titles (as WC26 is over) and updated Readme as well. Total streams update: 6900 streams –> 7814 streams!"}, {"post_id": 30969, "ts": "2026-07-18T23:56:07Z", "hours": 1.3047, "text": "World Channels Devlog 25 Added new streams and backups; now World Channels proudly boasts a total of 7000 channels! Friendly reminder: some people thought that World Channels only supports sports channels, but actually there are multiple categories in the filter. Lots of family, news, and sports channels are available!"}, {"post_id": 30529, "ts": "2026-07-18T05:44:24Z", "hours": 0.7208, "text": "World Channels Devlog 24 Updated map rendering to support multiple layouts, and added/fixed some channel streaming for embeds as well as livestreaming."}, {"post_id": 30371, "ts": "2026-07-17T20:57:52Z", "hours": 1.1989, "text": "World Channels Devlog 23 Built globe 3D for world map rendering! Also set globe as default and added a legend for easy user usability. I used leaflet for the 2D map and maplibregl for the 3D globe."}, {"post_id": 29961, "ts": "2026-07-17T05:31:40Z", "hours": 0.2639, "text": "World Channels Devlog 22 Added new streams and backups to reach a total of 6252 streams currently! More to come!"}, {"post_id": 29958, "ts": "2026-07-17T05:16:02Z", "hours": 0.9694, "text": "World Channels Devlog 21 Added new features (channel watched history, bookmarking favorite channels, arrow keys for quick channel switch) based off newest community requests!"}, {"post_id": 29879, "ts": "2026-07-17T01:26:22Z", "hours": 0.5117, "text": "World Channels Devlog 20 Updated streaming availability and double-checked streaming verifications. Added up to 6,100 new streams!"}, {"post_id": 29860, "ts": "2026-07-17T00:42:09Z", "hours": 0.5686, "text": "World Channels Devlog 19 Added new UI features!! After Github’s REST API came back, I decided to update the UI to be more user friendly. I made a tutorial guide, removed the annoying UI footer, and made a proper loading screen! Watch the video below to see the latest run of the app!"}, {"post_id": 29834, "ts": "2026-07-16T23:44:23Z", "hours": 0.3022, "text": "World Channels Devlog 18 I added new favoriting channels feature and new commands (arrow keys for quick navigation, enter for selecting)! However, right now Github’s REST API are down and cannot push to live Vercel deployments, so it will take some time before it is pushed over live. But below is a local host picture that depicts what the new feature looks like and will be deployed soon."}, {"post_id": 29801, "ts": "2026-07-16T22:41:25Z", "hours": 0.5431, "text": "World Channels Devlog 17 Updated new streaming types and re-categorized some UI streaming titles to provide optimal UI! More updates to come for the UI formatting!"}, {"post_id": 28731, "ts": "2026-07-15T05:21:03Z", "hours": 1.07, "text": "World Channels Devlog 16 Fixed known channel freeze bug after multiple channels are clicked on. Also fixed some server issues and search bar bug. The app now runs faster and works even better than before!"}, {"post_id": 28662, "ts": "2026-07-15T01:38:46Z", "hours": 0.6136, "text": "World Channels Devlog 15 To maintain strong filters on community channels, I have updated filters respectively."}, {"post_id": 28596, "ts": "2026-07-14T22:53:40Z", "hours": 0.4997, "text": "World Channels Devlog 14 Complete UI update! UI conflicts have been fixed after lots of coding and planning throughout the past few devlogs, and now the World Map layout includes 4 customization features, the channels are properly ordered, and the app is upgraded overall!"}, {"post_id": 28357, "ts": "2026-07-14T15:48:23Z", "hours": 1.5828, "text": "World Channels Devlog 13 New channels have been added as well as many backups. Furthermore, I have reordered channels by confidence levels and streaming quality (the higher the more towards the top of the list!)"}, {"post_id": 27495, "ts": "2026-07-13T03:32:29Z", "hours": 0.4044, "text": "World Channels Devlog 12 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 5,500 to a total of around 6,000 streams live with a 85% live coverage at all times. Live stream health has been placed!"}, {"post_id": 27372, "ts": "2026-07-12T21:37:38Z", "hours": 0.5414, "text": "World Channels Devlog 11 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 4,200 to a total of around 5,500 streams live with a 80% live coverage at all times. More live stream health indicators will be put into place in the future!"}, {"post_id": 26981, "ts": "2026-07-12T03:33:25Z", "hours": 1.4422, "text": "World Channels Devlog 10 Continued to filter new channels and update categories to maintain country placements. Furthermore, new channels has been added to all major countries upon community requests."}, {"post_id": 26793, "ts": "2026-07-11T19:48:22Z", "hours": 0.6258, "text": "World Channels Devlog 9. Filtered new channels and updated categories to maintain country placements. Also continued to update descriptions in README.md and App.tsx as well as updating checking stream offline/online ability logic as seen below: if (contentType.includes('text/html')) { if (hasMediaExtension) { // It asked for a media file but got a webpage. This is a dead link/error page. req.destroy(); return resolve(false); } else { // It asked for an extensionless URL and got a webpage. Trust it as a valid Iframe embed. req.destroy(); return resolve(true); } }"}, {"post_id": 26195, "ts": "2026-07-10T21:07:08Z", "hours": 1.7183, "text": "World Channels Devlog 8. Continued to add more channels from around the world to prior requests for more countries. Also updated descriptions in README.md and App.tsx"}, {"post_id": 25472, "ts": "2026-07-09T19:13:34Z", "hours": 0.2867, "text": "World Channels Devlog 7. Based off community requests, I have added the new feature: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. More community requests will be fulfilled in the next devlog (specific channels to come)! Note: Some community members have asked about World Channels and regarding the streams. Streams are fetched from legit community sources and live updated. IPTV.ORG managed by Github is a community managed repository on Github with constant checks on channels to make sure everything is legal and safe. Even so, as an additional measure, I do take into account to filter out streams that are not legal/copyrighted to ensure that World Channels is 100% legal. Furthermore, some premium channels give free access to some of their content, so it is normal to see a blocking page on those specific channels that state the free access will be down for a certain amount of time- until the copyrighted content is finished. This is completely legal and is a proper process for protecting copyright throughout the countries."}, {"post_id": 24985, "ts": "2026-07-08T21:34:15Z", "hours": 0.8064, "text": "World Channels Devlog 6. Continued to add more channels from around the world to prior requests for more countries. Also updated videoplayer efficiency to make app load quicker."}, {"post_id": 23277, "ts": "2026-07-06T04:16:33Z", "hours": 4.4864, "text": "World Channels Devlog 5. Added more channels from around the world to prior requests for more countries. Now includes official free channels that broadcast live sports along with existing channels."}, {"post_id": 19708, "ts": "2026-07-01T03:14:44Z", "hours": 0.5589, "text": "World Channels Devlog 4. Replaced old video player with new system that allows for more streams to play. The fix was using a more universal player that allowed more streams to run rather than the restricted interface from before. Now channels for example from Turkmenistan can work properly compared to before."}, {"post_id": 19016, "ts": "2026-06-30T05:42:19Z", "hours": 3.2631, "text": "World Channels Devlog 3. Removed old channels, ensured all channels were under the right coordinates, and added limit of 10,000 channels for a total of 5,500 channels currently with 80+ countries, including islands in the Caribbean."}, {"post_id": 15470, "ts": "2026-06-25T04:57:15Z", "hours": 4.2069, "text": "World Channels Devlog 2. Fixed UI, added more channels, and developed a better solution to ensure all channels’ coordinates were precise to their actual locations. Also fixed limits and running time to support nearly 4000 channels across the Globe with 50+ countries."}, {"post_id": 14866, "ts": "2026-06-24T04:12:04Z", "hours": 1.4369, "text": "World Channels Web App Set Up! 🎉🎉 After debugging and coding, the webapp world channels is ready for shipping! The app consists of free IPTV channels linked and categorized by country, type, and availability. It includes the core features: Live Stream Integration: Direct access to HLS (.m3u8) streams from over 50 countries. World Map Interface: Interactive geospatial dashboard to discover broadcasts by location. Real-Time Health Monitoring: Automatic background verification of stream uptime and latency. Themed UI: Elegant Dark and Light modes for optimized viewing in any environment. Furthermore, the app can stream the World Cup 2026 Soccer for free through other nation channels! Have fun exploring the free channels of the world!"}]...
|
Title: WorldTV by @cognitayohan | Stardance
Devlo Title: WorldTV by @cognitayohan | Stardance
Devlogs:
World Channels Web App Set Up! 🎉🎉 After debugging and coding, the webapp world channels is ready for shipping! The app consists of free IPTV channels linked and categorized by country, type, and availability. It includes the core features: Live Stream Integration: Direct access to HLS (.m3u8) streams from over 50 countries. World Map Interface: Interactive geospatial dashboard to discover broadcasts by location. Real-Time Health Monitoring: Automatic background verification of stream uptime and latency. Themed UI: Elegant Dark and Light modes for optimized viewing in any environment. Furthermore, the app can stream the World Cup 2026 Soccer for free through other nation channels! Have fun exploring the free channels of the world!
World Channels Devlog 2. Fixed UI, added more channels, and developed a better solution to ensure all channels’ coordinates were precise to their actual locations. Also fixed limits and running time to support nearly 4000 channels across the Globe with 50+ countries.
World Channels Devlog 3. Removed old channels, ensured all channels were under the right coordinates, and added limit of 10,000 channels for a total of 5,500 channels currently with 80+ countries, including islands in the Caribbean.
World Channels Devlog 4. Replaced old video player with new system that allows for more streams to play. The fix was using a more universal player that allowed more streams to run rather than the restricted interface from before. Now channels for example from Turkmenistan can work properly compared to before.
World Channels Devlog 5. Added more channels from around the world to prior requests for more countries. Now includes official free channels that broadcast live sports along with existing channels.
World Channels Devlog 6. Continued to add more channels from around the world to prior requests for more countries. Also updated videoplayer efficiency to make app load quicker.
World Channels Devlog 7. Based off community requests, I have added the new feature: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. More community requests will be fulfilled in the next devlog (specific channels to come)! Note: Some community members have asked about World Channels and regarding the streams. Streams are fetched from legit community sources and live updated. IPTV.ORG managed by Github is a community managed repository on Github with constant checks on channels to make sure everything is legal and safe. Even so, as an additional measure, I do take into account to filter out streams that are not legal/copyrighted to ensure that World Channels is 100% legal. Furthermore, some premium channels give free access to some of their content, so it is normal to see a blocking page on those specific channels that state the free access will be down for a certain amount of time- until the copyrighted content is finished. This is completely legal and is a proper process for protecting copyright throughout the countries.
World Channels Devlog 8. Continued to add more channels from around the world to prior requests for more countries. Also updated descriptions in README.md and App.tsx
World Channels Devlog 9. Filtered new channels and updated categories to maintain country placements. Also continued to update descriptions in README.md and App.tsx as well as updating checking stream offline/online ability logic as seen below: if (contentType.includes('text/html')) { if (hasMediaExtension) { // It asked for a media file but got a webpage. This is a dead link/error page. req.destroy(); return resolve(false); } else { // It asked for an extensionless URL and got a webpage. Trust it as a valid Iframe embed. req.destroy(); return resolve(true); } }
World Channels Devlog 10 Continued to filter new channels and update categories to maintain country placements. Furthermore, new channels has been added to all major countries upon community requests.
World Channels Devlog 11 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 4,200 to a total of around 5,500 streams live with a 80% live coverage at all times. More live stream health indicators will be put into place in the future!
World Channels Devlog 12 New channels have been established and the order of streams has been refined for UI accessibility. Furthermore, the total amount of streams has increased overall from an original 5,500 to a total of around 6,000 streams live with a 85% live coverage at all times. Live stream health has been placed!
World Channels Devlog 13 New channels have been added as well as many backups. Furthermore, I have reordered channels by confidence levels and streaming quality (the higher the more towards the top of the list!)
World Channels Devlog 14 Complete UI update! UI conflicts have been fixed after lots of coding and planning throughout the past few devlogs, and now the World Map layout includes 4 customization features, the channels are properly ordered, and the app is upgraded overall!
World Channels Devlog 15 To maintain strong filters on community channels, I have updated filters respectively.
World Channels Devlog 16 Fixed known channel freeze bug after multiple channels are clicked on. Also fixed some server issues and search bar bug. The app now runs faster and works even better than before!
World Channels Devlog 17 Updated new streaming types and re-categorized some UI streaming titles to provide optimal UI! More updates to come for the UI formatting!
World Channels Devlog 18 I added new favoriting channels feature and new commands (arrow keys for quick navigation, enter for selecting)! However, right now Github’s REST API are down and cannot push to live Vercel deployments, so it will take some time before it is pushed over live. But below is a local host picture that depicts what the new feature looks like and will be deployed soon.
World Channels Devlog 19 Added new UI features!! After Github’s REST API came back, I decided to update the UI to be more user friendly. I made a tutorial guide, removed the annoying UI footer, and made a proper loading screen! Watch the video below to see the latest run of the app!
World Channels Devlog 20 Updated streaming availability and double-checked streaming verifications. Added up to 6,100 new streams!
World Channels Devlog 21 Added new features (channel watched history, bookmarking favorite channels, arrow keys for quick channel switch) based off newest community requests!
World Channels Devlog 22 Added new streams and backups to reach a total of 6252 streams currently! More to come!
World Channels Devlog 23 Built globe 3D for world map rendering! Also set globe as default and added a legend for easy user usability. I used leaflet for the 2D map and maplibregl for the 3D globe.
World Channels Devlog 24 Updated map rendering to support multiple layouts, and added/fixed some channel streaming for embeds as well as livestreaming.
World Channels Devlog 25 Added new streams and backups; now World Channels proudly boasts a total of 7000 channels! Friendly reminder: some people thought that World Channels only supports sports channels, but actually there are multiple categories in the filter. Lots of family, news, and sports channels are available!
World Channels Devlog 26 Continued to add new streams for more variety in content in the family entertainment fields. Also updated titles (as WC26 is over) and updated Readme as well. Total streams update: 6900 streams –> 7814 streams!
World Channels Devlog 27 Updated new streaming as well as new map logic! Now when a channel is selected, the map zooms in all the way to the pinpoint location of the streaming. Also, the map now has better clustering features when zooming out for UI purposes.
World Channels Devlog 28 Created a new add streaming interface where users can input links and titles of the channel for consideration to add onto the main app. Also have filters to ensure safety for new streams.
World Channels Devlog 29 I added the main streaming services from all 195 countries + 2 territories, increasing the total amount of streams from 8,000 –> 11,700 streams! I also changed the limit from 10,000 to 15,000 for vercel stability on the deployment. For those who haven’t seen it yet, check out the app at: https://worldchannels.vercel.app !
World Channels Devlog 30 To upgrade the app, I continued to verify streams and the UI. I also made a new artifact run for Github- building an Android file! Now you can download the APK version of the app for local viewing rather than on the web.
World Channels Devlog 31 After a break for a while, I updated the User Interface as requested by a few community members. The app now is more smooth, quicker loading times, and is nicer to view with the eye.
World Channels Devlog 32 After updating the User Interface for the application, I decided to work on the api/streams.js file. The Fluid Active CPU was getting inefficiently wasted, so I decided to connect my api/streams.js to edge runtime as well as removing all duplicate streaming services. This cut down my channel # from 11,000 –> 9,000. But this clears up the speed and CPU usage while removing random duplicates.
Ships:
This is World Channels, a webapp that utilizes open source/free m3u8 streaming and connects them to specific coordinates across the world. The project is currently running successfully but is always going slight changes as m3u8 channels may turn off and on throughout times. Feel free to check it out at: https://worldchannels.vercel.app . This project requires good internet access in order to connect to the channels. Have fun exploring the channels of the world!
World Channels - Ship #2 After reviewing comments and suggestions from the community, I have made quite a few changes to the app since the last Ship. Now the video player is compatible to even more channels, the UI has been updated, and the channel availability has been double-checked. Hope you enjoy World Channels at: https://worldchannels.vercel.app !
World Channels - Ship #3 After reviewing new comments and suggestions from the community, I have edited World Channels to have more countries, streams, and a better backup-system. Hope you enjoy World Channels at: https://worldchannels.vercel.app !
Based off community requests, I have added the following new features: Now you can record segments of a livestream through the native video streaming. With MediaRecorder API, it is possible to record desired segments of the livestreams and have it automatically packaged for download. Furthermore, I updated the code logic of checking stream offline/online ability. Lastly, I added more stable streams and their backups. Upgraded from 4,000 streams to 6,000! (70-85% are live) Read README for more detailed descriptions about the deployments, available channels, and official rules. Let me know what else you would like to add!
Ship #5: Based off community requests, I have added the following new features: Now you can experience a true “Hybrid” Satellite View on the interactive tracking map. By extending our map style configurations with an (overlayUrl) property, we integrated transparent, high-resolution administrative boundaries and place labels directly over the raw satellite imagery. Furthermore, I updated the layer rendering and cleanup logic inside the Leaflet initialization. Using a newly added (useRef) tracking system (overlayLayerRef), the map now dynamically mounts and cleanly dismounts these administrative labels whenever you swap map styles. This fixes overlapping layer bugs and ensures a seamless transition between views. Lastly, I streamlined the z-index layout for marker clusters. Dynamic markers and clustering elements are automatically forced to the front of the map stack. This ensures that your active stream nodes and telemetry coordinates always float perfectly above the new border overlays, keeping the terminal readable and highly functional. Let me know what else you would like to add! Thank you so much for your support and reading this!
Ship #6: After reviewing community requests, I have added each countries’ respective channels to match each location properly (to fix the previous issue of incorrect mapping!). I also built Android files so that Github could run the Artifact process for building an APK version of the app! This gives users the option to view on the web or on their Android devices. Lastly, I integrated a system where you can request for adding legal channels where it would go into a system of review. Thank you all for your support on this project! Feel free to give feedback on anything else to improve in the future!
Ship #7: After reviewing community requests, I have updated the User Interface to be more friendly and easy to use. I also have updated the code so that the viewing of the channels would be less consumptions with CPU fluid....
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1793094635.2116833
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1793181035.2116833
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7573
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star://CRΔSH by @JonButNotReally | Stardance
|
JonButNotReally
|
0
|
35.0
|
0
|
[]
|
[{"post_id": 2748, "ts": "2026 [{"post_id": 2748, "ts": "2026-06-05T14:51:50Z", "hours": 1.0, "text": "Finished my unity tutorial. This is going to be harder than i thought 🥀"}, {"post_id": 2991, "ts": "2026-06-05T22:21:34Z", "hours": 3.0, "text": "I have done YET ANOTHER TUTORIAL HOORAY. I’m trying to cram as much information into my head about Unity so that i can make the best game ever for you guys ❤️. ALSO you may have noticed, i put an actual name on this project. It’s - if you couldn’t tell - stardance themed. I also got a little inspired by Project Hail Mary and put a little delta symbol in place of the A."}, {"post_id": 4337, "ts": "2026-06-07T16:51:43Z", "hours": 8.0, "text": "I have started working on my game. I looked around on the unity store a bunch and i found robots that i could use maybe? Still got no idea what this games going to be about but ill update everyone soon 👍"}, {"post_id": 6408, "ts": "2026-06-10T19:36:10Z", "hours": 3.0, "text": "Worked a bit on sound design. I have an intro cutscene almost done. I made two songs last night and would like your opinions on them :3. EDIT: stardance converted both my songs into one video and deleted the second song :<. heres an updated link https://drive.google.com/file/d/1vatk2i9xqu3f0RGaYp2QvOf_O7ZOb8Cj/view?usp=drive_link , https://drive.google.com/file/d/1gPaW7eQ4ubazGF0JGi917zmj3drQxAt8/view?usp=drive_link"}, {"post_id": 6632, "ts": "2026-06-11T03:49:02Z", "hours": 5.0, "text": "Intro scene is complete!!!!!!!! I have released a teaser on Youtube . This took me longer than i expected but hopefully the rest will come easy :>. also tw jumpscare :3"}, {"post_id": 10969, "ts": "2026-06-17T23:59:48Z", "hours": 15.0, "text": "i swear I entered a time loop—7 days disappeared in what felt like 2 seconds. 😭 My older brother got me into playing OMORI, Doki Doki Literature Club!, MiSide, and Lethal Company, and its honestly been superrrr inspiring, but it also made me start doubting my own project, especially the storyline. im not sure if ill be able to finish it before the end of Stardance, but im still trying my hardest for everyone. Over the past week, ive been experimenting with different, more unique art styles for the game and reshaping the story to be more cohesive, and im definitely leaning a bit scarier and more intense than before hehehe. also btw heres a possible logo idea i was playing around with in photoshop, id love to hear your guys feedback on it"}]...
|
Title: star://CRΔSH by @JonButNotReally | Stardanc Title: star://CRΔSH by @JonButNotReally | Stardance
Devlogs:
Finished my unity tutorial. This is going to be harder than i thought 🥀
I have done YET ANOTHER TUTORIAL HOORAY. I’m trying to cram as much information into my head about Unity so that i can make the best game ever for you guys ❤️. ALSO you may have noticed, i put an actual name on this project. It’s - if you couldn’t tell - stardance themed. I also got a little inspired by Project Hail Mary and put a little delta symbol in place of the A.
I have started working on my game. I looked around on the unity store a bunch and i found robots that i could use maybe? Still got no idea what this games going to be about but ill update everyone soon 👍
Worked a bit on sound design. I have an intro cutscene almost done. I made two songs last night and would like your opinions on them :3. EDIT: stardance converted both my songs into one video and deleted the second song :<. heres an updated link https://drive.google.com/file/d/1vatk2i9xqu3f0RGaYp2QvOf_O7ZOb8Cj/view?usp=drive_link , https://drive.google.com/file/d/1gPaW7eQ4ubazGF0JGi917zmj3drQxAt8/view?usp=drive_link
Intro scene is complete!!!!!!!! I have released a teaser on Youtube . This took me longer than i expected but hopefully the rest will come easy :>. also tw jumpscare :3
i swear I entered a time loop—7 days disappeared in what felt like 2 seconds. 😭 My older brother got me into playing OMORI, Doki Doki Literature Club!, MiSide, and Lethal Company, and its honestly been superrrr inspiring, but it also made me start doubting my own project, especially the storyline. im not sure if ill be able to finish it before the end of Stardance, but im still trying my hardest for everyone. Over the past week, ive been experimenting with different, more unique art styles for the game and reshaping the story to be more cohesive, and im definitely leaning a bit scarier and more intense than before hehehe. also btw heres a possible logo idea i was playing around with in photoshop, id love to hear your guys feedback on it...
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1792946996.8744335
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1793810996.8744335
|
|
9911
|
Space Station by @CoolHotDog64 | Stardance
|
CoolHotDog64
|
1
|
35.0
|
558
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T15:12:15Z", "hours": 35.0, "multiplier": 15.96, "payout": 558, "blessing": "neutral", "text": "Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers", "repo": "https://github.com/CoolHotDog64/Space-Station", "demo": "https://makerworld.com/en/models/3153870-international-space-station"}]...
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[{"post_id": 40795, "ts": "202 [{"post_id": 40795, "ts": "2026-08-04T15:33:46Z", "hours": 1.2672, "text": "I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too."}, {"post_id": 40425, "ts": "2026-08-03T22:43:52Z", "hours": 5.0711, "text": "Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments"}, {"post_id": 39782, "ts": "2026-08-02T23:40:39Z", "hours": 2.7942, "text": "I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!"}, {"post_id": 39652, "ts": "2026-08-02T19:36:50Z", "hours": 3.6136, "text": "I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!"}, {"post_id": 38240, "ts": "2026-07-31T15:13:39Z", "hours": 4.8233, "text": "Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!"}, {"post_id": 35250, "ts": "2026-07-26T15:35:54Z", "hours": 5.5306, "text": "I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!"}, {"post_id": 34346, "ts": "2026-07-24T23:17:37Z", "hours": 3.4117, "text": "Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!"}, {"post_id": 32580, "ts": "2026-07-21T21:01:33Z", "hours": 2.9056, "text": "Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!"}, {"post_id": 31406, "ts": "2026-07-19T18:57:37Z", "hours": 3.8147, "text": "I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!"}, {"post_id": 29143, "ts": "2026-07-15T20:33:33Z", "hours": 1.6956, "text": "I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments."}]...
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Title: Space Station by @CoolHotDog64 | Stardance
Title: Space Station by @CoolHotDog64 | Stardance
Devlogs:
I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments.
I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!
Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!
Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!
I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!
Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!
I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!
I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!
Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments
I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too.
Ships:
Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers...
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