|
26579
|
Tremenda by @antoin | Stardance
|
antoin
|
0
|
27.73
|
0
|
[]
|
[{"post_id": 61222, "ts": "202 [{"post_id": 61222, "ts": "2026-09-04T01:41:21Z", "hours": 0.5194, "text": "So, just came back after a long break because I needed to review for school. PlatformIO doesn’t want to cooperate so I have to deletea everything and start from scratch. I will update when some code will be rewritten."}, {"post_id": 44257, "ts": "2026-08-09T21:43:42Z", "hours": 6.7292, "text": "Updates: I had some problems with platformio and list all of my code from this project, but I have saved the code on another computer and I will repair the problem I created a code to connect to my phone through bluetooth."}, {"post_id": 37356, "ts": "2026-07-30T00:36:56Z", "hours": 6.6364, "text": "Hardware I finished the schematics and pcb layout for the custom esp32 version one for my project, ordered it and will test it out in the future. Software I am starting to code the UI (User interface) of my device and it should not take me too long to code everything."}, {"post_id": 23897, "ts": "2026-07-07T03:12:20Z", "hours": 9.1097, "text": "Hardware: Added a total of 7 buttons, left, right, up, down, volume up, volume down, and select. Software: Modified the code so it allows the user to access folders and view mp3 files and navigate through the MicroSD card contents To Do: Update the code so it connects to bluetooth earphones Update the code so it can read .txt files Find a way to display color on the screen"}, {"post_id": 19663, "ts": "2026-07-01T01:20:48Z", "hours": 2.2172, "text": "Finished wiring the MicroSD card module to the ESP32. Finnally finished the code for the ESP32 to check what is inside it after working on it for 3 hours. First real git commit for the code."}, {"post_id": 18603, "ts": "2026-06-29T19:56:49Z", "hours": 2.5206, "text": "I am working on a MP3 player with a ESP32 as “brains” for the project. During the coding part to detect if a button is pressed I encoutered a problem and can’t solve it. If someone could help me troubleshoot my problem would be greatly appreciated."}]...
|
Title: Tremenda by @antoin | Stardance
Devlogs:
I Title: Tremenda by @antoin | Stardance
Devlogs:
I am working on a MP3 player with a ESP32 as “brains” for the project. During the coding part to detect if a button is pressed I encoutered a problem and can’t solve it. If someone could help me troubleshoot my problem would be greatly appreciated.
Finished wiring the MicroSD card module to the ESP32. Finnally finished the code for the ESP32 to check what is inside it after working on it for 3 hours. First real git commit for the code.
Hardware: Added a total of 7 buttons, left, right, up, down, volume up, volume down, and select. Software: Modified the code so it allows the user to access folders and view mp3 files and navigate through the MicroSD card contents To Do: Update the code so it connects to bluetooth earphones Update the code so it can read .txt files Find a way to display color on the screen
Hardware I finished the schematics and pcb layout for the custom esp32 version one for my project, ordered it and will test it out in the future. Software I am starting to code the UI (User interface) of my device and it should not take me too long to code everything.
Updates: I had some problems with platformio and list all of my code from this project, but I have saved the code on another computer and I will repair the problem I created a code to connect to my phone through bluetooth.
So, just came back after a long break because I needed to review for school. PlatformIO doesn’t want to cooperate so I have to deletea everything and start from scratch. I will update when some code will be rewritten....
|
1792727468.4943516
|
1793332268.4943516
|
|
5887
|
Recipes to Groceries by @Kat | Stardance
|
Kat
|
2
|
27.7
|
92
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T02:58:11Z", "hours": 16.0, "multiplier": 3.83, "payout": 73, "blessing": "neutral", "text": "Welcome to Recipes to Groceries!! This is a website where you can create and share recipes, then add them to a grocery list that automatically combines ingredients! This makes meal planning as easy as pressing a couple buttons. You can use the grocery list creator anonymously or sign up to create and publish recipes. ⋆。‧˚ʚ♡ɞ˚‧。⋆ This project is not completely done, and more features such as ratings, unit conversions, and better ingredient combining will come soon!", "repo": "https://github.com/katherinef2023/RecipesToGroceries", "demo": "https://katherinef2023.github.io/RecipesToGroceries/"}, {"ship_num": 2, "ts": "2026-06-15T16:40:37Z", "hours": 9.0, "multiplier": 2.15, "payout": 19, "blessing": "neutral", "text": "Welcome to Recipes to Groceries, a website where you create recipes then add them to a grocery list that automatically combines ingredients! Some starter recipes have been added for ease of trying it out. Eventually, there will be accounts and a place for sharing recipes as well as a better ingredient combination system. ⋆。‧˚ʚ♡ɞ˚‧。⋆ This project is not completely done, but the main idea functions! Go check it out and let me know what I should add (that wasn’t already mentioned haha). Thanks!", "repo": "https://github.com/katherinef2023/RecipesToGroceries", "demo": "https://katherinef2023.github.io/RecipesToGroceries/"}]...
|
[{"post_id": 36203, "ts": "202 [{"post_id": 36203, "ts": "2026-07-28T04:14:50Z", "hours": 2.6953, "text": "Added more starter recipes to my website and make it more friendly for mobile. Also added a cook mode and better button UI."}, {"post_id": 25673, "ts": "2026-07-10T02:47:54Z", "hours": 5.0883, "text": "I finally added public recipes!!! You can now create, edit, delete, AND publish recipes on my free website Recipes To Groceries! All recipe ingredients can be turned into a grocery list with smart combining and eventually unit conversions and everything ;) Feel free to test it out anonymously with the dummy email. I also improved the UI and color-coded the recipes cards. Also, I created a web scraper to get recipes from URLs but firebase functions requires me to upgrade from the free plan to use that so I can’t publish it until I find a way to do it otherwise. Next update will hopefully have either a better grocery sorting system or more social features (ratings, proper usernames, comments??)."}, {"post_id": 21905, "ts": "2026-07-04T02:33:07Z", "hours": 3.4831, "text": "Tried adding a system to import recipes from url but failed due to CORS blocking me from accessing other websites :( Also added 2 new starter recipes and fixed some mobile bugs."}, {"post_id": 21274, "ts": "2026-07-03T03:28:43Z", "hours": 5.1653, "text": "Fixed the UI a bit and added better search mechanisms! Recipes to Groceries is now ready for personal use, and sharing recipes will come soon ;)"}, {"post_id": 18962, "ts": "2026-06-30T04:18:01Z", "hours": 0.5347, "text": "Finally figured out firebase! Now you can create and use your account to add/delete/edit recipes. The UI is still bad but I’ll fix it later."}, {"post_id": 9411, "ts": "2026-06-15T19:22:37Z", "hours": 1.6703, "text": "Trying to connect a firebase account/database system to the RtG website is hard! I’ve spent like 2 hours on it and even with AI help I’m still confused 😭"}, {"post_id": 4617, "ts": "2026-06-08T00:07:22Z", "hours": 5.0108, "text": "You can now add instructions to your recipes as well as get a grocery list based on what items you have added to your shopping list! More coming soon!"}, {"post_id": 1962, "ts": "2026-06-04T06:39:59Z", "hours": 2.6511, "text": "I made it so you can add, edit, and delete recipes! It looks bad but I’ll fix it later :)"}, {"post_id": 1716, "ts": "2026-06-03T21:39:32Z", "hours": 1.1872, "text": "I made my first website from scratch! More coming soon :)"}]...
|
Title: Recipes to Groceries by @Kat | Stardance
D Title: Recipes to Groceries by @Kat | Stardance
Devlogs:
I made my first website from scratch! More coming soon :)
I made it so you can add, edit, and delete recipes! It looks bad but I’ll fix it later :)
You can now add instructions to your recipes as well as get a grocery list based on what items you have added to your shopping list! More coming soon!
Trying to connect a firebase account/database system to the RtG website is hard! I’ve spent like 2 hours on it and even with AI help I’m still confused 😭
Finally figured out firebase! Now you can create and use your account to add/delete/edit recipes. The UI is still bad but I’ll fix it later.
Fixed the UI a bit and added better search mechanisms! Recipes to Groceries is now ready for personal use, and sharing recipes will come soon ;)
Tried adding a system to import recipes from url but failed due to CORS blocking me from accessing other websites :( Also added 2 new starter recipes and fixed some mobile bugs.
I finally added public recipes!!! You can now create, edit, delete, AND publish recipes on my free website Recipes To Groceries! All recipe ingredients can be turned into a grocery list with smart combining and eventually unit conversions and everything ;) Feel free to test it out anonymously with the dummy email. I also improved the UI and color-coded the recipes cards. Also, I created a web scraper to get recipes from URLs but firebase functions requires me to upgrade from the free plan to use that so I can’t publish it until I find a way to do it otherwise. Next update will hopefully have either a better grocery sorting system or more social features (ratings, proper usernames, comments??).
Added more starter recipes to my website and make it more friendly for mobile. Also added a cook mode and better button UI.
Ships:
Welcome to Recipes to Groceries, a website where you create recipes then add them to a grocery list that automatically combines ingredients! Some starter recipes have been added for ease of trying it out. Eventually, there will be accounts and a place for sharing recipes as well as a better ingredient combination system. ⋆。‧˚ʚ♡ɞ˚‧。⋆ This project is not completely done, but the main idea functions! Go check it out and let me know what I should add (that wasn’t already mentioned haha). Thanks!
Welcome to Recipes to Groceries!! This is a website where you can create and share recipes, then add them to a grocery list that automatically combines ingredients! This makes meal planning as easy as pressing a couple buttons. You can use the grocery list creator anonymously or sign up to create and publish recipes. ⋆。‧˚ʚ♡ɞ˚‧。⋆ This project is not completely done, and more features such as ratings, unit conversions, and better ingredient combining will come soon!...
|
1793109218.5128522
|
1793195618.5128522
|
|
46025
|
/Android by @Linards888 | Stardance
|
Linards888
|
0
|
27.7
|
0
|
[]
|
[{"post_id": 52680, "ts": "202 [{"post_id": 52680, "ts": "2026-08-22T23:03:03Z", "hours": 4.1644, "text": "made REDME much better and more acurate. (i love asscii art, thats why there is so much of it"}, {"post_id": 50589, "ts": "2026-08-19T19:59:41Z", "hours": 23.5386, "text": "I finished making the core mechanics for senor reading and drive system. Just finished making the bluetooth command thingy, but i will re write the code for it because it is very coplicated and made with a lot of AI. I also thought of the main states the robot is going to be in. I also organized by folders so it’s a bit easier.(sorry its so long)"}]...
|
Title: /Android by @Linards888 | Stardance
Devlog Title: /Android by @Linards888 | Stardance
Devlogs:
I finished making the core mechanics for senor reading and drive system. Just finished making the bluetooth command thingy, but i will re write the code for it because it is very coplicated and made with a lot of AI. I also thought of the main states the robot is going to be in. I also organized by folders so it’s a bit easier.(sorry its so long)
made REDME much better and more acurate. (i love asscii art, thats why there is so much of it...
|
1792648161.696829
|
1793252961.696829
|
|
23641
|
Zero-Deck by @Tan-May | Stardance
|
Tan-May
|
0
|
27.67
|
0
|
[]
|
[{"post_id": 54977, "ts": "202 [{"post_id": 54977, "ts": "2026-08-26T12:29:24Z", "hours": 6.5825, "text": "made the changes in the pc of the keyboard again like i changed the board from the xiao’s to rpi pico 2 and we will make it do more tasks now so now the deck has two brains , the pico will act as the low powered brain for the deck and im also planning to drive the e-ink display using it and keep the e-ink on always on mode!! also adding some screenshots too!! i need some suggestions on the features that i should add to this keyboard"}, {"post_id": 51668, "ts": "2026-08-21T14:02:03Z", "hours": 8.8692, "text": "Just finished with the keyboard. Few features are still remaining, but 9 hrs were already logged, so here’s the devlog.After completing the basic 3D case, I moved to designing the PCB. I had some experience of designing the PCB, so it was not that big problem, but still it took crazy long. I did lots of mistakes while doing it, and also I figured out later about the sheets option in KiCad. Man!! That feature’s so amazing. I organized the keyboard properly and also made the pads for connecting the joystick (it will act as the mouse) and also added two buttons (right and left), same as the mouse. Hope it will work properly. Also, I’m planning to add some more pads so that we can, in future, also add more components like OLED screen, etc. to the XIAO in keyboard. While everything was going on fine, at last, just after finishing the keyboard, when I exported the STEP file and imported it in the main project, it’s looking like that PCB is going out of the screen’s place, so now I have to figure this out 😭Happy to receive suggestions!"}, {"post_id": 47973, "ts": "2026-08-16T07:49:59Z", "hours": 4.1358, "text": "Done with the casing and every fitting of the parts , added the real components so that it will be proper in the fitting , though it need some finishing but for now im moving with the pcb , i already started making the 35 keys querty keyboard with the ps5 joystick as the mouse and i guess i will also add two buttons (each at one grip one at left and another at right ) , i already added the joystick in the fusion for the reference , suggest me if you have any suggestions for improving fixing etc"}, {"post_id": 47387, "ts": "2026-08-15T09:30:52Z", "hours": 4.4903, "text": "Helllewo new devlog here , so First of all Happpy Independence day to all my Indian friends watching , so today i worked on the enclosure part of the display cause this was causing lots of trouble , i had to do lots of modifications in the base case of the zero-deck which took my lots of times and efforts too but i managed to fix everything and now im moving ahead making this remains part and also i guess i will make the hinges too (Hardest part of the project btw )"}, {"post_id": 46808, "ts": "2026-08-14T09:57:14Z", "hours": 2.3292, "text": "made the basic enclosure for the Zero-Deck , here it was a very easy task as i already had the sketches drawn in the previous devlog so i just had to copy and paste the exact numbers here in the fusion but as mentioned earlier , i made few changes in the measurements as after calculating the keyboard size etc it was not fitting so i made it bigger and now I’m open for the suggestions in this , give any suggestion and ill think and add in it instantly if its good , also the next part I’m going with is the making the hinges , I’m thinking of using the MacBook’s hinges cause I’ve heard that those are very durable also for anyone who wants to know what keys I’m using here in this build , I’m adding the screenshot below of it too"}, {"post_id": 46733, "ts": "2026-08-14T06:18:24Z", "hours": 1.2619, "text": "Hello Hello Hello !! okay so after making my first hardware project on the Hackclub itself (Hackpad) and getting it approved it on first attempt now im going towards a big :) Welcome to my brand new project Zero-Deck (Yesses its a cyber deck ) im building custom pcb , matrix keyboard , bms , custom usb dongle etc etc you’ll get the context from the images added below , it took lots of time to sketch this as its the real measurements im going to work on so please hit a like comment if the suggestions are needed !!!!!!!!!!!!!!!! till then bye byeeeeee"}]...
|
Title: Zero-Deck by @Tan-May | Stardance
Devlogs: Title: Zero-Deck by @Tan-May | Stardance
Devlogs:
Hello Hello Hello !! okay so after making my first hardware project on the Hackclub itself (Hackpad) and getting it approved it on first attempt now im going towards a big :) Welcome to my brand new project Zero-Deck (Yesses its a cyber deck ) im building custom pcb , matrix keyboard , bms , custom usb dongle etc etc you’ll get the context from the images added below , it took lots of time to sketch this as its the real measurements im going to work on so please hit a like comment if the suggestions are needed !!!!!!!!!!!!!!!! till then bye byeeeeee
made the basic enclosure for the Zero-Deck , here it was a very easy task as i already had the sketches drawn in the previous devlog so i just had to copy and paste the exact numbers here in the fusion but as mentioned earlier , i made few changes in the measurements as after calculating the keyboard size etc it was not fitting so i made it bigger and now I’m open for the suggestions in this , give any suggestion and ill think and add in it instantly if its good , also the next part I’m going with is the making the hinges , I’m thinking of using the MacBook’s hinges cause I’ve heard that those are very durable also for anyone who wants to know what keys I’m using here in this build , I’m adding the screenshot below of it too
Helllewo new devlog here , so First of all Happpy Independence day to all my Indian friends watching , so today i worked on the enclosure part of the display cause this was causing lots of trouble , i had to do lots of modifications in the base case of the zero-deck which took my lots of times and efforts too but i managed to fix everything and now im moving ahead making this remains part and also i guess i will make the hinges too (Hardest part of the project btw )
Done with the casing and every fitting of the parts , added the real components so that it will be proper in the fitting , though it need some finishing but for now im moving with the pcb , i already started making the 35 keys querty keyboard with the ps5 joystick as the mouse and i guess i will also add two buttons (each at one grip one at left and another at right ) , i already added the joystick in the fusion for the reference , suggest me if you have any suggestions for improving fixing etc
Just finished with the keyboard. Few features are still remaining, but 9 hrs were already logged, so here’s the devlog.After completing the basic 3D case, I moved to designing the PCB. I had some experience of designing the PCB, so it was not that big problem, but still it took crazy long. I did lots of mistakes while doing it, and also I figured out later about the sheets option in KiCad. Man!! That feature’s so amazing. I organized the keyboard properly and also made the pads for connecting the joystick (it will act as the mouse) and also added two buttons (right and left), same as the mouse. Hope it will work properly. Also, I’m planning to add some more pads so that we can, in future, also add more components like OLED screen, etc. to the XIAO in keyboard. While everything was going on fine, at last, just after finishing the keyboard, when I exported the STEP file and imported it in the main project, it’s looking like that PCB is going out of the screen’s place, so now I have to figure this out 😭Happy to receive suggestions!
made the changes in the pc of the keyboard again like i changed the board from the xiao’s to rpi pico 2 and we will make it do more tasks now so now the deck has two brains , the pico will act as the low powered brain for the deck and im also planning to drive the e-ink display using it and keep the e-ink on always on mode!! also adding some screenshots too!! i need some suggestions on the features that i should add to this keyboard...
|
1792929107.8774557
|
1793793107.8774557
|
|
58906
|
Fatty Cat Resort by @PockyCqt | Stardance
|
PockyCqt
|
0
|
27.67
|
0
|
[]
|
[{"post_id": 75825, "ts": "202 [{"post_id": 75825, "ts": "2026-10-01T08:24:53Z", "hours": 9.0811, "text": "Made animated water and surrounded the island in water to make the place like an island. Slowly shaping up into what the final product will look like. Switching to a more data driven design. Also made it so you can place cardboard boxes down which is where cats will sleep."}, {"post_id": 71088, "ts": "2026-09-20T08:57:02Z", "hours": 8.5889, "text": "Made basic GUI that allow you to change the editor you are currently using and when in the editor you can also change the brush of the editor. Fixed many bugs that came with the last update."}, {"post_id": 66445, "ts": "2026-09-12T08:53:41Z", "hours": 3.8553, "text": "Made simple tile map editing with dirt trails. The edges and corners automatically adjust according to where dirt is placed"}, {"post_id": 64757, "ts": "2026-09-09T12:16:26Z", "hours": 6.1486, "text": "Made tile map with a customer cursor and tile selector. Also made made the camera move by taking in keyboard input."}]...
|
Title: Fatty Cat Resort by @PockyCqt | Stardance
Title: Fatty Cat Resort by @PockyCqt | Stardance
Devlogs:
Made tile map with a customer cursor and tile selector. Also made made the camera move by taking in keyboard input.
Made simple tile map editing with dirt trails. The edges and corners automatically adjust according to where dirt is placed
Made basic GUI that allow you to change the editor you are currently using and when in the editor you can also change the brush of the editor. Fixed many bugs that came with the last update.
Made animated water and surrounded the island in water to make the place like an island. Slowly shaping up into what the final product will look like. Switching to a more data driven design. Also made it so you can place cardboard boxes down which is where cats will sleep....
|
1792774314.2704947
|
1793379114.2704947
|
|
39625
|
space cleaner by @XmanuX | Stardance
|
XmanuX
|
0
|
27.61
|
0
|
[]
|
[{"post_id": 75745, "ts": "202 [{"post_id": 75745, "ts": "2026-09-30T22:36:25Z", "hours": 1.5456, "text": "the boss fight is done, the game demo is published on itch.io life is good"}, {"post_id": 75402, "ts": "2026-09-29T23:25:55Z", "hours": 7.0631, "text": "FINALLY HUZZAH, homestretch health system is set up, both enemy and player can attack and take damage, also now the rocket won’t leave until you’ve killed all enemies and cleaned all trash, nor just gotta do the final boss fight and possible add an intro then I’m done"}, {"post_id": 69820, "ts": "2026-09-17T20:57:49Z", "hours": 8.8961, "text": "FINAL BOSS RAAAAAA, right I did a lot of coding and level design for my game but that doesn’t matter, I finally finished the pixel art for my games final boss, I’m no artist but I’m really proud of how it came out and am very proud, next I will do level design for the last two levels, add some cut scenes and try and add a heart and attack system tmr"}, {"post_id": 49612, "ts": "2026-08-18T14:32:46Z", "hours": 3.4167, "text": "firstly, I changed the games name to space cleaner, pretty much my idea is you go planet to planet cleaning up trash whilst avoiding death form to be added space aliens, I made lvl longer, added a points system, changed the background, added a guy, idle n moving animations, added the collectibles and more, next I will work on the enemies, and hp system and getting the rocket to be a queue to change scene to the next level"}, {"post_id": 40064, "ts": "2026-08-03T13:04:47Z", "hours": 4.4331, "text": "is spent about 2 hours aside from this on sprite design but idk how to log that, I drew the character sprite and terrain by hand, I also altered the settings menu to be a pop up rather than a different scene, I also added a toggle button between a window and a fullscreen mode, finally I added music(I think you can’t here it in the vid)and a music control in settings along side one for six, but there aren’t any six in the game yet"}, {"post_id": 37208, "ts": "2026-07-29T19:07:57Z", "hours": 2.2564, "text": "Title screen, basic code, themes, buttons, and more, I am new to Godot so today was spent getting used to the features, however I am happy with what I have accomplished so far"}]...
|
Title: space cleaner by @XmanuX | Stardance
Devlo Title: space cleaner by @XmanuX | Stardance
Devlogs:
Title screen, basic code, themes, buttons, and more, I am new to Godot so today was spent getting used to the features, however I am happy with what I have accomplished so far
is spent about 2 hours aside from this on sprite design but idk how to log that, I drew the character sprite and terrain by hand, I also altered the settings menu to be a pop up rather than a different scene, I also added a toggle button between a window and a fullscreen mode, finally I added music(I think you can’t here it in the vid)and a music control in settings along side one for six, but there aren’t any six in the game yet
firstly, I changed the games name to space cleaner, pretty much my idea is you go planet to planet cleaning up trash whilst avoiding death form to be added space aliens, I made lvl longer, added a points system, changed the background, added a guy, idle n moving animations, added the collectibles and more, next I will work on the enemies, and hp system and getting the rocket to be a queue to change scene to the next level
FINAL BOSS RAAAAAA, right I did a lot of coding and level design for my game but that doesn’t matter, I finally finished the pixel art for my games final boss, I’m no artist but I’m really proud of how it came out and am very proud, next I will do level design for the last two levels, add some cut scenes and try and add a heart and attack system tmr
FINALLY HUZZAH, homestretch health system is set up, both enemy and player can attack and take damage, also now the rocket won’t leave until you’ve killed all enemies and cleaned all trash, nor just gotta do the final boss fight and possible add an intro then I’m done
the boss fight is done, the game demo is published on itch.io life is good...
|
1793188239.032244
|
1793793039.032244
|
|
51177
|
8bit computer by @geenk | Stardance
|
geenk
|
0
|
27.42
|
0
|
[]
|
[{"post_id": 77979, "ts": "202 [{"post_id": 77979, "ts": "2026-10-09T03:00:47Z", "hours": 1.4667, "text": "General project updates Hey! School started so I’ve been pretty busy, but I am mostly done syncing the simulation files with the KiCad design. I’ll probably be building this out of breadboards instead of an actual PCB purely because it will be easier to modify and fix bugs on."}, {"post_id": 59782, "ts": "2026-09-01T18:32:16Z", "hours": 3.7264, "text": "It’s alive!!! The computer finally ran a fibonacci sequence code! I had to update many parts of the computer to get it to work with most of the 8080/8085 instruction set. But currently it can run a simple program! I was dealing with an issue where the step counter just would not count, but that was just me messing up in the SC_RST logic. Changes Instruction set: Wrote the python code to implement most of the 8080 instruction set, and code to generate the control EEPROM data based on the instruction set ALU: Had to add the hardware to enable for RRC/RAR instructions PC: Had to add output to data bus functionality for Jcc instructions MAR: Had to add functionality to increment MAR to save on time (not having to route through ALU) Temporary register: for XCHG instructions and JMP Misc: Made sure other signals were clock gated"}, {"post_id": 54825, "ts": "2026-08-25T23:50:04Z", "hours": 3.7103, "text": "Instruction decoder and connecting modules together I connected most of the modules together, for now the computer works when controlled manually. I’ve also manually tested some modules by hand, and they seem to be working well together. I’ve had some bugs wiring the control EEPROMs to the control signals since I forgot the multiplexer outputs were inverted. For the instruction decoders, to save on control EEPROMs, I’ve multiplexed some of the control signals that wont be used together. For instance the outputs to bus control signals, two should never be turned on together, so I can use multiplexing to reduce from 16 control pins to 4."}, {"post_id": 54473, "ts": "2026-08-25T14:24:04Z", "hours": 1.8619, "text": "MAR, RAM updates, address decoder and ROM simulation files I added DIP programming switches (their equivalent) to the MAR and RAM simulation files. I also changed most modules to expose their inner LEDs since you couldn’t see them when adding them as components. Also added the address decoder and ROM simulation files. The address decoder and ROM seems to work pretty well."}, {"post_id": 54249, "ts": "2026-08-25T04:16:15Z", "hours": 1.1514, "text": "RAM, Output register simulation files I built the RAM module in simulation with DIP switches to test, but I prob will actually build that into the actual computer. The Digital simulator didn’t have the MCU I planned on using, so I used the ol persistence of vision multiplexing used by Ben Eater in his videos."}, {"post_id": 53516, "ts": "2026-08-24T03:05:35Z", "hours": 2.3503, "text": "MAR, PC, ALU simulation files Made the simulation files for the memory address register, program counter and the ALU. The ALU still needs a bit of investigation into the behavior of the 74LS181 chips."}, {"post_id": 53376, "ts": "2026-08-23T22:05:18Z", "hours": 2.1833, "text": "BC, HL registers simulation files Wired up the simulation files for the BC and HL register pairs. Simulation using Digital ( https://github.com/hneemann/digital )"}, {"post_id": 51864, "ts": "2026-08-21T18:52:55Z", "hours": 1.6169, "text": "Connecting things together Connected parts of the modules together, still have to connect the control wires together for the instruction decoding part."}, {"post_id": 51291, "ts": "2026-08-20T20:58:33Z", "hours": 1.3667, "text": "Clock & fixes Clock Basically the typical Ben Eater’s design of the clock module, nothing special, uses 3 555 timers in different configurations for both the manual step and the actual clock. Flags register Now the flags register has 4 flags, N egative, C arry, Z ero and o V erflow. N flag is generated using the MSB of the sum out, since that would indicate a negative number when doing signed arithmetic. Zero is generated by ORing all the sum out and ANDing them together. The Carry flag is just taken directly from the 181 ALU. The Overflow flag comes from by NOT(XOR A7, B7) AND XOR(S7, A7) Fixes Now the load control words for registers are synchronous, this prevents issues with loading garbage from the bus close to clock transitions. Another fix was that the CF reader missed a VCC pin so I added that back."}, {"post_id": 51145, "ts": "2026-08-20T17:16:38Z", "hours": 2.8003, "text": "BC, DE, HL register pairs, IR, output register, SC, LCD, parts of instruction decoder BC, DE, HL registers These registers can act together as a single 16bit register, outputting to the address bus, or also act like regular 8bit registers, outputting to the data bus. The HL register is special as it handles more indexing things. It has functionality to act as both regular 8bit registers and 16 bit register pair with increment and decrement functionality. IR - instruction register The IR stores opcodes from the RAM, and then passes it to the instruction decoder to get the microcode for the particular instruction/opcode. It is a simple 8 bit register using the 74LS573, without output to the bus. Output Register The output register consists of 4 * 7 segment displays. In Ben Eater’s original design, he uses eeproms to replace the logic for decoding. But in this case, I’ve elected to go with the ATMEGA328 microcontroller instead purely to save on board space. SC - Step Counter The SC handles the T-states/steps/micro instructions required to run a single instruction. Currently it uses a single 74LS161, which can handle up to 16 T-states. A reset control word is also implemented. The output of the SC goes to the control EEPROMs so that the computer knows what to do. LCD Using the typical 16x02 LCD, the LCD has an 74LS573 to buffer the data and the 2 control pins (enable and RS) are handled by the address decoder. 0xA00x enables the LCD using the 74LS138 decoder, and the 0xA001 sets the RS. Instruction Decoder I’ve decided to go with 4 W27C512 for the control EEPROMs, since it has 16bits address which is enough for 8bit opcode, 4bit step, 4 bit flag."}, {"post_id": 50673, "ts": "2026-08-19T23:29:21Z", "hours": 1.5667, "text": "CF card reader, A/B register, ALU, flags register. Finished the schematic for the CF card reader, the A/B register, the ALU and the flags register. Currently, the A/B and flags register are 8 bit. CF card reader The CF card reader uses the True IDE mode on CF cards, this allows for 8 bit data reading, and internal registers access using 3 address pins. CF cards uses 512bytes sectors which can be read sequentially using the IORD read strobe pin. But writing to the internal registers is also needed to set the card up for reading, hence the bidirectional bus. A/B register The A/B registers are 8 bit registers using the 74LS573. They have both an IN and OUT control words. The A register is directly connected to the ALU. ALU The ALU uses 2 74LS181 ALU cascaded together. They allow for multiple arithmetic and logic operations. The A register is directly connected to the ALU A input, while a temporary buffer is conected to the B input of the ALU to allow for loading from other registers or memory. Flags register Currently the flags register uses the 74LS573 to store the flags. Currently only 3 flags are wired, CF, ZF and EF. CF comes from the 181 ALU while the ZF is generated from the ALU output."}, {"post_id": 50624, "ts": "2026-08-19T21:15:16Z", "hours": 2.1503, "text": "Memory address decoding, RAM, ROM, and CF card part & symbol The 8 bit computer has a 16bit memory addressing. It is segmented into 4 blocks. From 0x0000 to 0x7FFF is the 32K of RAM. From 0x8000 to 0x8007 is the CF card/external storage segment. From 0x8008 to 0xEFFF is reserved for now. 0xF000 to 0xFFFF is for the ROM/bootloader. Memory address decoding To only enable ROM/RAM/CF when its their memory address sections, I used the last 4 bits of the memory address. If A12-15 are all 1, then its the ROM thats selected. Since the ROM memory is 0xFXXX. The RAM is selected whenever the A15 is 0, since the 62256 only has 15bits of address. The CF is selected when a A15-A13 is 0b100, which is decoded using a 74LS138. RAM The RAM uses a 62256 ram chip. The 62256 has common I/O so the 74LS245 transceiver is responsible for both RAM to bus and bus to RAM (ie STA instructions). I’ve decided to not include manual programming of the RAM unlike Ben Eater’s original design. It was simply because it would make the modules way too big. ROM The ROM uses a 28C64 for now. Its more for the bootloader/storing programs. Its buffered to the bus using a 73LS245. CF card The CF card section is for programs, it works on sectors, so the bootloader has to copy the code from the CF into the memory in order to work. Currently I found a CF card part and made a symbol for the CF card reader."}, {"post_id": 50514, "ts": "2026-08-19T18:10:54Z", "hours": 1.4669, "text": "MAR, PC, SP Made the schematic for the memory address register, program counter and the stack pointer. All 3 modules output to a shared 16bit memory address bus. Since the bus is 8 bit and the address bus is 16bit, the MAR, PC, and the SP are split into a High and a Low section, so it takes 2 fetch cycles to load a 16bit address into the modules (ie first fetch loads 8 bit into MAR_Low and second fetch loads 8 bit into MAR_High). MAR The MAR uses 2 74LS573 octal d-type registers to store 16 bits of information, it’s used for instructions needing to access data in RAM, ie LDA 0x7000. To allow for viewing the MAR data, its hooked up to LEDs and to the address bus using 2 74LS245 to act as buffer between the MAR and the address bus. PC The program counter uses 4 74LS161 to count up. I considered using the 74LS593, but after a quick search on Aliexpress and LCSC, found it too rare of a chip to use. So I went back to using the 74LS161. The program counter tells the computer what is the next memory address to fetch data from. This module is also hooked up to the main data bus to allow for jump instructions to work. This is also buffered via 2 74LS245. SP The stack pointer uses 4 74LS193 to allow for it to count up and down. First time using the 74LS193 so it was kinda confusing to figure out how to wire multiple of them up for cascading. The SP allows for subroutines to happen (JSR/CALL/RTS/RET instructions) as it allows for the computer to remember where to return to after the subroutine finishes. This is also buffered via 2 74LS245."}]...
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Title: 8bit computer by @geenk | Stardance
Devlog Title: 8bit computer by @geenk | Stardance
Devlogs:
MAR, PC, SP Made the schematic for the memory address register, program counter and the stack pointer. All 3 modules output to a shared 16bit memory address bus. Since the bus is 8 bit and the address bus is 16bit, the MAR, PC, and the SP are split into a High and a Low section, so it takes 2 fetch cycles to load a 16bit address into the modules (ie first fetch loads 8 bit into MAR_Low and second fetch loads 8 bit into MAR_High). MAR The MAR uses 2 74LS573 octal d-type registers to store 16 bits of information, it’s used for instructions needing to access data in RAM, ie LDA 0x7000. To allow for viewing the MAR data, its hooked up to LEDs and to the address bus using 2 74LS245 to act as buffer between the MAR and the address bus. PC The program counter uses 4 74LS161 to count up. I considered using the 74LS593, but after a quick search on Aliexpress and LCSC, found it too rare of a chip to use. So I went back to using the 74LS161. The program counter tells the computer what is the next memory address to fetch data from. This module is also hooked up to the main data bus to allow for jump instructions to work. This is also buffered via 2 74LS245. SP The stack pointer uses 4 74LS193 to allow for it to count up and down. First time using the 74LS193 so it was kinda confusing to figure out how to wire multiple of them up for cascading. The SP allows for subroutines to happen (JSR/CALL/RTS/RET instructions) as it allows for the computer to remember where to return to after the subroutine finishes. This is also buffered via 2 74LS245.
Memory address decoding, RAM, ROM, and CF card part & symbol The 8 bit computer has a 16bit memory addressing. It is segmented into 4 blocks. From 0x0000 to 0x7FFF is the 32K of RAM. From 0x8000 to 0x8007 is the CF card/external storage segment. From 0x8008 to 0xEFFF is reserved for now. 0xF000 to 0xFFFF is for the ROM/bootloader. Memory address decoding To only enable ROM/RAM/CF when its their memory address sections, I used the last 4 bits of the memory address. If A12-15 are all 1, then its the ROM thats selected. Since the ROM memory is 0xFXXX. The RAM is selected whenever the A15 is 0, since the 62256 only has 15bits of address. The CF is selected when a A15-A13 is 0b100, which is decoded using a 74LS138. RAM The RAM uses a 62256 ram chip. The 62256 has common I/O so the 74LS245 transceiver is responsible for both RAM to bus and bus to RAM (ie STA instructions). I’ve decided to not include manual programming of the RAM unlike Ben Eater’s original design. It was simply because it would make the modules way too big. ROM The ROM uses a 28C64 for now. Its more for the bootloader/storing programs. Its buffered to the bus using a 73LS245. CF card The CF card section is for programs, it works on sectors, so the bootloader has to copy the code from the CF into the memory in order to work. Currently I found a CF card part and made a symbol for the CF card reader.
CF card reader, A/B register, ALU, flags register. Finished the schematic for the CF card reader, the A/B register, the ALU and the flags register. Currently, the A/B and flags register are 8 bit. CF card reader The CF card reader uses the True IDE mode on CF cards, this allows for 8 bit data reading, and internal registers access using 3 address pins. CF cards uses 512bytes sectors which can be read sequentially using the IORD read strobe pin. But writing to the internal registers is also needed to set the card up for reading, hence the bidirectional bus. A/B register The A/B registers are 8 bit registers using the 74LS573. They have both an IN and OUT control words. The A register is directly connected to the ALU. ALU The ALU uses 2 74LS181 ALU cascaded together. They allow for multiple arithmetic and logic operations. The A register is directly connected to the ALU A input, while a temporary buffer is conected to the B input of the ALU to allow for loading from other registers or memory. Flags register Currently the flags register uses the 74LS573 to store the flags. Currently only 3 flags are wired, CF, ZF and EF. CF comes from the 181 ALU while the ZF is generated from the ALU output.
BC, DE, HL register pairs, IR, output register, SC, LCD, parts of instruction decoder BC, DE, HL registers These registers can act together as a single 16bit register, outputting to the address bus, or also act like regular 8bit registers, outputting to the data bus. The HL register is special as it handles more indexing things. It has functionality to act as both regular 8bit registers and 16 bit register pair with increment and decrement functionality. IR - instruction register The IR stores opcodes from the RAM, and then passes it to the instruction decoder to get the microcode for the particular instruction/opcode. It is a simple 8 bit register using the 74LS573, without output to the bus. Output Register The output register consists of 4 * 7 segment displays. In Ben Eater’s original design, he uses eeproms to replace the logic for decoding. But in this case, I’ve elected to go with the ATMEGA328 microcontroller instead purely to save on board space. SC - Step Counter The SC handles the T-states/steps/micro instructions required to run a single instruction. Currently it uses a single 74LS161, which can handle up to 16 T-states. A reset control word is also implemented. The output of the SC goes to the control EEPROMs so that the computer knows what to do. LCD Using the typical 16x02 LCD, the LCD has an 74LS573 to buffer the data and the 2 control pins (enable and RS) are handled by the address decoder. 0xA00x enables the LCD using the 74LS138 decoder, and the 0xA001 sets the RS. Instruction Decoder I’ve decided to go with 4 W27C512 for the control EEPROMs, since it has 16bits address which is enough for 8bit opcode, 4bit step, 4 bit flag.
Clock & fixes Clock Basically the typical Ben Eater’s design of the clock module, nothing special, uses 3 555 timers in different configurations for both the manual step and the actual clock. Flags register Now the flags register has 4 flags, N egative, C arry, Z ero and o V erflow. N flag is generated using the MSB of the sum out, since that would indicate a negative number when doing signed arithmetic. Zero is generated by ORing all the sum out and ANDing them together. The Carry flag is just taken directly from the 181 ALU. The Overflow flag comes from by NOT(XOR A7, B7) AND XOR(S7, A7) Fixes Now the load control words for registers are synchronous, this prevents issues with loading garbage from the bus close to clock transitions. Another fix was that the CF reader missed a VCC pin so I added that back.
Connecting things together Connected parts of the modules together, still have to connect the control wires together for the instruction decoding part.
BC, HL registers simulation files Wired up the simulation files for the BC and HL register pairs. Simulation using Digital ( https://github.com/hneemann/digital )
MAR, PC, ALU simulation files Made the simulation files for the memory address register, program counter and the ALU. The ALU still needs a bit of investigation into the behavior of the 74LS181 chips.
RAM, Output register simulation files I built the RAM module in simulation with DIP switches to test, but I prob will actually build that into the actual computer. The Digital simulator didn’t have the MCU I planned on using, so I used the ol persistence of vision multiplexing used by Ben Eater in his videos.
MAR, RAM updates, address decoder and ROM simulation files I added DIP programming switches (their equivalent) to the MAR and RAM simulation files. I also changed most modules to expose their inner LEDs since you couldn’t see them when adding them as components. Also added the address decoder and ROM simulation files. The address decoder and ROM seems to work pretty well.
Instruction decoder and connecting modules together I connected most of the modules together, for now the computer works when controlled manually. I’ve also manually tested some modules by hand, and they seem to be working well together. I’ve had some bugs wiring the control EEPROMs to the control signals since I forgot the multiplexer outputs were inverted. For the instruction decoders, to save on control EEPROMs, I’ve multiplexed some of the control signals that wont be used together. For instance the outputs to bus control signals, two should never be turned on together, so I can use multiplexing to reduce from 16 control pins to 4.
It’s alive!!! The computer finally ran a fibonacci sequence code! I had to update many parts of the computer to get it to work with most of the 8080/8085 instruction set. But currently it can run a simple program! I was dealing with an issue where the step counter just would not count, but that was just me messing up in the SC_RST logic. Changes Instruction set: Wrote the python code to implement most of the 8080 instruction set, and code to generate the control EEPROM data based on the instruction set ALU: Had to add the hardware to enable for RRC/RAR instructions PC: Had to add output to data bus functionality for Jcc instructions MAR: Had to add functionality to increment MAR to save on time (not having to route through ALU) Temporary register: for XCHG instructions and JMP Misc: Made sure other signals were clock gated
General project updates Hey! School started so I’ve been pretty busy, but I am mostly done syncing the simulation files with the KiCad design. I’ll probably be building this out of breadboards instead of an actual PCB purely because it will be easier to modify and fix bugs on....
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BlepOS by @ibrahim- | Stardance
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ibrahim-
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3
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27.4
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462
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T16:01:31Z", "hours": 10.0, "multiplier": 18.05, "payout": 176, "blessing": "neutral", "text": "Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. (this is my second ship, just re-iterating some points for new reviewers) . I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. . One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). . Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. . The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) . AceEditor allows you to save files in different formats WITH syntax highlighting. . BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) + we have installable games now <3, just check the BlepStore. . Somebody said YouTube doesnt work in the browser.. so I added something EVEN BETTER… BlepTube! . The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. . All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon. . BlepOS also has a spotlight/system-wide search feature, give it a spin. Complete list of features: App minimising App fullscreen Camera App Calculator App Web Browser (multi-tab support, home button, reload button) Settings App (customisable background, date/time, battery) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) File manager Files persist across reloads and new tabs Files and shortcuts on desktop Creating and removing files Code/text editor that can save stuff Saving camera files onto the files folder itself Terminal Games! (doom knockoff, minecraft knockoff, 8 ball pool) Video player, image preview app Desktop unpinned apps (shows app state - closed or open), with tooltips BlepTube (doomscrolling app) Ability to change date/time format (24 hour or 12 hour, DD/MM/YYYY or MM/DD/YYYY) Built-in battery level fetching (via navigator getBattery() ) Built-in storage calculation (from IndexedDB usage/quota and localStorage) BlepStore, custom app store where you can download and launch apps Downloadable Apps JSPaint (utility) Granny 3: Return the School (game) Mine & Build (game) Subway Surfers (game - the actual one) Cut the Rope (game - the actual one with om nom) Slither.io (game - also the actual one) Spotlight feature (click the search icon in the toolbar)", "repo": "https://github.com/ibfactor/blepos", "demo": "https://blepos.ibfactor.com"}, {"ship_num": 2, "ts": "2026-08-31T11:27:07Z", "hours": 12.0, "multiplier": 19.58, "payout": 286, "blessing": "neutral", "text": "Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon.", "repo": "https://github.com/ibfactor/blepos", "demo": "https://blepos.ibfactor.com"}, {"ship_num": 3, "ts": "2026-08-17T07:45:02Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple and easy to use WebOS. (spent a really long time on getting the animations and startup screen right) Features (WebOS 1) App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) More features planned for WebOS 2.", "repo": "https://github.com/ibfactor/blepos", "demo": "https://blepos.ibfactor.com"}]...
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[{"post_id": 70433, "ts": "202 [{"post_id": 70433, "ts": "2026-09-19T05:52:14Z", "hours": 0.4039, "text": "Added an alert for both rewritten files and folders, styled it a bit differently than normal windows by removing the minimise and fullscreen buttons + instead of an iframe it uses text."}, {"post_id": 68701, "ts": "2026-09-15T15:58:06Z", "hours": 1.1147, "text": "Devlog #32 This is the final commit (perhaps this is farewell to stardance, but let’s see) I’ve added the spotlight feature, works perfectly (i- i hope) also did you really think i’d face reveal?"}, {"post_id": 67997, "ts": "2026-09-14T10:44:55Z", "hours": 0.2969, "text": "Devlog #31 Added icons for both folder states, full and and empty + one for the “Installed Apps” folder. Also fixed the bug where new windows covered the previous ones completely without an offset. Also improved the BlepStore styles."}, {"post_id": 67983, "ts": "2026-09-14T09:54:04Z", "hours": 0.4669, "text": "Devlog #30 Added another installabe app, JSPaint (view video demo) I also improved the BlepStore, by adding multiple locations where it can save apps, plus made download handling more robust. Also fixed a few bugs here and there (i really want that 3d printer)"}, {"post_id": 66860, "ts": "2026-09-12T19:54:15Z", "hours": 0.5728, "text": "Devlog #29 Added more downloadable games!! ( subway surfers, cut the rope, slither.io) Decided to remove widgets :( Wasn’t satisfied with how they turned out."}, {"post_id": 66821, "ts": "2026-09-12T18:38:53Z", "hours": 0.4919, "text": "Devlog #28 Added widgets! (just need to make them re/movable) Fixed a really annoying bug that came up when switching windows.. it was bugging me in the previous ship too, finally managed to fix it."}, {"post_id": 66717, "ts": "2026-09-12T16:36:39Z", "hours": 0.5797, "text": "Devlog #27 Completed the task manager implementation Made it look پیارا and added the kill process function"}, {"post_id": 66510, "ts": "2026-09-12T10:57:11Z", "hours": 0.5728, "text": "Devlog #26 BlepOS now has a task manager Will be adding options to force quit apps in the next update"}, {"post_id": 66106, "ts": "2026-09-11T18:10:23Z", "hours": 0.3867, "text": "Devlog #25 Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it"}, {"post_id": 66042, "ts": "2026-09-11T16:26:09Z", "hours": 0.4542, "text": "Devlog #24 Added storage settings and storage breakdown “App Memory” is LocalStorage and “Files” is IndexedDB While the overall percentage is based off of both of them."}, {"post_id": 65968, "ts": "2026-09-11T13:50:09Z", "hours": 1.0039, "text": "Devlog #23 Finally done with BlepStore + added two more games which can be installed. They get saved to the games folder on the desktop on installation Fixed a few bugs while I was at it"}, {"post_id": 65385, "ts": "2026-09-10T14:19:51Z", "hours": 0.7606, "text": "Devlog #22 Done with the BlepStore (just need to add some installable apps), please suggest some I also updated the easter egg"}, {"post_id": 65320, "ts": "2026-09-10T12:13:56Z", "hours": 1.4967, "text": "Devlog #21 I totally over-engineered the browser but it was worth it Multi-tab support, home button, reload button, and more. Next up: BlepStore (app store!)"}, {"post_id": 64812, "ts": "2026-09-09T14:20:58Z", "hours": 0.9292, "text": "Devlog #20 Added date/time format and battery percentage to the settings app The battery percentage thing uses the built-in JavaScript getBattery()"}, {"post_id": 61568, "ts": "2026-09-04T15:27:24Z", "hours": 0.2789, "text": "Devlog #19 Added BlepTube <3, cus somebody said BlepOS doesn’t have YouTube"}, {"post_id": 61540, "ts": "2026-09-04T14:44:19Z", "hours": 0.3636, "text": "Devlog #18 Added a button to clear trash Added tooltips to the dock icons"}, {"post_id": 57658, "ts": "2026-08-29T21:26:33Z", "hours": 0.3517, "text": "Devlog #17 squashed some bugs and we now have a minecraft knockoff :D"}, {"post_id": 57631, "ts": "2026-08-29T20:44:04Z", "hours": 0.5156, "text": "Devlog #16 Done with adding Miniclip’s 8 Ball Pool to BlepOS"}, {"post_id": 57464, "ts": "2026-08-29T16:49:01Z", "hours": 0.8472, "text": "Devlog #15 ACE Editor is now working finally!! i’d really like if you like ts post and follow (optional) <– i wanna get that 3d printer ifykwim"}, {"post_id": 55704, "ts": "2026-08-27T17:46:17Z", "hours": 0.6203, "text": "Devlog #14 Really wild to see how quickly BlepOS transformed from a few lines of CSS and JS to this. AceEditor is (almost) complete."}, {"post_id": 54645, "ts": "2026-08-25T17:52:02Z", "hours": 1.3522, "text": "Devlog #13 The OS file system is now functioning! Pre-existing files can be opened and new files can be added and stored There’s a surprise at the end of the vid Next Up: Saving of ACE Editor files"}, {"post_id": 53851, "ts": "2026-08-24T15:30:39Z", "hours": 0.6664, "text": "Devlog #12 New file and new folder buttons are now fully functional <3 (also squashed some bugs)"}, {"post_id": 52350, "ts": "2026-08-22T13:46:47Z", "hours": 2.4808, "text": "Devlog #11 The file explorer app is (almost) complete! moving, renaming, and deleting files"}, {"post_id": 50965, "ts": "2026-08-20T13:12:40Z", "hours": 0.2944, "text": "Devlog #10 Yay we got doom working on BlepOS (game made by Nicholas Carlini )"}, {"post_id": 50929, "ts": "2026-08-20T12:12:31Z", "hours": 1.5461, "text": "Devlog #9 Did a lot of bug squashing yesterday + we now have Ace Editor on BlepOS <3 (yk i wouldn’t mind you following the project)"}, {"post_id": 49580, "ts": "2026-08-18T13:50:56Z", "hours": 1.2531, "text": "Devlog #8 Finally got done with creating and moving folders on the desktop itself + the files menu accepts file paths to automatically open them (since you’re alr here, i wouldn’t mind a project follow)"}, {"post_id": 49447, "ts": "2026-08-18T09:14:15Z", "hours": 1.5447, "text": "Devlog #7 The files app is here :D Also finally managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging)"}, {"post_id": 49414, "ts": "2026-08-18T07:36:12Z", "hours": 0.6817, "text": "Devlog #6 WebOS 2 Time!! Added the terminal app"}, {"post_id": 48718, "ts": "2026-08-17T07:31:35Z", "hours": 1.7581, "text": "Devlog #5 I have decided to only add some of the initially planned apps to WebOS 1, and add the remaining in WebOS 2. Nonetheless, some amazing apps have been implemented (including a browser, settings app, calculator, and a camera!). Check it out!"}, {"post_id": 48152, "ts": "2026-08-16T13:29:26Z", "hours": 1.5097, "text": "Devlog #4 Finally got window dragging working smoothly (which broke cus I added a transition and then forgot about it <- debugging nightmare) All added features: smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management"}, {"post_id": 48082, "ts": "2026-08-16T11:31:11Z", "hours": 0.8158, "text": "Devlog #3 The contextmenu is working finallyyyyyy Next up: draggable app windows"}, {"post_id": 47775, "ts": "2026-08-15T22:54:03Z", "hours": 0.8142, "text": "Devlog #2 Added context menu, toolbar, and dock."}, {"post_id": 47693, "ts": "2026-08-15T19:29:51Z", "hours": 0.4992, "text": "Devlog #1 Done with the startup animation! Looks good to me."}]...
|
Title: BlepOS by @ibrahim- | Stardance
Devlogs:
D Title: BlepOS by @ibrahim- | Stardance
Devlogs:
Devlog #1 Done with the startup animation! Looks good to me.
Devlog #2 Added context menu, toolbar, and dock.
Devlog #3 The contextmenu is working finallyyyyyy Next up: draggable app windows
Devlog #4 Finally got window dragging working smoothly (which broke cus I added a transition and then forgot about it <- debugging nightmare) All added features: smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management
Devlog #5 I have decided to only add some of the initially planned apps to WebOS 1, and add the remaining in WebOS 2. Nonetheless, some amazing apps have been implemented (including a browser, settings app, calculator, and a camera!). Check it out!
Devlog #6 WebOS 2 Time!! Added the terminal app
Devlog #7 The files app is here :D Also finally managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging)
Devlog #8 Finally got done with creating and moving folders on the desktop itself + the files menu accepts file paths to automatically open them (since you’re alr here, i wouldn’t mind a project follow)
Devlog #9 Did a lot of bug squashing yesterday + we now have Ace Editor on BlepOS <3 (yk i wouldn’t mind you following the project)
Devlog #10 Yay we got doom working on BlepOS (game made by Nicholas Carlini )
Devlog #11 The file explorer app is (almost) complete! moving, renaming, and deleting files
Devlog #12 New file and new folder buttons are now fully functional <3 (also squashed some bugs)
Devlog #13 The OS file system is now functioning! Pre-existing files can be opened and new files can be added and stored There’s a surprise at the end of the vid Next Up: Saving of ACE Editor files
Devlog #14 Really wild to see how quickly BlepOS transformed from a few lines of CSS and JS to this. AceEditor is (almost) complete.
Devlog #15 ACE Editor is now working finally!! i’d really like if you like ts post and follow (optional) <– i wanna get that 3d printer ifykwim
Devlog #16 Done with adding Miniclip’s 8 Ball Pool to BlepOS
Devlog #17 squashed some bugs and we now have a minecraft knockoff :D
Devlog #18 Added a button to clear trash Added tooltips to the dock icons
Devlog #19 Added BlepTube <3, cus somebody said BlepOS doesn’t have YouTube
Devlog #20 Added date/time format and battery percentage to the settings app The battery percentage thing uses the built-in JavaScript getBattery()
Devlog #21 I totally over-engineered the browser but it was worth it Multi-tab support, home button, reload button, and more. Next up: BlepStore (app store!)
Devlog #22 Done with the BlepStore (just need to add some installable apps), please suggest some I also updated the easter egg
Devlog #23 Finally done with BlepStore + added two more games which can be installed. They get saved to the games folder on the desktop on installation Fixed a few bugs while I was at it
Devlog #24 Added storage settings and storage breakdown “App Memory” is LocalStorage and “Files” is IndexedDB While the overall percentage is based off of both of them.
Devlog #25 Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it
Devlog #26 BlepOS now has a task manager Will be adding options to force quit apps in the next update
Devlog #27 Completed the task manager implementation Made it look پیارا and added the kill process function
Devlog #28 Added widgets! (just need to make them re/movable) Fixed a really annoying bug that came up when switching windows.. it was bugging me in the previous ship too, finally managed to fix it.
Devlog #29 Added more downloadable games!! ( subway surfers, cut the rope, slither.io) Decided to remove widgets :( Wasn’t satisfied with how they turned out.
Devlog #30 Added another installabe app, JSPaint (view video demo) I also improved the BlepStore, by adding multiple locations where it can save apps, plus made download handling more robust. Also fixed a few bugs here and there (i really want that 3d printer)
Devlog #31 Added icons for both folder states, full and and empty + one for the “Installed Apps” folder. Also fixed the bug where new windows covered the previous ones completely without an offset. Also improved the BlepStore styles.
Devlog #32 This is the final commit (perhaps this is farewell to stardance, but let’s see) I’ve added the spotlight feature, works perfectly (i- i hope) also did you really think i’d face reveal?
Added an alert for both rewritten files and folders, styled it a bit differently than normal windows by removing the minimise and fullscreen buttons + instead of an iframe it uses text.
Ships:
A simple and easy to use WebOS. (spent a really long time on getting the animations and startup screen right) Features (WebOS 1) App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) More features planned for WebOS 2.
Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon.
Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. (this is my second ship, just re-iterating some points for new reviewers) . I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. . One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). . Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. . The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) . AceEditor allows you to save files in different formats WITH syntax highlighting. . BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) + we have installable games now <3, just check the BlepStore. . Somebody said YouTube doesnt work in the browser.. so I added something EVEN BETTER… BlepTube! . The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. . All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon. . BlepOS also has a spotlight/system-wide search feature, give it a spin. Complete list of features: App minimising App fullscreen Camera App Calculator App Web Browser (multi-tab support, home button, reload button) Settings App (customisable background, date/time, battery) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) File manager Files persist across reloads and new tabs Files and shortcuts on desktop Creating and removing files Code/text editor that can save stuff Saving camera files onto the files folder itself Terminal Games! (doom knockoff, minecraft knockoff, 8 ball pool) Video player, image preview app Desktop unpinned apps (shows app state - closed or open), with tooltips BlepTube (doomscrolling app) Ability to change date/time format (24 hour or 12 hour, DD/MM/YYYY or MM/DD/YYYY) Built-in battery level fetching (via navigator getBattery() ) Built-in storage calculation (from IndexedDB usage/quota and localStorage) BlepStore, custom app store where you can download and launch apps Downloadable Apps JSPaint (utility) Granny 3: Return the School (game) Mine & Build (game) Subway Surfers (game - the actual one) Cut the Rope (game - the actual one with om nom) Slither.io (game - also the actual one) Spotlight feature (click the search icon in the toolbar)...
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1793242412.9566345
|
1793328812.9566345
|
|
50906
|
IronMan_OS by @Tanjiro | Stardance
|
Tanjiro
|
2
|
27.38
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T03:23:51Z", "hours": 8.0, "multiplier": 9.68, "payout": 0, "blessing": "neutral", "text": "#Ship 2 (For WEB_OS #2) ##This is Iron OS , for all my fellow marvel and iron lovers! This is for you, if you: like techie stuff Want to be Iron Man/Tony Stark, but don’t have any money Want to know how Tony build his Iron Man Suits Are just a human being, are you? ## Features Welcome Screen (Just wanted to brag about it ) Iron Pad(Tony’s alternative for Notepad ) ###New Additions (For Web Os #2) Jarvis_Terminal (Tony has a history with arch, so he needs this ) Iron Bar/Top Bar system info of Tony’s Iron PC Iron Player (Everybody loves music ) Changed the entire color scheme so it matches overall ##How did I made this? Most of the help I got was from the jam that stardance provided with mission :jame: ##What did I learn from this? ✨A bit of Html (a pinch of salt)✨ How to style using pseudo elements! A lot of JS!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also how to design in Canva NOTE: Every Icon of Every app in the OS is made in Canva by me. No part of readme is made using AI", "repo": "https://github.com/YOBO-DANCE/IRONMAN-THEMED_WEBOS", "demo": "https://ironman-themed-webos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T17:24:35Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "IRON OS A OS with the power of Stark tech and the suit of IRON What is this? This is OS where only you matter. You can understand this OS only if ever watched Iron Man in action. What did I learn from this Project? a bit more html. some css But in JS… learned how to address a element using getelementbyID() how to make something appear or disappear. how to store inputs from the user inside the website itself. how to make calculation so you know that 2 + 2 = 5!!!(I don’t know why I am homeschooling nowadays) how to make a advance scientific calculator", "repo": "https://github.com/YOBO-DANCE/IRONMAN-THEMED_WEBOS", "demo": "https://ironman-themed-webos.vercel.app/"}]...
|
[{"post_id": 83339, "ts": "202 [{"post_id": 83339, "ts": "2026-10-27T19:02:01Z", "hours": 2.1481, "text": "Devlog 16 - Finally added something that I’ve been ignoring for a while — A Browser!!!!! Stark Net specifically. Also the app icon is the second picture!"}, {"post_id": 83049, "ts": "2026-10-26T17:37:54Z", "hours": 5.2342, "text": "Devlog 15 - I’ve added a completely new app i.e. Iron_Explorer. It took so much time especially figuring out how will one app open to another. Also the icon for this is really sick, the second picture in this devlog is the icon!!!!"}, {"post_id": 80861, "ts": "2026-10-19T02:23:59Z", "hours": 2.0508, "text": "Devlog 14: So I added some changes, also I wrote more code by myself, so this project could be shipped. And that’s it! Note for shipwrights: I didn’t use any ai in the readme at all."}, {"post_id": 80271, "ts": "2026-10-17T02:06:44Z", "hours": 0.5153, "text": "Devlog 13: Okay so all the changes are completed, and now I have only one color scheme. Note for shipwrights: my code may look like written by AI, but I wrote it by myself. It maybe because I name all my class really generically LOL"}, {"post_id": 79778, "ts": "2026-10-15T11:10:15Z", "hours": 0.9897, "text": "Devlog 12: The Project is ready to be shipped!!! Changes done: Readme is now updated! Final clearing of the code base so only what is needed is in it. Convert all the images to .webp format so my website stays efficient. Changed the Iron Bar the a more Iron Man style Added a cool favicon which I designed in Canva. NOTE FOR SHIP WRIGHTS: Most of my assets are designed by me in Canva or I used other people’s art and also I gave them credit. Okay now lemme just ship it!"}, {"post_id": 79680, "ts": "2026-10-15T01:31:03Z", "hours": 2.6144, "text": "Devlog 11: Okay so the WebOs went under major revamp. Changes Done: Added a Music PLAYER!!!!!!!! Top Bar has a new feature i.e. you can see your IRON-PC system metrics!!!!!!!!!!!! Thats all! Also I think the project is ready to be shipped now, just the readme is left."}, {"post_id": 79616, "ts": "2026-10-14T18:45:08Z", "hours": 1.0039, "text": "Devlog 10 - Okay so after so many reviews from ShipWrights, I fixed those bugs, also the code might look AI written(thats because I don’t usually add comments)(I know, I know it is a bad habits, but…) but it is really not AI written and took genuine effort to complete. Also Guys what do y’all think about this terminal and its Icon, I need some feedback. BTW, I think this was the most difficult part of the WebOS hehe 2 more apps/features to go! Also srry the app icon looks like someone puked on it hehe"}, {"post_id": 73494, "ts": "2026-09-25T07:29:51Z", "hours": 0.7514, "text": "Devlog 9 - Update the README for better understanding and clarity, also my README was actually incomplete 😅😅"}, {"post_id": 72748, "ts": "2026-09-23T17:17:08Z", "hours": 0.6692, "text": "Devlog 8 - Project ready to be shipped! Readme is now completed!"}, {"post_id": 72333, "ts": "2026-09-22T17:58:32Z", "hours": 2.7247, "text": "Devlog 7 - Added a Calculator App, Changed the theme to match that Iron Man Vibe"}, {"post_id": 68721, "ts": "2026-09-15T16:47:48Z", "hours": 0.3, "text": "Devlog 6 - Today I added a little color change to the OS!"}, {"post_id": 63543, "ts": "2026-09-07T13:47:59Z", "hours": 0.5492, "text": "Devlog 5 - Gotta keep up the streak!"}, {"post_id": 62885, "ts": "2026-09-06T12:37:35Z", "hours": 3.5, "text": "Devlog 4 - So Today I found out about the missions and going according to them, so it feels a little stupid ,but now I am more clear about the concepts of a WebOS"}, {"post_id": 54511, "ts": "2026-08-25T15:19:32Z", "hours": 2.3689, "text": "Devlog 3 - I am so tired today, that I can’t even write a proper devlog. Today I worked on the Task-Station and tried to add a inner shadow"}, {"post_id": 49722, "ts": "2026-08-18T17:07:50Z", "hours": 0.9347, "text": "Devlog 2 - Added a nice grid pattern for a futuristic look and added a little text on top stark OS"}, {"post_id": 49607, "ts": "2026-08-18T14:27:55Z", "hours": 0.6456, "text": "Devlog 1: So I added a nice deep metallic background color with a radial gradient"}]...
|
Title: IronMan_OS by @Tanjiro | Stardance
Devlogs Title: IronMan_OS by @Tanjiro | Stardance
Devlogs:
Devlog 1: So I added a nice deep metallic background color with a radial gradient
Devlog 2 - Added a nice grid pattern for a futuristic look and added a little text on top stark OS
Devlog 3 - I am so tired today, that I can’t even write a proper devlog. Today I worked on the Task-Station and tried to add a inner shadow
Devlog 4 - So Today I found out about the missions and going according to them, so it feels a little stupid ,but now I am more clear about the concepts of a WebOS
Devlog 5 - Gotta keep up the streak!
Devlog 6 - Today I added a little color change to the OS!
Devlog 7 - Added a Calculator App, Changed the theme to match that Iron Man Vibe
Devlog 8 - Project ready to be shipped! Readme is now completed!
Devlog 9 - Update the README for better understanding and clarity, also my README was actually incomplete 😅😅
Devlog 10 - Okay so after so many reviews from ShipWrights, I fixed those bugs, also the code might look AI written(thats because I don’t usually add comments)(I know, I know it is a bad habits, but…) but it is really not AI written and took genuine effort to complete. Also Guys what do y’all think about this terminal and its Icon, I need some feedback. BTW, I think this was the most difficult part of the WebOS hehe 2 more apps/features to go! Also srry the app icon looks like someone puked on it hehe
Devlog 11: Okay so the WebOs went under major revamp. Changes Done: Added a Music PLAYER!!!!!!!! Top Bar has a new feature i.e. you can see your IRON-PC system metrics!!!!!!!!!!!! Thats all! Also I think the project is ready to be shipped now, just the readme is left.
Devlog 12: The Project is ready to be shipped!!! Changes done: Readme is now updated! Final clearing of the code base so only what is needed is in it. Convert all the images to .webp format so my website stays efficient. Changed the Iron Bar the a more Iron Man style Added a cool favicon which I designed in Canva. NOTE FOR SHIP WRIGHTS: Most of my assets are designed by me in Canva or I used other people’s art and also I gave them credit. Okay now lemme just ship it!
Devlog 13: Okay so all the changes are completed, and now I have only one color scheme. Note for shipwrights: my code may look like written by AI, but I wrote it by myself. It maybe because I name all my class really generically LOL
Devlog 14: So I added some changes, also I wrote more code by myself, so this project could be shipped. And that’s it! Note for shipwrights: I didn’t use any ai in the readme at all.
Devlog 15 - I’ve added a completely new app i.e. Iron_Explorer. It took so much time especially figuring out how will one app open to another. Also the icon for this is really sick, the second picture in this devlog is the icon!!!!
Devlog 16 - Finally added something that I’ve been ignoring for a while — A Browser!!!!! Stark Net specifically. Also the app icon is the second picture!
Ships:
IRON OS A OS with the power of Stark tech and the suit of IRON What is this? This is OS where only you matter. You can understand this OS only if ever watched Iron Man in action. What did I learn from this Project? a bit more html. some css But in JS… learned how to address a element using getelementbyID() how to make something appear or disappear. how to store inputs from the user inside the website itself. how to make calculation so you know that 2 + 2 = 5!!!(I don’t know why I am homeschooling nowadays) how to make a advance scientific calculator
#Ship 2 (For WEB_OS #2) ##This is Iron OS , for all my fellow marvel and iron lovers! This is for you, if you: like techie stuff Want to be Iron Man/Tony Stark, but don’t have any money Want to know how Tony build his Iron Man Suits Are just a human being, are you? ## Features Welcome Screen (Just wanted to brag about it ) Iron Pad(Tony’s alternative for Notepad ) ###New Additions (For Web Os #2) Jarvis_Terminal (Tony has a history with arch, so he needs this ) Iron Bar/Top Bar system info of Tony’s Iron PC Iron Player (Everybody loves music ) Changed the entire color scheme so it matches overall ##How did I made this? Most of the help I got was from the jam that stardance provided with mission :jame: ##What did I learn from this? ✨A bit of Html (a pinch of salt)✨ How to style using pseudo elements! A lot of JS!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also how to design in Canva NOTE: Every Icon of Every app in the OS is made in Canva by me. No part of readme is made using AI...
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1793148966.944896
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1793235366.944896
|
|
60042
|
A Game by @1kehuynh | Stardance
|
1kehuynh
|
0
|
27.38
|
0
|
[]
|
[{"post_id": 72981, "ts": "202 [{"post_id": 72981, "ts": "2026-09-24T04:54:44Z", "hours": 7.5389, "text": "I added a mute button and now you can move the camera."}, {"post_id": 71001, "ts": "2026-09-20T05:54:47Z", "hours": 2.04, "text": "now tung tung tung sahur can move now. the whip also has audio."}, {"post_id": 70784, "ts": "2026-09-19T19:17:49Z", "hours": 11.1281, "text": "I added tung tung tung sahur and a whip animation i guess. I don’t really know how to record it on a mac so it doesn’t really look like I accomplished much in the screenshot, but I did do stuff."}, {"post_id": 67130, "ts": "2026-09-13T06:02:22Z", "hours": 3.1556, "text": "I think I acomplished something. Am just not fully sure what I’m doing. Still haven’t decided what the actual gameplay loop would be but I’m getting there."}, {"post_id": 65808, "ts": "2026-09-11T06:03:21Z", "hours": 3.5206, "text": "I think I finished my menu. IDK"}]...
|
Title: A Game by @1kehuynh | Stardance
Devlogs:
I Title: A Game by @1kehuynh | Stardance
Devlogs:
I think I finished my menu. IDK
I think I acomplished something. Am just not fully sure what I’m doing. Still haven’t decided what the actual gameplay loop would be but I’m getting there.
I added tung tung tung sahur and a whip animation i guess. I don’t really know how to record it on a mac so it doesn’t really look like I accomplished much in the screenshot, but I did do stuff.
now tung tung tung sahur can move now. the whip also has audio.
I added a mute button and now you can move the camera....
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1793030068.577121
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1793634868.577121
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|
1879
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sevasync by @hirdeykumar_topper | Stardance
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hirdeykumar_topper
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1
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27.36
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T17:36:59Z", "hours": 26.0, "multiplier": 5.13, "payout": 0, "blessing": "neutral", "text": "so i made an app publically known as seva details . it for SK & BSK to let them manage their seva records easily and efficiently and help them to digitalize their methods and search across their saved records and have reminder a day right before their seva(an event you can say) come . in this i have used ai like chat gpt and last claude for a quick ui refactor and this project is live on playstore and currently it has 71 downloads. so you can just search and download it to see how it looks . and challenging part was working with ai and with zero flutter knowledge and maintaining security .", "repo": "https://github.com/HNdevelopments/Data_Sync", "demo": "https://seva-details.web.app/"}]...
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[{"post_id": 69310, "ts": "202 [{"post_id": 69310, "ts": "2026-09-16T19:35:28Z", "hours": 1.3622, "text": "just working on new app"}, {"post_id": 33589, "ts": "2026-07-23T17:11:46Z", "hours": 4.5242, "text": "completed project info today and launched an update on play store with enhanced security and added git hub url"}, {"post_id": 27597, "ts": "2026-07-13T10:02:41Z", "hours": 2.9494, "text": "just wanna say that my project is on play store now"}, {"post_id": 9953, "ts": "2026-06-16T14:10:14Z", "hours": 8.4517, "text": "afrom last 10 days i have not posted a single devlog but i am happy to announce that i have finally made it i haev completed the project solved many bugs resolved many errors made the ui part and 3 x my app looks and feel now my app is all set for launchi have already started the closed testing before production release in play console"}, {"post_id": 3448, "ts": "2026-06-06T12:03:11Z", "hours": 3.4739, "text": "i alomost finalized my app and debug many issue and tried to make iit production ready but in the and when running flutter buil release it shows splash screen stuck error and i couldn’t fix it so tommorow i will release it for testers also added many oher fields and drop down in app to inrease productivity and convinience"}, {"post_id": 2742, "ts": "2026-06-05T14:45:16Z", "hours": 1.5378, "text": "so i almost finalized my application add a few buttons and search filters done deep testing and solved many critical bugs including many auth bugs and many other so data do not show to other users and add a coming soon poster for a feature planned and there a few more things which will be done shortly and i will send it for review tomorrow"}, {"post_id": 2240, "ts": "2026-06-04T16:59:56Z", "hours": 1.3211, "text": "finally everything about reminder system is sorted and tested and now my app is near to complete probably after 24 hours i will send it for review to google as i already hold a dev account and today i fought bugs and found some critical bugs too and created a few new buttons and save them in firestore and likely tomorrow i will finalize it and ship it (devlog 4) and can anyone tell me how to get start dust"}, {"post_id": 1961, "ts": "2026-06-04T06:38:19Z", "hours": 0.84, "text": "so auto reminder function is complete problem was reciever tag missing in flutter XML file i am attaching screenshot below and finally after a long battle me and chat gpt fought figured that out"}, {"post_id": 970, "ts": "2026-06-02T19:01:49Z", "hours": 2.0472, "text": "fougth a long battle with auto reminder scheduling in flutter and for looks like i lost but will try again issue is it drops instant notification but not scheduled one any solution ??"}, {"post_id": 360, "ts": "2026-06-01T18:03:41Z", "hours": 0.4325, "text": "Devlog — Sevasync Date:1 June 2026 Time worked:Late evening (~10 PM onward) What I worked on today Fixed - Stay Logged In -system using Firebase Auth persistence App now automatically opens Home Screen if already logged in ✅ Added Logout system inside Profile Screen Added logout confirmation dialog Fixed navigation after logout → back to Login Screen ✅ Existing systems tested Search Records working Check Records working Edit/Delete system working User-only records issue fixed (UID based filtering) Current MVP Status Core app flow is now functional: Login Profile S/BS Entry Search Records Check Records Edit/Delete Stay Logged In Logout Problems / Tech Debt Firestore structure still messy Need optimization later Reminder system pending (next major feature) Thoughts Funny milestone: Built and shipped most of the base app with almost zero Flutter knowledge and on a brand new laptop 😭🔥"}]...
|
Title: sevasync by @hirdeykumar_topper | Stardance Title: sevasync by @hirdeykumar_topper | Stardance
Devlogs:
Devlog — Sevasync Date:1 June 2026 Time worked:Late evening (~10 PM onward) What I worked on today Fixed - Stay Logged In -system using Firebase Auth persistence App now automatically opens Home Screen if already logged in ✅ Added Logout system inside Profile Screen Added logout confirmation dialog Fixed navigation after logout → back to Login Screen ✅ Existing systems tested Search Records working Check Records working Edit/Delete system working User-only records issue fixed (UID based filtering) Current MVP Status Core app flow is now functional: Login Profile S/BS Entry Search Records Check Records Edit/Delete Stay Logged In Logout Problems / Tech Debt Firestore structure still messy Need optimization later Reminder system pending (next major feature) Thoughts Funny milestone: Built and shipped most of the base app with almost zero Flutter knowledge and on a brand new laptop 😭🔥
fougth a long battle with auto reminder scheduling in flutter and for looks like i lost but will try again issue is it drops instant notification but not scheduled one any solution ??
so auto reminder function is complete problem was reciever tag missing in flutter XML file i am attaching screenshot below and finally after a long battle me and chat gpt fought figured that out
finally everything about reminder system is sorted and tested and now my app is near to complete probably after 24 hours i will send it for review to google as i already hold a dev account and today i fought bugs and found some critical bugs too and created a few new buttons and save them in firestore and likely tomorrow i will finalize it and ship it (devlog 4) and can anyone tell me how to get start dust
so i almost finalized my application add a few buttons and search filters done deep testing and solved many critical bugs including many auth bugs and many other so data do not show to other users and add a coming soon poster for a feature planned and there a few more things which will be done shortly and i will send it for review tomorrow
i alomost finalized my app and debug many issue and tried to make iit production ready but in the and when running flutter buil release it shows splash screen stuck error and i couldn’t fix it so tommorow i will release it for testers also added many oher fields and drop down in app to inrease productivity and convinience
afrom last 10 days i have not posted a single devlog but i am happy to announce that i have finally made it i haev completed the project solved many bugs resolved many errors made the ui part and 3 x my app looks and feel now my app is all set for launchi have already started the closed testing before production release in play console
just wanna say that my project is on play store now
completed project info today and launched an update on play store with enhanced security and added git hub url
just working on new app
Ships:
so i made an app publically known as seva details . it for SK & BSK to let them manage their seva records easily and efficiently and help them to digitalize their methods and search across their saved records and have reminder a day right before their seva(an event you can say) come . in this i have used ai like chat gpt and last claude for a quick ui refactor and this project is live on playstore and currently it has 71 downloads. so you can just search and download it to see how it looks . and challenging part was working with ai and with zero flutter knowledge and maintaining security ....
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1793224107.1383488
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1793310507.1383488
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16768
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Ellery AI by @Ishaan_Jha | Stardance
|
Ishaan_Jha
|
0
|
27.35
|
0
|
[]
|
[{"post_id": 72498, "ts": "202 [{"post_id": 72498, "ts": "2026-09-23T02:34:51Z", "hours": 2.2061, "text": "Cleaned up the site, fixed some very minor bugs, but the core of the site is set in stone. As stardance wraps up I want to make final minor tweaks, let claude scan through to find any bugs (dw i am under 30 percent ai, i just spent more than 30 percent of time on it with ai, but the code itself is def written more by me.) ready to ship soon –– also kept a changelog, so it has its own mini devlog list within. btw it will prob be in early access when shipped because i dont think it is at the level where it is worthy of a cost/payment, not even close, but it isn’t a bad app itself… i hope :)"}, {"post_id": 41175, "ts": "2026-08-05T06:40:12Z", "hours": 7.5186, "text": "Devlog - how I accidentally almost shipped a lie detector that couldn’t detect lies: So Ellery already told you what was true about your data. Findings, plain English, click one and it peels open down to the exact rows. Nice. The problem was how it did that.Every finding carried a loose bag of numbers called evidence. And then, three separate times, a file called pull.js squinted at that bag and tried to reverse-engineer what the detector had been thinking. Three parallel switch (detector) statements. One to figure out which rows mattered, one to write the explanation sentence, one to write the derivation. Add a detector, edit four files, pray. Worst part: to figure out which rows a finding covered, pull.js re-ran the detector’s filter from scratch. Two copies of the same logic, living in different files, free to disagree. The finding says “3 records are low on stock,” the highlight lights up 4, and nobody notices for six months.The fix, and the part where I was wrongReplace the bag of numbers with an actual graph. Each finding now carries the computation that made it - max over a column, count over classified statuses - as nodes that hash to their own content, bottoming out at fingerprinted cells.I’d designed the graph nodes to include their computed value in their identity. Claude pushed back: separate identity from evaluation. The node names the computation; the value is what you get when you run it against data. Fine, sure, whatever - except it turns out that’s the entire ballgame, because now you get two fingerprints. One for the reasoning, one for the reasoning-applied-to-this-data. Which means the app can now tell you “your numbers changed but the logic didn’t” versus “the logic itself moved.” That’s a genuinely different product capability and it fell out of a definition change.Second thing I got wrong: I’d let the graph carry rowIndices. Row indices! In the evidence layer! That’s render state wearing a trenchcoat. Now it carries a witness - records addressed by content fingerprint - and the renderer figures out where they currently sit. Also, a haunting: Spent a solid while convinced the trace had 1,200px of unreachable content. Built a control experiment. Scrolling was fine. The real culprit was scroll-behavior: smooth - I was setting the scroll position and reading it back mid-animation, watching it clamp at 61.5px, and concluding the layout was broken. There was no bug. I nearly “fixed” a phantom. Small indignity: While all this was happening we discovered npm run lint was pointed at public/js, a directory that hasn’t existed since the frontend moved to the repo root. It had been linting nothing. For a while. Repointed it, and it immediately snitched on a pile of dead imports. Shipped: the derivation graph, two-fingerprint identity, a verify button that can actually say no, golden tests over the whole truth path, and a linter that lints. Deleted: more than I added, where it counted."}, {"post_id": 31658, "ts": "2026-07-20T07:33:01Z", "hours": 5.3633, "text": "Devlog #3 - Making the app more open and dynamic: I am working on making the app feel less claustrophobic, adding/updating engines like the research engine, and making the UI more professional and multipage. Not commited and running yet, but almost there."}, {"post_id": 24484, "ts": "2026-07-08T01:49:29Z", "hours": 3.9758, "text": "Ellery Devlog #2 - This time wasn’t about adding new features. Instead, I spent the time refining Ellery from the ground up. I removed over 600 lines of UI code, simplified the interface, rewrote much of the copy, and cut away anything that distracted from the actual purpose of the product. The biggest lesson I’ve learned so far is that good software isn’t just about what you build, but it’s also about what you’re willing to remove. Every animation, button, label, and panel has to earn its place. Ellery feels much calmer now. The interface gets out of the way, and the focus stays where it should: understanding your data. Next up is a new demo video, and after that I’ll be taking on the first Stardance software challenge by building my own web operating system."}, {"post_id": 16019, "ts": "2026-06-26T00:27:08Z", "hours": 8.2911, "text": "Ellery AI - Devlog #1 I kept watching people open a spreadsheet, stare at it, and just… give up. The story was in there. They just couldn’t see it. So I started building Ellery to fix that. Honestly, I started where everyone starts: AI that summarizes your data. But I never trusted it. The summary sounded confident, changed every time I asked, and I could never tell if it was actually true. That’s useless if you’re about to put it in front of your boss.So I went visual instead - timelines, rank boards, an insight map. They looked great. But a pretty chart still makes you do the thinking. I’d basically built a nicer haystack.The thing that actually clicked was the Discovery Engine. Before anything gets drawn, Ellery reads your data and pulls out what matters - top items, outliers, what’s out of stock - as plain findings, each one traceable back to the exact rows it came from. No model, no guessing. Same data, same answers, every time.That changed everything downstream. Now the visualizations explain themselves, and you can export the whole thing to a slide in one click.Next up: turning those findings into recommendations, then a real narrative - and pointing it at NASA telemetry to see if it holds up beyond retail.It’s early, and I’m building it in the open. Follow along if that sounds like your kind of thing."}]...
|
Title: Ellery AI by @Ishaan_Jha | Stardance
Devlo Title: Ellery AI by @Ishaan_Jha | Stardance
Devlogs:
Ellery AI - Devlog #1 I kept watching people open a spreadsheet, stare at it, and just… give up. The story was in there. They just couldn’t see it. So I started building Ellery to fix that. Honestly, I started where everyone starts: AI that summarizes your data. But I never trusted it. The summary sounded confident, changed every time I asked, and I could never tell if it was actually true. That’s useless if you’re about to put it in front of your boss.So I went visual instead - timelines, rank boards, an insight map. They looked great. But a pretty chart still makes you do the thinking. I’d basically built a nicer haystack.The thing that actually clicked was the Discovery Engine. Before anything gets drawn, Ellery reads your data and pulls out what matters - top items, outliers, what’s out of stock - as plain findings, each one traceable back to the exact rows it came from. No model, no guessing. Same data, same answers, every time.That changed everything downstream. Now the visualizations explain themselves, and you can export the whole thing to a slide in one click.Next up: turning those findings into recommendations, then a real narrative - and pointing it at NASA telemetry to see if it holds up beyond retail.It’s early, and I’m building it in the open. Follow along if that sounds like your kind of thing.
Ellery Devlog #2 - This time wasn’t about adding new features. Instead, I spent the time refining Ellery from the ground up. I removed over 600 lines of UI code, simplified the interface, rewrote much of the copy, and cut away anything that distracted from the actual purpose of the product. The biggest lesson I’ve learned so far is that good software isn’t just about what you build, but it’s also about what you’re willing to remove. Every animation, button, label, and panel has to earn its place. Ellery feels much calmer now. The interface gets out of the way, and the focus stays where it should: understanding your data. Next up is a new demo video, and after that I’ll be taking on the first Stardance software challenge by building my own web operating system.
Devlog #3 - Making the app more open and dynamic: I am working on making the app feel less claustrophobic, adding/updating engines like the research engine, and making the UI more professional and multipage. Not commited and running yet, but almost there.
Devlog - how I accidentally almost shipped a lie detector that couldn’t detect lies: So Ellery already told you what was true about your data. Findings, plain English, click one and it peels open down to the exact rows. Nice. The problem was how it did that.Every finding carried a loose bag of numbers called evidence. And then, three separate times, a file called pull.js squinted at that bag and tried to reverse-engineer what the detector had been thinking. Three parallel switch (detector) statements. One to figure out which rows mattered, one to write the explanation sentence, one to write the derivation. Add a detector, edit four files, pray. Worst part: to figure out which rows a finding covered, pull.js re-ran the detector’s filter from scratch. Two copies of the same logic, living in different files, free to disagree. The finding says “3 records are low on stock,” the highlight lights up 4, and nobody notices for six months.The fix, and the part where I was wrongReplace the bag of numbers with an actual graph. Each finding now carries the computation that made it - max over a column, count over classified statuses - as nodes that hash to their own content, bottoming out at fingerprinted cells.I’d designed the graph nodes to include their computed value in their identity. Claude pushed back: separate identity from evaluation. The node names the computation; the value is what you get when you run it against data. Fine, sure, whatever - except it turns out that’s the entire ballgame, because now you get two fingerprints. One for the reasoning, one for the reasoning-applied-to-this-data. Which means the app can now tell you “your numbers changed but the logic didn’t” versus “the logic itself moved.” That’s a genuinely different product capability and it fell out of a definition change.Second thing I got wrong: I’d let the graph carry rowIndices. Row indices! In the evidence layer! That’s render state wearing a trenchcoat. Now it carries a witness - records addressed by content fingerprint - and the renderer figures out where they currently sit. Also, a haunting: Spent a solid while convinced the trace had 1,200px of unreachable content. Built a control experiment. Scrolling was fine. The real culprit was scroll-behavior: smooth - I was setting the scroll position and reading it back mid-animation, watching it clamp at 61.5px, and concluding the layout was broken. There was no bug. I nearly “fixed” a phantom. Small indignity: While all this was happening we discovered npm run lint was pointed at public/js, a directory that hasn’t existed since the frontend moved to the repo root. It had been linting nothing. For a while. Repointed it, and it immediately snitched on a pile of dead imports. Shipped: the derivation graph, two-fingerprint identity, a verify button that can actually say no, golden tests over the whole truth path, and a linter that lints. Deleted: more than I added, where it counted.
Cleaned up the site, fixed some very minor bugs, but the core of the site is set in stone. As stardance wraps up I want to make final minor tweaks, let claude scan through to find any bugs (dw i am under 30 percent ai, i just spent more than 30 percent of time on it with ai, but the code itself is def written more by me.) ready to ship soon –– also kept a changelog, so it has its own mini devlog list within. btw it will prob be in early access when shipped because i dont think it is at the level where it is worthy of a cost/payment, not even close, but it isn’t a bad app itself… i hope :)...
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1792601340.259461
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1793206140.259461
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30118
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Connect 4 AI by @Kazamir | Stardance
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Kazamir
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0
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27.33
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0
|
[]
|
[{"post_id": 78220, "ts": "202 [{"post_id": 78220, "ts": "2026-10-10T00:36:43Z", "hours": 2.9881, "text": "I overhauled the UI, deciding to scrap the pixel background for a more minimalistic one. I learned how to import a font and use it and made some pretty decent looking buttons and peices."}, {"post_id": 31117, "ts": "2026-07-19T07:58:50Z", "hours": 2.0739, "text": "#Pixel Art I added a pixalart board and peices, and added a timer for ai move so it doesnt move too fast"}, {"post_id": 30069, "ts": "2026-07-17T11:10:34Z", "hours": 0.8986, "text": "Checkboxes I implemented checkboxes so that you can choose which model to play against."}, {"post_id": 29353, "ts": "2026-07-16T07:37:49Z", "hours": 11.1353, "text": "DEEP Monte Carlo Tree search (AlphaZero) In this update, I combined MCTS with a Deep learning model, mimicking that of AlphaZero. Why? Because I like deep learning and wanted to understand how reinforcement learning can work. Unfortunately the final model that came out wasn’t the best, but it is still stronger than a simple UCB algorithmn, if just barely, winning 60% of the time against UCB. The CNN Cnns are Deep learning networks - machine learning networks consisting of layers of neurons that process an input to an output, transform it and pass it to the next layer. CNNs are a type of network that performs a convolution operation when reading an image, reading the image in chunks, (4x4 in this case) and transforming the data into useable information for later layers, before finally deciding on a move. Features I used pytorch to code my network, and hence had to convert my image, a list of 1s,-1s and 0s representing a connect 4 board into a tensor. But before I can pass the board to the model (CNN) for prediction, I need to break the board up into features. To ensure that the model has enough information to learn the rules of the game, I broke the board into 4 feature boards. The first board contains 1s for free spots and 0s for occupied spots. The second board only shows player 1 peices and the third board only shows player 2 peices and the final board just shows 1s or -1s depending on whose turn it is. I converted these 4 boards into tensors and fed them into my network. Model Architecture The model architecture consists of 3 convolution blocks each which consists of a CNN, a reLu activation function and a batch normaliser. Finally, I have 2 heads, a value head and a policy head. The value head is a prediction of who is winning the game, whereas the policy head is the probabilities of the next best move. By choosing the highest probabilty, you can get the model’s next move. DMCTS To actually train and use the model, we combine it with the MCTS algorithm from my last devlog. During the MCTS simulation, whenever we reach a node which has already been explored, we choose the move using a rule that combines what the model recommends is best (via the policy head) and the average score of the node. When we reach a new node, instead of doing random rollouts to see who would win, we trust the model’s value head. Training Training occurs during self play where the model plays itself. At the start, each move is random, and the model predicts bad moves. But since the model is combined with MCTS, the model;s bad moves are eventually overwritten by better moves. At every move, the board and the model prediction are recorded. When we reach the end of the game, all the models values are replaced with the real results of the training, and each board state is stored in a databank. After every 10 games of self play, the model trains on a sample of these board states, updating the policy prediction by comparing the model’s policy values to MCTS’s run values and updating the model’s values by comparing who it thought was winning compared to who won. Post training After training around 12 generations of models, with each generation taking a few hours of training time, and bugfixing flawed models and architecture, I finally produced a model that can outmatch UCB. The real bottleneck was the MCTS, to train a better model, I would need more rollouts, but increasing rollouts increased the time each training run took. I trained the model with 500 rollouts, which isn’t the best, but was all I could afford. To make a better model I would need faster code and much more compute. In the end of the day, this was a very informative experiance on Reinforement Learning for me, and while the model isn’t the smartest, it isn’t incompetant either."}, {"post_id": 23850, "ts": "2026-07-07T01:16:19Z", "hours": 5.0719, "text": "Monte Carlo Tree Search The UCB is a good algorithmn, until you realise that it can only see 1 move into the future. A strong player for any project has the ability to stratagise, by predicting into the future. Monte Carlo Tree Search takes this UCB algorithm and gives it the ability to see into the future, creating a stronger AI opponent at the cost of compute. How it works Monte Carlo tree search, as it’s name suggests, builds a tree of future states to calculate which state is the best. The algorithm works in 4 steps - Selection, Expansion, Simulation and Backpropogation Selection At the start of the search, the parent node looks to its children node, which consist of the legal connect 4 moves, e.g 7 children for each column you can place a piece in. If each child has already been simulated at least once, the child with the highest UCB score is chosen and the process repeats until you reach a node where not all future moves have been simulated. Expansion Once you reach a new unexplored node, you fist expand the node, creating children for each of the possible states the next move can take. Simulation Once you have reached a node where all the children aren’t explored, one of these children are chosen, and a random rollout takes place, similiarly to the UCB algorithm Backpropogation After simulation, the results of the simulation (win or loss or draw) go back up the tree, updating each parent node with the updated win score. Decision making After enough simulations, the child of the original state with the highest run count is chosen - as this is deemed to be the most promising node by the algorithm Implementation Implementing this algorithm from scartch was harder than expected, but also fun! The only problem was that for higher simulation counts, such as 1,000 or 10,000, it takes a good few seconds for the algorithm to make a decision. I also somehow broke my original connect 4 code when trying to implement this program. I ran 100 simulations of MCTS vs UCB, both with 1000 simulations each, and MCTS only won 20 more games than ucb. I moved MCTS simulation count to 10000 and it won most of the games played."}, {"post_id": 22038, "ts": "2026-07-04T09:10:15Z", "hours": 0.3464, "text": "I remade the PvP mode so now the game is fully playable, added a purple background for the gameboard and made the background black for empty peices."}, {"post_id": 22030, "ts": "2026-07-04T08:46:56Z", "hours": 2.0686, "text": "This update was a revamp of my old code, I remade everything but the PVP section and made the screen resizable."}, {"post_id": 21410, "ts": "2026-07-03T10:40:53Z", "hours": 0.7989, "text": "Added easy, medium and hard mode - each being UCBs but with different runtimes. Also updated the buttons as they were outdated code"}, {"post_id": 21284, "ts": "2026-07-03T03:59:15Z", "hours": 1.9475, "text": "UCB - Upper Confidence Bound The UCB algorithm is an algorithm that I created to play connect 4. How it works The philosphy of UCB is doing random simulations of the game, and the move with the highest winrate in the random simulations is the best move. The problem UCB solves is given a set amount of simulations - called rollouts, how do you allocate the amount of rollouts each move gets? You want to spend more time on promising moves, and less on unpromising moves, but you still need to try these unpromising moves because they may be good, but have low winrates just due to random chance. This is decided by the UCB rule: UCBᵢ = avg(Xᵢ) + √( 2 ln(T) / nᵢ ) Which is the average winrate of the move i plus an optimism score. The more times you play a move, the chance that it is secretely a good move decreases. This ensures that you spend more time on good moves (high average) but also spend some times on worse moves that may turn out to be better by investing more rollouts on them. Implementation I implemented this into my connect 4 game I made, and allocated rollouts to 1000, so it makes 1000 random simulations to choose each move, and it kept on beating me. I had to reduce rollouts to 250 so I had a chance of winning."}]...
|
Title: Connect 4 AI by @Kazamir | Stardance
Devlo Title: Connect 4 AI by @Kazamir | Stardance
Devlogs:
UCB - Upper Confidence Bound The UCB algorithm is an algorithm that I created to play connect 4. How it works The philosphy of UCB is doing random simulations of the game, and the move with the highest winrate in the random simulations is the best move. The problem UCB solves is given a set amount of simulations - called rollouts, how do you allocate the amount of rollouts each move gets? You want to spend more time on promising moves, and less on unpromising moves, but you still need to try these unpromising moves because they may be good, but have low winrates just due to random chance. This is decided by the UCB rule: UCBᵢ = avg(Xᵢ) + √( 2 ln(T) / nᵢ ) Which is the average winrate of the move i plus an optimism score. The more times you play a move, the chance that it is secretely a good move decreases. This ensures that you spend more time on good moves (high average) but also spend some times on worse moves that may turn out to be better by investing more rollouts on them. Implementation I implemented this into my connect 4 game I made, and allocated rollouts to 1000, so it makes 1000 random simulations to choose each move, and it kept on beating me. I had to reduce rollouts to 250 so I had a chance of winning.
Added easy, medium and hard mode - each being UCBs but with different runtimes. Also updated the buttons as they were outdated code
This update was a revamp of my old code, I remade everything but the PVP section and made the screen resizable.
I remade the PvP mode so now the game is fully playable, added a purple background for the gameboard and made the background black for empty peices.
Monte Carlo Tree Search The UCB is a good algorithmn, until you realise that it can only see 1 move into the future. A strong player for any project has the ability to stratagise, by predicting into the future. Monte Carlo Tree Search takes this UCB algorithm and gives it the ability to see into the future, creating a stronger AI opponent at the cost of compute. How it works Monte Carlo tree search, as it’s name suggests, builds a tree of future states to calculate which state is the best. The algorithm works in 4 steps - Selection, Expansion, Simulation and Backpropogation Selection At the start of the search, the parent node looks to its children node, which consist of the legal connect 4 moves, e.g 7 children for each column you can place a piece in. If each child has already been simulated at least once, the child with the highest UCB score is chosen and the process repeats until you reach a node where not all future moves have been simulated. Expansion Once you reach a new unexplored node, you fist expand the node, creating children for each of the possible states the next move can take. Simulation Once you have reached a node where all the children aren’t explored, one of these children are chosen, and a random rollout takes place, similiarly to the UCB algorithm Backpropogation After simulation, the results of the simulation (win or loss or draw) go back up the tree, updating each parent node with the updated win score. Decision making After enough simulations, the child of the original state with the highest run count is chosen - as this is deemed to be the most promising node by the algorithm Implementation Implementing this algorithm from scartch was harder than expected, but also fun! The only problem was that for higher simulation counts, such as 1,000 or 10,000, it takes a good few seconds for the algorithm to make a decision. I also somehow broke my original connect 4 code when trying to implement this program. I ran 100 simulations of MCTS vs UCB, both with 1000 simulations each, and MCTS only won 20 more games than ucb. I moved MCTS simulation count to 10000 and it won most of the games played.
DEEP Monte Carlo Tree search (AlphaZero) In this update, I combined MCTS with a Deep learning model, mimicking that of AlphaZero. Why? Because I like deep learning and wanted to understand how reinforcement learning can work. Unfortunately the final model that came out wasn’t the best, but it is still stronger than a simple UCB algorithmn, if just barely, winning 60% of the time against UCB. The CNN Cnns are Deep learning networks - machine learning networks consisting of layers of neurons that process an input to an output, transform it and pass it to the next layer. CNNs are a type of network that performs a convolution operation when reading an image, reading the image in chunks, (4x4 in this case) and transforming the data into useable information for later layers, before finally deciding on a move. Features I used pytorch to code my network, and hence had to convert my image, a list of 1s,-1s and 0s representing a connect 4 board into a tensor. But before I can pass the board to the model (CNN) for prediction, I need to break the board up into features. To ensure that the model has enough information to learn the rules of the game, I broke the board into 4 feature boards. The first board contains 1s for free spots and 0s for occupied spots. The second board only shows player 1 peices and the third board only shows player 2 peices and the final board just shows 1s or -1s depending on whose turn it is. I converted these 4 boards into tensors and fed them into my network. Model Architecture The model architecture consists of 3 convolution blocks each which consists of a CNN, a reLu activation function and a batch normaliser. Finally, I have 2 heads, a value head and a policy head. The value head is a prediction of who is winning the game, whereas the policy head is the probabilities of the next best move. By choosing the highest probabilty, you can get the model’s next move. DMCTS To actually train and use the model, we combine it with the MCTS algorithm from my last devlog. During the MCTS simulation, whenever we reach a node which has already been explored, we choose the move using a rule that combines what the model recommends is best (via the policy head) and the average score of the node. When we reach a new node, instead of doing random rollouts to see who would win, we trust the model’s value head. Training Training occurs during self play where the model plays itself. At the start, each move is random, and the model predicts bad moves. But since the model is combined with MCTS, the model;s bad moves are eventually overwritten by better moves. At every move, the board and the model prediction are recorded. When we reach the end of the game, all the models values are replaced with the real results of the training, and each board state is stored in a databank. After every 10 games of self play, the model trains on a sample of these board states, updating the policy prediction by comparing the model’s policy values to MCTS’s run values and updating the model’s values by comparing who it thought was winning compared to who won. Post training After training around 12 generations of models, with each generation taking a few hours of training time, and bugfixing flawed models and architecture, I finally produced a model that can outmatch UCB. The real bottleneck was the MCTS, to train a better model, I would need more rollouts, but increasing rollouts increased the time each training run took. I trained the model with 500 rollouts, which isn’t the best, but was all I could afford. To make a better model I would need faster code and much more compute. In the end of the day, this was a very informative experiance on Reinforement Learning for me, and while the model isn’t the smartest, it isn’t incompetant either.
Checkboxes I implemented checkboxes so that you can choose which model to play against.
#Pixel Art I added a pixalart board and peices, and added a timer for ai move so it doesnt move too fast
I overhauled the UI, deciding to scrap the pixel background for a more minimalistic one. I learned how to import a font and use it and made some pretty decent looking buttons and peices....
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1792601237.376176
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1793206037.376176
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58798
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BearRadio by @twinx | Stardance
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twinx
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0
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27.3
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0
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[]
|
[{"post_id": 62620, "ts": "202 [{"post_id": 62620, "ts": "2026-09-06T02:50:09Z", "hours": 27.2992, "text": "Devlog #1 So this is my first post on this project and by far many i did many things like i made this google colab file to clone voice so i can use them later in the radio . Also for testing i just made this a sample radio that now only sync between devices and runs 24x7."}]...
|
Title: BearRadio by @twinx | Stardance
Devlogs:
D Title: BearRadio by @twinx | Stardance
Devlogs:
Devlog #1 So this is my first post on this project and by far many i did many things like i made this google colab file to clone voice so i can use them later in the radio . Also for testing i just made this a sample radio that now only sync between devices and runs 24x7....
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1792936247.5590541
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1793800247.5590541
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34440
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Scholar atlas by @Azka_Alamgeer | Stardance
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Azka_Alamgeer
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0
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27.24
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0
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[]
|
[{"post_id": 46461, "ts": "202 [{"post_id": 46461, "ts": "2026-08-13T17:58:57Z", "hours": 8.1525, "text": "Devlog #04 Hello everyone(˶ᵔᗜᵔ˶)ノ゙, Hope you’re all doing great! Welcome to Devlog #04 of ScholarAtlas! In this devlog, I’ll be sharing some of the recent progress I’ve made on the website. Okay… a LOT happened this time. (๑˃ᴗ˂)ﻭ The Profile Actually Works Now Remember how the “Save Profile” button was basically just sitting there looking important? ( ̄▽ ̄;) Well… it actually works now! The profile information is saved, which means ScholarAtlas can now use the information students enter instead of treating it like a temporary form. And that brings us to the biggest update… The Matching System Is ALIVE I started building the Scholarship Matching Engine! The basic idea is: Student Profile ↓ Matching Engine ↓ Compare with scholarships ↓ Calculate Match Score ↓ Rank scholarships For now, the system looks at things like: Study level Field of study Country International availability It then calculates a match score out of 100. So instead of students having to manually check every scholarship, ScholarAtlas can start identifying which ones are more relevant to them. Scholarships Are Now Ranked The matching score isn’t just displayed on the cards either. Scholarships are now automatically sorted from the highest match to the lowest match. For example: MEXT Scholarship 90% Erasmus Mundus 80% DAAD Scholarship 60% Chevening Scholarship 40% The 90% match will appear first. This makes the scholarship page much more useful because students can immediately see the opportunities that are most relevant to them. Why Is It A Match? I also wanted to make the matching system more transparent. Instead of simply showing: 90% Match ScholarAtlas can now explain why the scholarship received that score. For example: ✓ Your study level matches ✓ Your field is eligible ✓ Open to international applicants It can also show warnings when something needs to be checked: ⚠ This scholarship is for Master’s students I think this is important because I don’t want the match score to just look like a random number. Search & Filters I’ve also started working on the scholarship search and filtering system. The filter section will allow students to search by things such as: Scholarship name Provider Country Degree level Funding Field of study The interface has been created, but I still need to connect the filters to the actual scholarship data. What’s Next? The next step is to make the search and filters actually work. After that, I’ll continue improving the scholarship system and eventually replace the tiny prototype dataset with a much larger collection of real, verified scholarship information. The bigger goal is: Student creates profile ↓ ScholarAtlas understands their needs ↓ Student searches scholarships ↓ ScholarAtlas calculates compatibility ↓ Best matches appear first We’re slowly turning ScholarAtlas from a simple scholarship directory into an actual personalized scholarship-finding tool. That’s all for this devlog! Thank you all so much for reading, and have a nice day! =)"}, {"post_id": 44103, "ts": "2026-08-09T17:25:46Z", "hours": 9.6408, "text": "Devlog #03 Hello everyone(˶ᵔᗜᵔ˶)ノ゙, Hope you all are doing great. Welcome to Devlog #03 of ScholarAtlas. In this devlog I will be sharing some of the recent progress I made on the website. Okay… lemme explain. (๑˃ᴗ˂)ﻭ Scholarship Pages Are Finally Working Soooo… The scholarship section is actually becoming functional now. Instead of having everything displayed on one page, scholarships now have their own individual pages. You can browse the scholarships, click on “View Scholarship”, and get a dedicated page containing information about that scholarship. This might sound like a small thing, but it is actually pretty important for the structure of the website. It means we can eventually add much more information to each scholarship without making the main scholarship page ridiculously long. ( ̄▽ ̄) Scholarship Details I also added more information to the individual scholarship pages. You can now see things like: Country Degree Funding Field of Study Application Deadline Provider And now we also have an eligibility section. The eligibility section currently includes things like GPA requirements, nationality, study level, and work experience. For now, the data is still prototype data because I haven’t connected the website to a proper verified scholarship database yet. That will come later. Student Profiles This is probably the biggest thing I worked on this time. ScholarAtlas can now ask users what type of student they are. You can choose between: High School Student Bachelor’s Student Master’s Student PhD Student And depending on what you choose, you get a different academic profile form. I didn’t want to make one giant form where everyone has to enter the same information. Because realistically, a high school student and a Master’s student don’t have the same academic information. For example, high school students don’t necessarily have a university GPA, so asking them for one would be kinda pointless. (╹ڡ╹ ) Different Forms For Different Students The profile system now changes depending on the student’s education level. High school students can enter things like their curriculum, country, graduation year, intended degree and intended major. Bachelor’s students can enter their university, major, GPA and expected graduation year. Master’s students can enter their Bachelor’s university, previous field, GPA, intended Master’s field, graduation year and country. And PhD students now have their own section as well. This is going to be really important later because ScholarAtlas will eventually use this information to find scholarships that actually match the student. What’s Next? Right now, the profile form looks good, but there is one tiny problem… The “Save Profile” button doesn’t actually save anything yet. (・–・;)ゞ It’s basically just sitting there looking important. So the next step is to make the profile data actually work. After that, I want to start working on the scholarship matching system. The goal is basically: Student enters their information ↓ ScholarAtlas checks the scholarship requirements ↓ ScholarAtlas finds matching scholarships ↓ Student gets personalized recommendations That’s where I think ScholarAtlas will start becoming more than just a scholarship directory. Anyway, that’s all for this devlog. We’re slowly getting there. Thank you all so much for reading. Have a nice day =)"}, {"post_id": 42604, "ts": "2026-08-07T12:52:34Z", "hours": 7.4964, "text": "Devlog #02 Hello everyone(˶ᵔᗜᵔ˶)ノ゙, I hope everyone is doing well. Welcome to the second devlog of ScholarAtlas. In today’s devlog, I will be sharing some of the updates that have been made in the website recently. Okay… allow me to explain. (๑˃ᴗ˂) The Website Is Finally Working! Thus far, I’ve only been designing the structure/UI of ScholarAtlas. But now that’s changing – things are finally coming together! (≧▽≦) I’m currently creating the scholarship browsing functionality which includes scholarship cards, search and filters. Scholarship Database I designed the very first data file of Scholarships for ScholarAtlas. For now, the following example scholarships were added: Chevening, MEXT, DAAD, and Erasmus Mundus. Each scholarship has the following data fields: Country, Degree Level, Funding Type, Deadline, Field of Study and Provider. Clearly, there’s still a lot of work to be done in terms of the database. But the primary task now is to create a functional system rather than filling up the database with loads of information. Scholarship Search & Filters Also, I implemented search and filtering functionality on the scholarships page. Now, you can filter scholarships by: Name Country Degree Funding Filters can also be combined to narrow the search rather than having to scroll the entire huge list. Actually, that could be considered one of the most essential parts of ScholarAtlas. The whole idea is to allow people to easily locate those scholarships which match their needs without having to look for hundreds of random web sites. Separate Scholarship Page There is one thing that occurred to me when working on the site - all the content was actually placed on the main page. Navigation buttons were there, however, when clicked, led to the top of the page. (╥﹏╥) Well, the reason turned out to be very simple. All the links were utilizing href=”#” attribute. Thus, I implemented new navigation system and routes. Now ScholarAtlas consists of: Home Scholarships Universities Resources Scholarships page is already functioning while the other pages will be created soon. Navigation Update I’ve also updated the navigation links to use Next.js routing. What this means is that when you click a link now, you’re actually going to another route and not just moving around on the home page. It’s a small update, but it gives the entire site a very “application-y” feeling. (And yes, I may have spent way too long figuring out why my clicks were doing nothing… ( ̄▽ ̄)) Upcoming Features There is definitely a lot more to be done yet. There is a lot more scholarships in the database needed to be added, and the Universities and Resources sections have not been developed yet either. However, I am working towards making the scholarship search smart and able to match your eligibility criteria in terms of your academic profile, degree/major, country, etc. But for now, I will work on creating the foundations for the site. Little by little, ScholarAtlas is shaping into an actual scholarship platform rather than just some UI elements. Thank you all for reading! Have a nice day =)"}, {"post_id": 29102, "ts": "2026-07-15T19:19:36Z", "hours": 1.9503, "text": "Devlog #01 Hello everyone! (˶ᵔᗜᵔ˶)ノ゙ Hope you’re all doing well. Welcome to the very first devlog of ScholarAtlas ! This week was mostly about building the foundation of the project before jumping into all the exciting features. There wasn’t anything flashy yet, but a lot happened behind the scenes. So… let’s get into it. (๑˃ᴗ˂)ﻭ ScholarAtlas officially begins! The project is now up and running using Next.js , React , TypeScript , and Tailwind CSS . I also spent some time organizing everything into separate folders instead of throwing all the code into one place. It doesn’t sound very exciting, but it’ll make adding new features much easier later on. ( •̀ᴗ•́ )و Landing Page The homepage has finally started taking shape! So far I’ve finished: Hero Section Stats Section How It Works Features Section Instead of trying to make it look fancy immediately, I’m focusing on making everything clean and easy to understand first. I’ll worry about making it prettier once the core functionality is there. (ᵔᵕᵔ) How It Works Originally I wanted to make a very simple “Step 1 → Step 2 → Step 3” section… But then I realized different students have different needs. For now ScholarAtlas will mainly focus on undergraduate, master’s and PhD applicants. High school students will definitely be supported too, but that requires a slightly different application flow since many scholarships don’t ask for GPAs yet. So that’s something I’ll work on later. (•̀ᴗ•́)و Design Direction I also spent some time deciding how I actually want ScholarAtlas to look. Rather than using lots of gradients and bright colors, I’m aiming for something clean and modern. Think websites like Stripe, Notion or Vercel. Simple. Professional. Easy to use. Hopefully it’ll make finding scholarships feel less overwhelming. The Biggest Challenge… Ironically… The hardest part this week wasn’t coding. It was getting Hackatime to work. (╥﹏╥) Since I’m developing inside GitHub Codespaces, it kept refusing to authenticate and none of my coding time was being tracked. I spent way longer than I expected debugging it. Deleting configs… Reconnecting extensions… Checking logs… Restarting VS Code… Basically everything. ( ̄▽ ̄;) Thankfully it’s finally working now! So every minute I code on ScholarAtlas is finally being tracked correctly. What’s Next? Now that the foundation is finished, I can finally start building the fun stuff. Next on my list is: Scholarship Search Preview Popular Scholarships section Testimonials FAQ Call-to-Action section After that, I’ll start working on the actual scholarship database and eventually the AI recommendation system. Still a long way to go… But seeing the homepage slowly come together is really motivating. (≧▽≦) Thank you so much for reading! I’ll be back with another update once there’s more progress to share. Have a wonderful day! (´▽`)"}]...
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Title: Scholar atlas by @Azka_Alamgeer | Stardance Title: Scholar atlas by @Azka_Alamgeer | Stardance
Devlogs:
Devlog #01 Hello everyone! (˶ᵔᗜᵔ˶)ノ゙ Hope you’re all doing well. Welcome to the very first devlog of ScholarAtlas ! This week was mostly about building the foundation of the project before jumping into all the exciting features. There wasn’t anything flashy yet, but a lot happened behind the scenes. So… let’s get into it. (๑˃ᴗ˂)ﻭ ScholarAtlas officially begins! The project is now up and running using Next.js , React , TypeScript , and Tailwind CSS . I also spent some time organizing everything into separate folders instead of throwing all the code into one place. It doesn’t sound very exciting, but it’ll make adding new features much easier later on. ( •̀ᴗ•́ )و Landing Page The homepage has finally started taking shape! So far I’ve finished: Hero Section Stats Section How It Works Features Section Instead of trying to make it look fancy immediately, I’m focusing on making everything clean and easy to understand first. I’ll worry about making it prettier once the core functionality is there. (ᵔᵕᵔ) How It Works Originally I wanted to make a very simple “Step 1 → Step 2 → Step 3” section… But then I realized different students have different needs. For now ScholarAtlas will mainly focus on undergraduate, master’s and PhD applicants. High school students will definitely be supported too, but that requires a slightly different application flow since many scholarships don’t ask for GPAs yet. So that’s something I’ll work on later. (•̀ᴗ•́)و Design Direction I also spent some time deciding how I actually want ScholarAtlas to look. Rather than using lots of gradients and bright colors, I’m aiming for something clean and modern. Think websites like Stripe, Notion or Vercel. Simple. Professional. Easy to use. Hopefully it’ll make finding scholarships feel less overwhelming. The Biggest Challenge… Ironically… The hardest part this week wasn’t coding. It was getting Hackatime to work. (╥﹏╥) Since I’m developing inside GitHub Codespaces, it kept refusing to authenticate and none of my coding time was being tracked. I spent way longer than I expected debugging it. Deleting configs… Reconnecting extensions… Checking logs… Restarting VS Code… Basically everything. ( ̄▽ ̄;) Thankfully it’s finally working now! So every minute I code on ScholarAtlas is finally being tracked correctly. What’s Next? Now that the foundation is finished, I can finally start building the fun stuff. Next on my list is: Scholarship Search Preview Popular Scholarships section Testimonials FAQ Call-to-Action section After that, I’ll start working on the actual scholarship database and eventually the AI recommendation system. Still a long way to go… But seeing the homepage slowly come together is really motivating. (≧▽≦) Thank you so much for reading! I’ll be back with another update once there’s more progress to share. Have a wonderful day! (´▽`)
Devlog #02 Hello everyone(˶ᵔᗜᵔ˶)ノ゙, I hope everyone is doing well. Welcome to the second devlog of ScholarAtlas. In today’s devlog, I will be sharing some of the updates that have been made in the website recently. Okay… allow me to explain. (๑˃ᴗ˂) The Website Is Finally Working! Thus far, I’ve only been designing the structure/UI of ScholarAtlas. But now that’s changing – things are finally coming together! (≧▽≦) I’m currently creating the scholarship browsing functionality which includes scholarship cards, search and filters. Scholarship Database I designed the very first data file of Scholarships for ScholarAtlas. For now, the following example scholarships were added: Chevening, MEXT, DAAD, and Erasmus Mundus. Each scholarship has the following data fields: Country, Degree Level, Funding Type, Deadline, Field of Study and Provider. Clearly, there’s still a lot of work to be done in terms of the database. But the primary task now is to create a functional system rather than filling up the database with loads of information. Scholarship Search & Filters Also, I implemented search and filtering functionality on the scholarships page. Now, you can filter scholarships by: Name Country Degree Funding Filters can also be combined to narrow the search rather than having to scroll the entire huge list. Actually, that could be considered one of the most essential parts of ScholarAtlas. The whole idea is to allow people to easily locate those scholarships which match their needs without having to look for hundreds of random web sites. Separate Scholarship Page There is one thing that occurred to me when working on the site - all the content was actually placed on the main page. Navigation buttons were there, however, when clicked, led to the top of the page. (╥﹏╥) Well, the reason turned out to be very simple. All the links were utilizing href=”#” attribute. Thus, I implemented new navigation system and routes. Now ScholarAtlas consists of: Home Scholarships Universities Resources Scholarships page is already functioning while the other pages will be created soon. Navigation Update I’ve also updated the navigation links to use Next.js routing. What this means is that when you click a link now, you’re actually going to another route and not just moving around on the home page. It’s a small update, but it gives the entire site a very “application-y” feeling. (And yes, I may have spent way too long figuring out why my clicks were doing nothing… ( ̄▽ ̄)) Upcoming Features There is definitely a lot more to be done yet. There is a lot more scholarships in the database needed to be added, and the Universities and Resources sections have not been developed yet either. However, I am working towards making the scholarship search smart and able to match your eligibility criteria in terms of your academic profile, degree/major, country, etc. But for now, I will work on creating the foundations for the site. Little by little, ScholarAtlas is shaping into an actual scholarship platform rather than just some UI elements. Thank you all for reading! Have a nice day =)
Devlog #03 Hello everyone(˶ᵔᗜᵔ˶)ノ゙, Hope you all are doing great. Welcome to Devlog #03 of ScholarAtlas. In this devlog I will be sharing some of the recent progress I made on the website. Okay… lemme explain. (๑˃ᴗ˂)ﻭ Scholarship Pages Are Finally Working Soooo… The scholarship section is actually becoming functional now. Instead of having everything displayed on one page, scholarships now have their own individual pages. You can browse the scholarships, click on “View Scholarship”, and get a dedicated page containing information about that scholarship. This might sound like a small thing, but it is actually pretty important for the structure of the website. It means we can eventually add much more information to each scholarship without making the main scholarship page ridiculously long. ( ̄▽ ̄) Scholarship Details I also added more information to the individual scholarship pages. You can now see things like: Country Degree Funding Field of Study Application Deadline Provider And now we also have an eligibility section. The eligibility section currently includes things like GPA requirements, nationality, study level, and work experience. For now, the data is still prototype data because I haven’t connected the website to a proper verified scholarship database yet. That will come later. Student Profiles This is probably the biggest thing I worked on this time. ScholarAtlas can now ask users what type of student they are. You can choose between: High School Student Bachelor’s Student Master’s Student PhD Student And depending on what you choose, you get a different academic profile form. I didn’t want to make one giant form where everyone has to enter the same information. Because realistically, a high school student and a Master’s student don’t have the same academic information. For example, high school students don’t necessarily have a university GPA, so asking them for one would be kinda pointless. (╹ڡ╹ ) Different Forms For Different Students The profile system now changes depending on the student’s education level. High school students can enter things like their curriculum, country, graduation year, intended degree and intended major. Bachelor’s students can enter their university, major, GPA and expected graduation year. Master’s students can enter their Bachelor’s university, previous field, GPA, intended Master’s field, graduation year and country. And PhD students now have their own section as well. This is going to be really important later because ScholarAtlas will eventually use this information to find scholarships that actually match the student. What’s Next? Right now, the profile form looks good, but there is one tiny problem… The “Save Profile” button doesn’t actually save anything yet. (・–・;)ゞ It’s basically just sitting there looking important. So the next step is to make the profile data actually work. After that, I want to start working on the scholarship matching system. The goal is basically: Student enters their information ↓ ScholarAtlas checks the scholarship requirements ↓ ScholarAtlas finds matching scholarships ↓ Student gets personalized recommendations That’s where I think ScholarAtlas will start becoming more than just a scholarship directory. Anyway, that’s all for this devlog. We’re slowly getting there. Thank you all so much for reading. Have a nice day =)
Devlog #04 Hello everyone(˶ᵔᗜᵔ˶)ノ゙, Hope you’re all doing great! Welcome to Devlog #04 of ScholarAtlas! In this devlog, I’ll be sharing some of the recent progress I’ve made on the website. Okay… a LOT happened this time. (๑˃ᴗ˂)ﻭ The Profile Actually Works Now Remember how the “Save Profile” button was basically just sitting there looking important? ( ̄▽ ̄;) Well… it actually works now! The profile information is saved, which means ScholarAtlas can now use the information students enter instead of treating it like a temporary form. And that brings us to the biggest update… The Matching System Is ALIVE I started building the Scholarship Matching Engine! The basic idea is: Student Profile ↓ Matching Engine ↓ Compare with scholarships ↓ Calculate Match Score ↓ Rank scholarships For now, the system looks at things like: Study level Field of study Country International availability It then calculates a match score out of 100. So instead of students having to manually check every scholarship, ScholarAtlas can start identifying which ones are more relevant to them. Scholarships Are Now Ranked The matching score isn’t just displayed on the cards either. Scholarships are now automatically sorted from the highest match to the lowest match. For example: MEXT Scholarship 90% Erasmus Mundus 80% DAAD Scholarship 60% Chevening Scholarship 40% The 90% match will appear first. This makes the scholarship page much more useful because students can immediately see the opportunities that are most relevant to them. Why Is It A Match? I also wanted to make the matching system more transparent. Instead of simply showing: 90% Match ScholarAtlas can now explain why the scholarship received that score. For example: ✓ Your study level matches ✓ Your field is eligible ✓ Open to international applicants It can also show warnings when something needs to be checked: ⚠ This scholarship is for Master’s students I think this is important because I don’t want the match score to just look like a random number. Search & Filters I’ve also started working on the scholarship search and filtering system. The filter section will allow students to search by things such as: Scholarship name Provider Country Degree level Funding Field of study The interface has been created, but I still need to connect the filters to the actual scholarship data. What’s Next? The next step is to make the search and filters actually work. After that, I’ll continue improving the scholarship system and eventually replace the tiny prototype dataset with a much larger collection of real, verified scholarship information. The bigger goal is: Student creates profile ↓ ScholarAtlas understands their needs ↓ Student searches scholarships ↓ ScholarAtlas calculates compatibility ↓ Best matches appear first We’re slowly turning ScholarAtlas from a simple scholarship directory into an actual personalized scholarship-finding tool. That’s all for this devlog! Thank you all so much for reading, and have a nice day! =)...
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1792637387.3050888
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1793242187.3050888
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53361
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FreeDomain by @theskriptkid | Stardance
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theskriptkid
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1
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27.21
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T13:52:33Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)", "repo": "https://github.com/TherealONE12/FreeDomain", "demo": "https://freedomain.meme"}]...
|
[{"post_id": 82925, "ts": "202 [{"post_id": 82925, "ts": "2026-10-26T08:32:04Z", "hours": 0.8281, "text": "Okay, so hopefully everything works now… LOL Fixxed a lot of bugs, including that one of the packages from pip didnt work anymore, and i had to migrate evrrything to a new package. Then I tested everything and hopefully now it works… Also I have added a test site for you guys to test it out, as many of the other sites block acsess from unknown domains"}, {"post_id": 80617, "ts": "2026-10-18T09:58:52Z", "hours": 0.3808, "text": "fixxed stuff, clarified in readme ai usage, Redeployed everything."}, {"post_id": 75800, "ts": "2026-10-01T05:48:53Z", "hours": 2.5833, "text": "fixxed (All?) Bugss, gonna ship Now!"}, {"post_id": 69787, "ts": "2026-09-17T19:51:14Z", "hours": 1.0708, "text": "I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)"}, {"post_id": 69597, "ts": "2026-09-17T11:52:51Z", "hours": 0.8467, "text": "Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!"}, {"post_id": 68791, "ts": "2026-09-15T19:18:31Z", "hours": 2.8333, "text": "debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file"}, {"post_id": 67919, "ts": "2026-09-14T07:06:43Z", "hours": 3.4039, "text": "Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something"}, {"post_id": 66082, "ts": "2026-09-11T17:30:54Z", "hours": 1.7911, "text": "Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!"}, {"post_id": 65810, "ts": "2026-09-11T06:10:11Z", "hours": 0.7681, "text": "Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…"}, {"post_id": 65351, "ts": "2026-09-10T13:13:27Z", "hours": 3.9522, "text": "fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way"}, {"post_id": 63803, "ts": "2026-09-07T19:27:19Z", "hours": 1.7511, "text": "Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do."}, {"post_id": 62437, "ts": "2026-09-05T19:39:20Z", "hours": 2.8569, "text": "Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s"}, {"post_id": 59084, "ts": "2026-08-31T18:11:07Z", "hours": 4.1478, "text": "I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog."}]...
|
Title: FreeDomain by @theskriptkid | Stardance
De Title: FreeDomain by @theskriptkid | Stardance
Devlogs:
I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog.
Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s
Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do.
fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way
Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…
Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!
Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something
debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file
Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!
I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)
fixxed (All?) Bugss, gonna ship Now!
fixxed stuff, clarified in readme ai usage, Redeployed everything.
Okay, so hopefully everything works now… LOL Fixxed a lot of bugs, including that one of the packages from pip didnt work anymore, and i had to migrate evrrything to a new package. Then I tested everything and hopefully now it works… Also I have added a test site for you guys to test it out, as many of the other sites block acsess from unknown domains
Ships:
I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)...
|
1793152400.4768717
|
1793238800.4768717
|
|
33818
|
Piggi by @malikschenk | Stardance
|
malikschenk
|
1
|
27.2
|
180
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:52:24Z", "hours": 25.0, "multiplier": 7.31, "payout": 180, "blessing": "neutral", "text": "I created an app to keep an eye on your expenses and to reach your saving goals. It has smart features like Stats and a Calculator. Additionally there is PiggiAI, an integrated AI that runs via your Gemini API key. All the data is saved securely in local stoprage, never löeaves your device and can be deleted with just two clicks.", "repo": "https://github.com/Malikschenk/Piggi", "demo": "https://piggi-app.vercel.app/"}]...
|
[{"post_id": 78167, "ts": "202 [{"post_id": 78167, "ts": "2026-10-09T20:50:05Z", "hours": 1.6992, "text": "Devlog #8 After two failed submissions I finally found the problem! The reviewer said the Hack Club AI key didn’t work. But my code, as I thought, wasn’t actually the problem. Because GitHub Pages doesn’t support Serverless Functions and Vercel do. Now I host Piggi on Vercel. It feels and looks the same, but it works. Check it out here !"}, {"post_id": 75878, "ts": "2026-10-01T13:38:20Z", "hours": 0.5, "text": "Devlog #7 I received an answer really quickly from the reviewers. They said I have to open PiggiAI to Hack Club AI. I never heard of it before, but you can get your API key there for top OpenAI models. Now PiggiAI is opened to both keys! Check it out here !"}, {"post_id": 75714, "ts": "2026-09-30T20:38:29Z", "hours": 2.1003, "text": "Devlog #6 I just found out that the Stardance event has been extended by another month! I’m really happy but in the last days I spent so much time finishing Piggi. Now I’m done, there are no new features today, but you can check it out in my repo and live on GitHub Pages. I was struggling with Pages, but I finally did it! I’m about to submit the project. Maybe there’ll be a new version of Piggi, so stay tuned!"}, {"post_id": 75347, "ts": "2026-09-29T20:13:02Z", "hours": 3.7125, "text": "Devlog #5 I finally finished Piggi! I added a lot of new features. For example Stats and Calculator features. But try it yourself here or check my repo ! I’m adding information to the README but I have to submit the project now because the Stardance Event is ending tomorrow. Here are a few screenshots of the UI."}, {"post_id": 71771, "ts": "2026-09-21T14:37:29Z", "hours": 4.41, "text": "Devlog #4 I’m back working on Piggi! In the last weeks I built my Hackpad and shipped it yesterday. While it’s being checked I’m working on this project again. My plan is to finish it before the Stardance event ends."}, {"post_id": 44030, "ts": "2026-08-09T15:14:03Z", "hours": 3.5489, "text": "Devlog #3 I just finished the app and made some changes: · New Settings menu · Adjustable avatar letter · Option to reset all data · Option to add and subtract funds · Warning when entering letters or symbols in forms for numbers Aside from that I removed the diagram because I don’t think you need a visualization of monthly income and expenses. Now I’ll start with PiggiAI. I also hosted Piggi on GitHub Pages so check it out here !"}, {"post_id": 30397, "ts": "2026-07-17T21:50:20Z", "hours": 7.3644, "text": "Devlog #2 I largely finished the structure of the app, but it’s a work in progress and a few bugs to fix. The code is now on GitHub - try it out! These things are improved or new: · New menu for the settings · New dark mode · A clearer diagram for expenses · New buttons · Maximum of 10 saving goals and 5 sources of income · A few more improvements I had a problem with the Editing UI of the balance because I renamed a class in CSS but not in HTML and JS. As the next step I want to build the PiggiAI. It’s an AI assistant and it uses your Gemini API key. How you get this key is explained in the README in GitHub. Right now, the tile ‘PiggiAI’, the PiggiAI input bar at the bottom and the menu to enter your API key are currently non-functional, I’m working on it."}, {"post_id": 28510, "ts": "2026-07-14T20:12:39Z", "hours": 3.4694, "text": "Devlog #1 I’m working on the UI. This is my first prototype."}]...
|
Title: Piggi by @malikschenk | Stardance
Devlogs: Title: Piggi by @malikschenk | Stardance
Devlogs:
Devlog #1 I’m working on the UI. This is my first prototype.
Devlog #2 I largely finished the structure of the app, but it’s a work in progress and a few bugs to fix. The code is now on GitHub - try it out! These things are improved or new: · New menu for the settings · New dark mode · A clearer diagram for expenses · New buttons · Maximum of 10 saving goals and 5 sources of income · A few more improvements I had a problem with the Editing UI of the balance because I renamed a class in CSS but not in HTML and JS. As the next step I want to build the PiggiAI. It’s an AI assistant and it uses your Gemini API key. How you get this key is explained in the README in GitHub. Right now, the tile ‘PiggiAI’, the PiggiAI input bar at the bottom and the menu to enter your API key are currently non-functional, I’m working on it.
Devlog #3 I just finished the app and made some changes: · New Settings menu · Adjustable avatar letter · Option to reset all data · Option to add and subtract funds · Warning when entering letters or symbols in forms for numbers Aside from that I removed the diagram because I don’t think you need a visualization of monthly income and expenses. Now I’ll start with PiggiAI. I also hosted Piggi on GitHub Pages so check it out here !
Devlog #4 I’m back working on Piggi! In the last weeks I built my Hackpad and shipped it yesterday. While it’s being checked I’m working on this project again. My plan is to finish it before the Stardance event ends.
Devlog #5 I finally finished Piggi! I added a lot of new features. For example Stats and Calculator features. But try it yourself here or check my repo ! I’m adding information to the README but I have to submit the project now because the Stardance Event is ending tomorrow. Here are a few screenshots of the UI.
Devlog #6 I just found out that the Stardance event has been extended by another month! I’m really happy but in the last days I spent so much time finishing Piggi. Now I’m done, there are no new features today, but you can check it out in my repo and live on GitHub Pages. I was struggling with Pages, but I finally did it! I’m about to submit the project. Maybe there’ll be a new version of Piggi, so stay tuned!
Devlog #7 I received an answer really quickly from the reviewers. They said I have to open PiggiAI to Hack Club AI. I never heard of it before, but you can get your API key there for top OpenAI models. Now PiggiAI is opened to both keys! Check it out here !
Devlog #8 After two failed submissions I finally found the problem! The reviewer said the Hack Club AI key didn’t work. But my code, as I thought, wasn’t actually the problem. Because GitHub Pages doesn’t support Serverless Functions and Vercel do. Now I host Piggi on Vercel. It feels and looks the same, but it works. Check it out here !
Ships:
I created an app to keep an eye on your expenses and to reach your saving goals. It has smart features like Stats and a Calculator. Additionally there is PiggiAI, an integrated AI that runs via your Gemini API key. All the data is saved securely in local stoprage, never löeaves your device and can be deleted with just two clicks....
|
1793148658.2474985
|
1793235058.2474985
|
|
66646
|
Isometric Dungeon Crawler by @TotsllyRandom | Star Isometric Dungeon Crawler by @TotsllyRandom | Stardance...
|
TotsllyRandom
|
0
|
27.15
|
0
|
[]
|
[{"post_id": 81368, "ts": "202 [{"post_id": 81368, "ts": "2026-10-21T00:34:49Z", "hours": 7.8339, "text": "Soooooo I added a cool camera system then my dungeon gen went bad. remaking it now then my scripts started bugging out on the engine side??? Now I’m gunna remake the github project and tryyyyy to get it to work again… but hey cool camera!"}, {"post_id": 79627, "ts": "2026-10-14T19:02:08Z", "hours": 0.6336, "text": "you’re gunna hate me. we’re back to 3d. I had to remake my project cuz the old framework wouldnt work with the shift, so we’re working on a basic engine before anything big."}, {"post_id": 79543, "ts": "2026-10-14T15:13:32Z", "hours": 4.9714, "text": "I hate coding. I decided to remake my game in 3d, right? fix the physics, get everything together, make it great! But then i realized that I dont know anything about 3d modeling or Godot 3D. so we’re back at square 1. BUT i did get the guy’s arm to follow the mouse cursor so thats a win!"}, {"post_id": 77050, "ts": "2026-10-05T14:26:42Z", "hours": 1.4053, "text": "I’ve made a system of room generation that will spawn rooms in via a branching generation method. I also made “Heightmaps” which allow me to make rooms much easier"}, {"post_id": 75952, "ts": "2026-10-01T18:33:37Z", "hours": 12.31, "text": "been working on a new 2d Isometric dungeoncrawler game. Been making a little tileset: take a look at this! made all these myself, and made all angles (that I would need)"}]...
|
Title: Isometric Dungeon Crawler by @TotsllyRandom Title: Isometric Dungeon Crawler by @TotsllyRandom | Stardance
Devlogs:
been working on a new 2d Isometric dungeoncrawler game. Been making a little tileset: take a look at this! made all these myself, and made all angles (that I would need)
I’ve made a system of room generation that will spawn rooms in via a branching generation method. I also made “Heightmaps” which allow me to make rooms much easier
I hate coding. I decided to remake my game in 3d, right? fix the physics, get everything together, make it great! But then i realized that I dont know anything about 3d modeling or Godot 3D. so we’re back at square 1. BUT i did get the guy’s arm to follow the mouse cursor so thats a win!
you’re gunna hate me. we’re back to 3d. I had to remake my project cuz the old framework wouldnt work with the shift, so we’re working on a basic engine before anything big.
Soooooo I added a cool camera system then my dungeon gen went bad. remaking it now then my scripts started bugging out on the engine side??? Now I’m gunna remake the github project and tryyyyy to get it to work again… but hey cool camera!...
|
1793101787.942786
|
1793706587.942786
|
|
44724
|
My awesome macropad! by @warda_nyshea | Stardance
|
warda_nyshea
|
0
|
27.11
|
0
|
[]
|
[{"post_id": 80719, "ts": "202 [{"post_id": 80719, "ts": "2026-10-18T16:39:03Z", "hours": 5.3508, "text": "design for macropod"}, {"post_id": 75135, "ts": "2026-09-29T08:07:23Z", "hours": 6.3336, "text": "Finally made the the base"}, {"post_id": 74933, "ts": "2026-09-28T16:51:25Z", "hours": 3.0336, "text": "Trying to figure out case design"}, {"post_id": 74053, "ts": "2026-09-26T16:26:45Z", "hours": 4.1503, "text": "pbc done"}, {"post_id": 73770, "ts": "2026-09-25T22:10:38Z", "hours": 6.0953, "text": "Learning pcb design"}, {"post_id": 71813, "ts": "2026-09-21T16:20:25Z", "hours": 2.1486, "text": "Learning about how keyboards work and how to design pbc"}]...
|
Title: My awesome macropad! by @warda_nyshea | Sta Title: My awesome macropad! by @warda_nyshea | Stardance
Devlogs:
Learning about how keyboards work and how to design pbc
Learning pcb design
pbc done
Trying to figure out case design
Finally made the the base
design for macropod...
|
1792597822.6555586
|
1793202622.6555586
|
|
571
|
test project ? by @qcoral | Stardance
|
qcoral
|
1
|
27.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T14:46:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "testing ship", "repo": "https://github.com/hackclub/hackpad", "demo": ""}]...
|
[{"post_id": 38280, "ts": "202 [{"post_id": 38280, "ts": "2026-07-31T16:21:53Z", "hours": 25.0969, "text": "hihihih"}, {"post_id": 270, "ts": "2026-06-01T14:20:58Z", "hours": 2.0525, "text": "testing"}]...
|
Title: test project ? by @qcoral | Stardance
Devl Title: test project ? by @qcoral | Stardance
Devlogs:
testing
hihihih
Ships:
testing ship...
|
1793101819.422287
|
1793188219.422287
|
|
16682
|
Foodprints by @AK2477 | Stardance
|
AK2477
|
0
|
27.1
|
0
|
[]
|
[{"post_id": 33096, "ts": "202 [{"post_id": 33096, "ts": "2026-07-22T18:10:59Z", "hours": 3.34, "text": "Foodprints - Devlog 2 Implemented receiptp generation Improved aesthetics Fixed minor bugs"}, {"post_id": 31099, "ts": "2026-07-19T07:07:07Z", "hours": 23.7594, "text": "Foodprints - DEVLOG 1 Most calorie trackers focus on data. Foodprints focuses on create memorable daily records through receipt style summaries, making tracking feel more engaging and less like a chore. (PS: This is my first project and my first time learning to code)"}]...
|
Title: Foodprints by @AK2477 | Stardance
Devlogs: Title: Foodprints by @AK2477 | Stardance
Devlogs:
Foodprints - DEVLOG 1 Most calorie trackers focus on data. Foodprints focuses on create memorable daily records through receipt style summaries, making tracking feel more engaging and less like a chore. (PS: This is my first project and my first time learning to code)
Foodprints - Devlog 2 Implemented receiptp generation Improved aesthetics Fixed minor bugs...
|
1792587060.2358437
|
1793191860.2358437
|
|
16010
|
A simple pygame creation by @CharlesTang | Stardan A simple pygame creation by @CharlesTang | Stardance...
|
CharlesTang
|
1
|
27.07
|
35
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T23:57:44Z", "hours": 26.0, "multiplier": 1.36, "payout": 35, "blessing": "neutral", "text": "What we have here is a simple little game you can play with one, or two players. It is made with pygame, so it isn’t fancy, but thats all part of the process. While designing, I found this philosophy useful: “Keep it simple, Stupid” I think this project is very important because it taught me github, and how to use A*. This is the first of many programming projects I will attempt to create, and I worked all summer on this. It doesn’t really matter if it doesn’t do bad, I improved at programming, thats what matters.", "repo": "https://github.com/Tupolev114/Square_game", "demo": "https://github.com/Tupolev114/Square_game/releases/tag/V1.5"}]...
|
[{"post_id": 78500, "ts": "202 [{"post_id": 78500, "ts": "2026-10-11T00:17:25Z", "hours": 1.0694, "text": "Chapter II: Square Game Reborn has officially started! based on some feedback given by others, I decided to take square game to the next level by added more UI, visual effects, and increase Playability. Hope you all enjoy! Square Game reborn is essentially just the original square game, but better."}, {"post_id": 71264, "ts": "2026-09-20T15:26:57Z", "hours": 2.0075, "text": "Houston we have landed! Its been a great journey and I learned how to use github, its not a complex project but I like it."}, {"post_id": 62236, "ts": "2026-09-05T14:39:50Z", "hours": 8.1878, "text": "Release 1.3 is out! No more lag and I fixed many bugs, website also updated."}, {"post_id": 48985, "ts": "2026-08-17T15:58:18Z", "hours": 4.6469, "text": "Release 1.2 is officially out! I added shields, and cooldown displays for UI, as well as fixed dashing. Stay tuned for 1.3, where the PvE mode will feel more human!"}, {"post_id": 44140, "ts": "2026-08-09T18:19:45Z", "hours": 2.2258, "text": "After many weeks, I now have a reliable, working navigation system for PvE. it even works on diagonals (red squares were for debugging)"}, {"post_id": 41603, "ts": "2026-08-05T22:08:15Z", "hours": 3.2619, "text": "Houston, I now officially have a website to play the game on! It took me a while to figure out Github and everything else but I learned that patience is more important than knowing Github. Overall it was a learning experience."}, {"post_id": 37576, "ts": "2026-07-30T12:24:43Z", "hours": 0.8433, "text": "I learned A* with the help of AI and made a semi-working A* algorithm. Its not perfect but its getting somewhere"}, {"post_id": 36047, "ts": "2026-07-27T21:27:26Z", "hours": 3.0744, "text": "I spent a bit of time debugging, and made some progress on A*, but there are still things that need to be fixed"}, {"post_id": 35225, "ts": "2026-07-26T15:01:54Z", "hours": 1.5647, "text": "Devlog #1: Houston we are ready for liftoff! I got my documents verified and time tracked, so now I will work on A* for PvE mode."}]...
|
Title: A simple pygame creation by @CharlesTang | Title: A simple pygame creation by @CharlesTang | Stardance
Devlogs:
Devlog #1: Houston we are ready for liftoff! I got my documents verified and time tracked, so now I will work on A* for PvE mode.
I spent a bit of time debugging, and made some progress on A*, but there are still things that need to be fixed
I learned A* with the help of AI and made a semi-working A* algorithm. Its not perfect but its getting somewhere
Houston, I now officially have a website to play the game on! It took me a while to figure out Github and everything else but I learned that patience is more important than knowing Github. Overall it was a learning experience.
After many weeks, I now have a reliable, working navigation system for PvE. it even works on diagonals (red squares were for debugging)
Release 1.2 is officially out! I added shields, and cooldown displays for UI, as well as fixed dashing. Stay tuned for 1.3, where the PvE mode will feel more human!
Release 1.3 is out! No more lag and I fixed many bugs, website also updated.
Houston we have landed! Its been a great journey and I learned how to use github, its not a complex project but I like it.
Chapter II: Square Game Reborn has officially started! based on some feedback given by others, I decided to take square game to the next level by added more UI, visual effects, and increase Playability. Hope you all enjoy! Square Game reborn is essentially just the original square game, but better.
Ships:
What we have here is a simple little game you can play with one, or two players. It is made with pygame, so it isn’t fancy, but thats all part of the process. While designing, I found this philosophy useful: “Keep it simple, Stupid” I think this project is very important because it taught me github, and how to use A*. This is the first of many programming projects I will attempt to create, and I worked all summer on this. It doesn’t really matter if it doesn’t do bad, I improved at programming, thats what matters....
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1793148543.8374584
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1793234943.8374584
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53153
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PoseiOS by @Visott | Stardance
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Visott
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1
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27.07
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T12:57:54Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is PoseiOS v1. What did I make? PoseiOS is a WebOS based around the Greek god of the sea: Poseidon. The website includes books/info about Poseidon, and a notes app that saves notes locally so refreshing the site won’t cause you to lose your notes! Challenges The most challenging part was implementing the window dragging using JS and also using JS to program the app’s functionality. I had to do a lot of debugging, finding typos in class names, and constantly had to check the developer mode in chrome. What I love about PoseiOS I am very proud of the glassmorphic design since it looks very futuristic and cool. I am also proud of the notes app and the details in the project that make it work well (like how app windows focus on click or how click on the desktop deselects any selected app icon). Before Testing This website was made mainly for a desktop screen, although it is responsive so it should work on mobile screens as well. I hope you enjoy surfing around PoseiOS :)", "repo": "https://github.com/VITNT/PoseiOS", "demo": "https://posei-os.vercel.app/"}]...
|
[{"post_id": 73000, "ts": "202 [{"post_id": 73000, "ts": "2026-09-24T06:06:28Z", "hours": 8.0772, "text": "Devlog #9 New Apps! I added two new apps: a timer app and a simple browser. The timer app currently only supports 5 minutes. It has a start, pause, and reset button. Initially, I got this funny glitch where the water height was decreasing upwards (see video) instead of downwards. I fixed this by giving the water div a position of absolute and setting bottom to 3px. I also accidentally named id of the timer text to be the same as the id of the top-bar time, which caused the timer to display on the top-bar instead The browser was somewhat easier to implement. I set up a input box and a button, and programmed the button to open the link or search query that was inputted into the search box. I’m planning on adding an iframe to showcase the website directly on the OS instead of opening a new tab! Some other changes I also split my css and js into separate files for each app to make future development more organized. PoseiOS now has a dock which you can run apps from!"}, {"post_id": 71742, "ts": "2026-09-21T13:11:00Z", "hours": 2.9928, "text": "Devlog #7 CSS and JS changes I rewrote some of my Javascript to make it more readable and understandable. I reworked the UI in PoseiOS to make it more blue-ish/sea themed. The top-bar is more transparent and only has pill shaped background for the elements. The apps have new highlight/hover aesthetics and selected notes/books will now have a blue shadow, giving it a comic-looking theme. The background of the apps was also changed, now having more of a greenish teal tone to it. The display or heading font for PoseiOS is now Zarathustra."}, {"post_id": 69685, "ts": "2026-09-17T16:03:39Z", "hours": 4.5261, "text": "Devlog #6 Changes Restructure CSS to be more scalable by using classes and css root variables. I added a new app called Books which is essentially a library catalog of Poseidon/greek fantasy books that I thought was an interesting and great read. I added content to the books app. I spent around 15 minutes tweaking the color palette and finding colors to improve the UI of PoseiOS. I finished writing the first good version of my README. Bug Fixes Bug where selecting 3 app mean one will inevitably be opened and cant be unselected. Fix by allowing to only select one app at a time. So when an app is selected and another app is clicked on, the currently selected app would be deselected and the new app icon would be selected. Fixed a bug where it said the title was undefined since when the loop finished, i = 2 which is more than the object index which had only 0 and 1 (before I added more to the object). To fix this, I changed “var” to “let” and it worked again. I learned that let allows i to have it own value every iteration. So I basically implemented the for loop wrong in Javascript (I thought that var and let would do the same thing, turns out it has its differences!). PoseiOS V1 is finally complete!!!"}, {"post_id": 66447, "ts": "2026-09-12T08:54:33Z", "hours": 6.5875, "text": "Devlog #5 It’s been a while since my last devlog. Most of the time was spent trying to fix a bunch of bugs in the javascript code. Bug Fixes Spent 2 hours trying to fix bug where you could drag windows out of frame and never see them back. Trying to limit the drag based on viewport was very confusing. I fixed this bug by creating a new function clampWindowPos() that would determine the max x and y offset that the windows could have in order to stay in the viewport. The function calculates this by calculating half of the width and height of the window (since the window has transform: translate(-50%, -50%); which causes the center to be at half the width/height). Then, it calculates the minimum left value and the maximum left value that the window could move to and did the same for the top value. Finally the function return those values. Changes & More Fixes Added a feature where clicking on the desktop window deselects the currently selected app by letting the body listen for a mouse down event and deselecting the icon if the mouse-down location is not on an app icon. Added poseidon.md, my first app! It took a whole 3 hours to style and get the app to function. Chrome dev tools was my best friend 🤩. It helped me spot few typos in variable names and find out javascript code that wasn’t working. I first started by trying out the javascript code show in the hack club workshop. It didn’t really work so I browsed through other WebOS shipped projects to see how they made the app. A really useful project I found was Blackbird OS, which I took inspiration from for coding my poseidon.md notes app. I began by implementing a local storage that didn’t really work so I left it for last and went to work on the other features like adding, deleting, and editing notes. After finishing these features, I came back to fix the local storage bug. The issue was that I directly accessed the storedNotes object in my Javascript functions instead of the note objects stored in the local browser. To fix this, I created a variable content and set it to equal loadNotes() so that this new variable would be an updated object with all of the saved notes. What’s Next I’m going to polish poseidon.md’s UI a bit and then start working on more apps for the WebOS."}, {"post_id": 62794, "ts": "2026-09-06T09:46:50Z", "hours": 2.4394, "text": "Devlog #4 What I learned Learned how to use arrow functions and how to add classes to an HTML element via element.classList.add(\"...\"); Learned width: fit-content so that I don’t have to guess the width of my div. Changes & Bug Fixes Aesthetic tweak: Changed cursor grab to only show when hovering over handle instead of showing over the whole window). Reduced repetition and improved scalability by turning open/close window into a generalized function that works for all windows, so I can call the function for future apps. A lot of bugs and back-and-forth and commenting out code to add open-close function for the apps. I found out that I needed 2 parameters for the functions closeWindowOnClick and openWindowOnClick. First parameter is used for checking if the open button (app icon) or close button was selected/tapped, and second parameter is used for targeting the specific window that should be opened/closed. The parameters made me very confused because I would sometimes misinterpret the element as the button when the element parameter being passed was linked to the window. Added an icon and CSS styling for my first app: poseidon.md Added attributions to my README, for the bg image and the icons. Programming Decisions Called addWindowTapHandler() on line 19 instead of calling addWindowTapHandler() for each window directly to reduce redundancy. Chose mousedown instead of click for event listener so that the window auto-focus when it is tapped immediately (if click is used then the window will only focus after mouse is up). What’s Next? More README tweaks coming soon! More apps and content about Poseidon within each app."}, {"post_id": 61519, "ts": "2026-09-04T13:57:13Z", "hours": 0.8361, "text": "Devlog #3 Some New Features! Add open and close window functions. You can open by clicking “PoseiOS” in the topbar, and close by clicking the “x” button. Add left & right padding on top bar. Bug Fixes Fix text being highlighted when dragging windows by using user-select: none; cursor: grab; I encountered a bug where u can drag window by selecting any part of it. I fixed this by changing the id to include “-handle” so that the javascript could recognize it (before the javascript was looking for “handle” instead of “-handle” which created the bug)."}, {"post_id": 60639, "ts": "2026-09-03T03:54:39Z", "hours": 0.7353, "text": "Devlog #2 Implement some JavaScript for draggable windows and a real-time clock on the top bar. I added a glass design for the windows and top-bar using backdrop-blur and background-color: rgba(255, 255, 255, 0.1); I learned how to center a div using position absolute and transform. At first, I ran into a problem where the top left corner of the welcome window was centered, but the window wasn’t centered correctly. I found out that this was because I didn’t use transform: translate(-50%, -50%);"}, {"post_id": 60044, "ts": "2026-09-02T04:43:09Z", "hours": 0.9728, "text": "Devlog #1: I started off with some boilerplate code, creating and linking the HTML, CSS, and JS files. I added some content on the webpage. I added a background wallpaper for the WebOS. I styled the site using CSS, but I haven’t added any Javascript yet. I imported the Inter Font from Google fonts. A new tag that I learned was using background-position in order to crop/position the background image so that it fit my preferences."}]...
|
Title: PoseiOS by @Visott | Stardance
Devlogs:
De Title: PoseiOS by @Visott | Stardance
Devlogs:
Devlog #1: I started off with some boilerplate code, creating and linking the HTML, CSS, and JS files. I added some content on the webpage. I added a background wallpaper for the WebOS. I styled the site using CSS, but I haven’t added any Javascript yet. I imported the Inter Font from Google fonts. A new tag that I learned was using background-position in order to crop/position the background image so that it fit my preferences.
Devlog #2 Implement some JavaScript for draggable windows and a real-time clock on the top bar. I added a glass design for the windows and top-bar using backdrop-blur and background-color: rgba(255, 255, 255, 0.1); I learned how to center a div using position absolute and transform. At first, I ran into a problem where the top left corner of the welcome window was centered, but the window wasn’t centered correctly. I found out that this was because I didn’t use transform: translate(-50%, -50%);
Devlog #3 Some New Features! Add open and close window functions. You can open by clicking “PoseiOS” in the topbar, and close by clicking the “x” button. Add left & right padding on top bar. Bug Fixes Fix text being highlighted when dragging windows by using user-select: none; cursor: grab; I encountered a bug where u can drag window by selecting any part of it. I fixed this by changing the id to include “-handle” so that the javascript could recognize it (before the javascript was looking for “handle” instead of “-handle” which created the bug).
Devlog #4 What I learned Learned how to use arrow functions and how to add classes to an HTML element via element.classList.add("..."); Learned width: fit-content so that I don’t have to guess the width of my div. Changes & Bug Fixes Aesthetic tweak: Changed cursor grab to only show when hovering over handle instead of showing over the whole window). Reduced repetition and improved scalability by turning open/close window into a generalized function that works for all windows, so I can call the function for future apps. A lot of bugs and back-and-forth and commenting out code to add open-close function for the apps. I found out that I needed 2 parameters for the functions closeWindowOnClick and openWindowOnClick. First parameter is used for checking if the open button (app icon) or close button was selected/tapped, and second parameter is used for targeting the specific window that should be opened/closed. The parameters made me very confused because I would sometimes misinterpret the element as the button when the element parameter being passed was linked to the window. Added an icon and CSS styling for my first app: poseidon.md Added attributions to my README, for the bg image and the icons. Programming Decisions Called addWindowTapHandler() on line 19 instead of calling addWindowTapHandler() for each window directly to reduce redundancy. Chose mousedown instead of click for event listener so that the window auto-focus when it is tapped immediately (if click is used then the window will only focus after mouse is up). What’s Next? More README tweaks coming soon! More apps and content about Poseidon within each app.
Devlog #5 It’s been a while since my last devlog. Most of the time was spent trying to fix a bunch of bugs in the javascript code. Bug Fixes Spent 2 hours trying to fix bug where you could drag windows out of frame and never see them back. Trying to limit the drag based on viewport was very confusing. I fixed this bug by creating a new function clampWindowPos() that would determine the max x and y offset that the windows could have in order to stay in the viewport. The function calculates this by calculating half of the width and height of the window (since the window has transform: translate(-50%, -50%); which causes the center to be at half the width/height). Then, it calculates the minimum left value and the maximum left value that the window could move to and did the same for the top value. Finally the function return those values. Changes & More Fixes Added a feature where clicking on the desktop window deselects the currently selected app by letting the body listen for a mouse down event and deselecting the icon if the mouse-down location is not on an app icon. Added poseidon.md, my first app! It took a whole 3 hours to style and get the app to function. Chrome dev tools was my best friend 🤩. It helped me spot few typos in variable names and find out javascript code that wasn’t working. I first started by trying out the javascript code show in the hack club workshop. It didn’t really work so I browsed through other WebOS shipped projects to see how they made the app. A really useful project I found was Blackbird OS, which I took inspiration from for coding my poseidon.md notes app. I began by implementing a local storage that didn’t really work so I left it for last and went to work on the other features like adding, deleting, and editing notes. After finishing these features, I came back to fix the local storage bug. The issue was that I directly accessed the storedNotes object in my Javascript functions instead of the note objects stored in the local browser. To fix this, I created a variable content and set it to equal loadNotes() so that this new variable would be an updated object with all of the saved notes. What’s Next I’m going to polish poseidon.md’s UI a bit and then start working on more apps for the WebOS.
Devlog #6 Changes Restructure CSS to be more scalable by using classes and css root variables. I added a new app called Books which is essentially a library catalog of Poseidon/greek fantasy books that I thought was an interesting and great read. I added content to the books app. I spent around 15 minutes tweaking the color palette and finding colors to improve the UI of PoseiOS. I finished writing the first good version of my README. Bug Fixes Bug where selecting 3 app mean one will inevitably be opened and cant be unselected. Fix by allowing to only select one app at a time. So when an app is selected and another app is clicked on, the currently selected app would be deselected and the new app icon would be selected. Fixed a bug where it said the title was undefined since when the loop finished, i = 2 which is more than the object index which had only 0 and 1 (before I added more to the object). To fix this, I changed “var” to “let” and it worked again. I learned that let allows i to have it own value every iteration. So I basically implemented the for loop wrong in Javascript (I thought that var and let would do the same thing, turns out it has its differences!). PoseiOS V1 is finally complete!!!
Devlog #7 CSS and JS changes I rewrote some of my Javascript to make it more readable and understandable. I reworked the UI in PoseiOS to make it more blue-ish/sea themed. The top-bar is more transparent and only has pill shaped background for the elements. The apps have new highlight/hover aesthetics and selected notes/books will now have a blue shadow, giving it a comic-looking theme. The background of the apps was also changed, now having more of a greenish teal tone to it. The display or heading font for PoseiOS is now Zarathustra.
Devlog #9 New Apps! I added two new apps: a timer app and a simple browser. The timer app currently only supports 5 minutes. It has a start, pause, and reset button. Initially, I got this funny glitch where the water height was decreasing upwards (see video) instead of downwards. I fixed this by giving the water div a position of absolute and setting bottom to 3px. I also accidentally named id of the timer text to be the same as the id of the top-bar time, which caused the timer to display on the top-bar instead The browser was somewhat easier to implement. I set up a input box and a button, and programmed the button to open the link or search query that was inputted into the search box. I’m planning on adding an iframe to showcase the website directly on the OS instead of opening a new tab! Some other changes I also split my css and js into separate files for each app to make future development more organized. PoseiOS now has a dock which you can run apps from!
Ships:
This is PoseiOS v1. What did I make? PoseiOS is a WebOS based around the Greek god of the sea: Poseidon. The website includes books/info about Poseidon, and a notes app that saves notes locally so refreshing the site won’t cause you to lose your notes! Challenges The most challenging part was implementing the window dragging using JS and also using JS to program the app’s functionality. I had to do a lot of debugging, finding typos in class names, and constantly had to check the developer mode in chrome. What I love about PoseiOS I am very proud of the glassmorphic design since it looks very futuristic and cool. I am also proud of the notes app and the details in the project that make it work well (like how app windows focus on click or how click on the desktop deselects any selected app icon). Before Testing This website was made mainly for a desktop screen, although it is responsive so it should work on mobile screens as well. I hope you enjoy surfing around PoseiOS :)...
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1793152364.4199233
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1793238764.4199233
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52704
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Noomo by @skue | Stardance
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skue
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1
|
27.05
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469
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T22:24:00Z", "hours": 24.0, "multiplier": 19.73, "payout": 469, "blessing": "neutral", "text": "Presenting Noomo ! Noomo is a game about guessing words generated by an LLM You just input a sentence, then you guess the words that the LLM generated. And how does it work ? The backend : The backend is a cool Python FastAPI server running a model through Transformers ! It generates the 100 top probabilities, deletes the ones that are not usable in the game (non-latin things, duplicates…) and sends the number of words requested ! The frontend : The frontend is a nice NextJS app that will kindly ask the backend the words for the sentence you inputed and will force you to guess words until you die (or when you guessed all the words). Then, if you didn’t die before the end, it will store the stats into the sessionStorage and show them nicely to you as a trophy. But why is it so cooool ? Well, first, it runs on Hackclub Nest ! Which means “only” 2gb of RAM, and 2 cores of CPU. But how ? Well, it’s just using a smoll model, Qwen 2.5 0.5B, which makes it take 600M of RAM on idle . (and no, i did nooot nuked my server 3 times, that was absolutely noooot me…) Second, I learned everything while working on the project ! I knew how to code in Python, but nothing about ML. So uuum I needed to learn from kinda scratch (ngl, it’s not thaaaat hard for the thing I made). I also knew a bit of Javascript, but NextJS is… Something else ? This was pretty hard, and why the heck can’t I change a variable in my useEffect ? All of this means more bugs ! Yayyyyyyyyyyyyy !!! You hyped me, where can I try ? And how ? You can just go to noomo.dino.icu ! Enter your sentence, click enter (or the kool button), and then play ! Ah and yes, to play, you just need to input your word and press enter. And hope it was correct. Alright I’m out, good luck !", "repo": "https://github.com/skueee/noomo", "demo": "https://noomo.dino.icu/"}]...
|
[{"post_id": 69152, "ts": "202 [{"post_id": 69152, "ts": "2026-09-16T14:18:15Z", "hours": 3.0542, "text": "Devlog 6 - Yayyyy thanks reviewers Thanks for the reviews ! I’m already starting to try to improve all I can improve ! This is a small update, but here is the changelog ! I fixed the loading screen (because it was not appearing) I created a ROADMAP for the v2 (check it out at https://github.com/skueee/noomo/blob/main/V2ROADMAP.md ) I changed a bit the layout I added daily challenges ! Because hum I originally wanted them but for the first ship I didn’t implemented it so hum they are here now (kinda) If you have any suggestion, comment or contact me on Slack ! These changes aren’t deployed yet, but it will be coming in the next few days"}, {"post_id": 67696, "ts": "2026-09-13T21:44:18Z", "hours": 6.6597, "text": "Devlog 5 - FINNAAAAL ONE !!!! Yipeee I almost finished everything ! I added clues, refined the generation system, and hosted on Vercel (I also got a lot of bugs, but without bugs you cant make a good project). I alsooo learned to make responsive things, and it looks okay if you dont try it on a very smol phone (I hope so, at least). Now I just do some testiiing and it’s time to ship Try the website out at noomo.dino.icu"}, {"post_id": 66667, "ts": "2026-09-12T15:07:23Z", "hours": 7.2394, "text": "Devlog 4 !!!! I almost finished everything for the game ! I made most of the website. There is now a Game page (like, the most important thing of the whole project) and a Win page ! I also learned a lot about TS and HTML while making this (because this is kinda my first website). It’s almost ready, I just need to do some adjustments to the layout of the website, rebalance the game and fix some generation bugs"}, {"post_id": 65027, "ts": "2026-09-09T20:37:06Z", "hours": 4.8931, "text": "DEVLOG 3 ! I did a looot of things. The backy backend : I configured my Nest server (and I broke it 3 times) ! Now, it should work, but sorry to the Nest team for this :(. I also got some problems with the dockerimage (like, 19gb for a single image ?). I improved the AI too ! It will now lean towards longer words, to make it easier to guess, and will exclude non-latin characters (sorry japanese people, but I had to). I also learned sql (ngl i feel like a dumbass for not understanding this) and made a db ! It will store most popular sentences and maybe daily challenges ? The frontennnnd : Huuummm I didn’t do much but there is a header on top now ig"}, {"post_id": 62133, "ts": "2026-09-05T12:00:07Z", "hours": 3.3086, "text": "[DEVLOG 2] I made the main page ! The buttons dont do anything now, but it’s my first time using HTML… I also done some fixes on the API and I got a Nest server ! Already tested it a bit and it should work if I only host the api on it. Anyway there is still a lot of work to do"}, {"post_id": 60504, "ts": "2026-09-02T21:44:52Z", "hours": 1.6756, "text": "[DEVLOG #1] I’m building Noomo, a game about predicting what an LLM could say. You input a simple sentence, then you need to tell the most “logical” words, generated by a really small llm (currently, Qwen2.5-0.5B). For now, I got a small API backend that can be called to generate the predictions, and it’s running on my machine. I still need to finetune the model so that the game is more interesting, then I need to develop the frontend and host all of that !"}]...
|
Title: Noomo by @skue | Stardance
Devlogs:
[DEVLO Title: Noomo by @skue | Stardance
Devlogs:
[DEVLOG #1] I’m building Noomo, a game about predicting what an LLM could say. You input a simple sentence, then you need to tell the most “logical” words, generated by a really small llm (currently, Qwen2.5-0.5B). For now, I got a small API backend that can be called to generate the predictions, and it’s running on my machine. I still need to finetune the model so that the game is more interesting, then I need to develop the frontend and host all of that !
[DEVLOG 2] I made the main page ! The buttons dont do anything now, but it’s my first time using HTML… I also done some fixes on the API and I got a Nest server ! Already tested it a bit and it should work if I only host the api on it. Anyway there is still a lot of work to do
DEVLOG 3 ! I did a looot of things. The backy backend : I configured my Nest server (and I broke it 3 times) ! Now, it should work, but sorry to the Nest team for this :(. I also got some problems with the dockerimage (like, 19gb for a single image ?). I improved the AI too ! It will now lean towards longer words, to make it easier to guess, and will exclude non-latin characters (sorry japanese people, but I had to). I also learned sql (ngl i feel like a dumbass for not understanding this) and made a db ! It will store most popular sentences and maybe daily challenges ? The frontennnnd : Huuummm I didn’t do much but there is a header on top now ig
Devlog 4 !!!! I almost finished everything for the game ! I made most of the website. There is now a Game page (like, the most important thing of the whole project) and a Win page ! I also learned a lot about TS and HTML while making this (because this is kinda my first website). It’s almost ready, I just need to do some adjustments to the layout of the website, rebalance the game and fix some generation bugs
Devlog 5 - FINNAAAAL ONE !!!! Yipeee I almost finished everything ! I added clues, refined the generation system, and hosted on Vercel (I also got a lot of bugs, but without bugs you cant make a good project). I alsooo learned to make responsive things, and it looks okay if you dont try it on a very smol phone (I hope so, at least). Now I just do some testiiing and it’s time to ship Try the website out at noomo.dino.icu
Devlog 6 - Yayyyy thanks reviewers Thanks for the reviews ! I’m already starting to try to improve all I can improve ! This is a small update, but here is the changelog ! I fixed the loading screen (because it was not appearing) I created a ROADMAP for the v2 (check it out at https://github.com/skueee/noomo/blob/main/V2ROADMAP.md ) I changed a bit the layout I added daily challenges ! Because hum I originally wanted them but for the first ship I didn’t implemented it so hum they are here now (kinda) If you have any suggestion, comment or contact me on Slack ! These changes aren’t deployed yet, but it will be coming in the next few days
Ships:
Presenting Noomo ! Noomo is a game about guessing words generated by an LLM You just input a sentence, then you guess the words that the LLM generated. And how does it work ? The backend : The backend is a cool Python FastAPI server running a model through Transformers ! It generates the 100 top probabilities, deletes the ones that are not usable in the game (non-latin things, duplicates…) and sends the number of words requested ! The frontend : The frontend is a nice NextJS app that will kindly ask the backend the words for the sentence you inputed and will force you to guess words until you die (or when you guessed all the words). Then, if you didn’t die before the end, it will store the stats into the sessionStorage and show them nicely to you as a trophy. But why is it so cooool ? Well, first, it runs on Hackclub Nest ! Which means “only” 2gb of RAM, and 2 cores of CPU. But how ? Well, it’s just using a smoll model, Qwen 2.5 0.5B, which makes it take 600M of RAM on idle . (and no, i did nooot nuked my server 3 times, that was absolutely noooot me…) Second, I learned everything while working on the project ! I knew how to code in Python, but nothing about ML. So uuum I needed to learn from kinda scratch (ngl, it’s not thaaaat hard for the thing I made). I also knew a bit of Javascript, but NextJS is… Something else ? This was pretty hard, and why the heck can’t I change a variable in my useEffect ? All of this means more bugs ! Yayyyyyyyyyyyyy !!! You hyped me, where can I try ? And how ? You can just go to noomo.dino.icu ! Enter your sentence, click enter (or the kool button), and then play ! Ah and yes, to play, you just need to input your word and press enter. And hope it was correct. Alright I’m out, good luck !...
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1793152300.308424
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1793238700.308424
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63668
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Mini-games by @Alphy | Stardance
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Alphy
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0
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27.01
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0
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[]
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[{"post_id": 82739, "ts": "202 [{"post_id": 82739, "ts": "2026-10-25T18:27:47Z", "hours": 8.6406, "text": "Actual Game MECHANISM is Here 🎰 Devlog #4 SUMMARY: Its enough that cards can only be used to throw and fan in hand, from now, cards can be used to play with a gambler . I know its near end of stardance and i just finished my exams so it wont be possible to launch full features but will try to make a functional MVP HOW IT WORKS?? Currently two suits - Swords ⚔️ and Shields 🛡️ having special influence along with that, numbers 1-10 are there in the pool! It features a priority order that if out of two cards played each by gambler and player, the highest suit on priority order will have its effects in the round: currently Swords ⚔️ > Shields 🛡️ Shields 🛡️: If it got priority, lower the number of the card is of any of the played card, the one gets the points of the round Swords ⚔️: If it got priority, higher the number of the card is of any of the played card, the one gets the points of the round MORE BREAKDOWN: 1. Gambling Table and Stool 🪑 Added simple models for table and stool. Table features a finite random pile of cards from where cards can be drawn normally while not playing. The deck only appears after gambler has occupied a seat adjacent to table. The table features two parts of 40% and 60%, smaller one being pile area and bigger one is playing area where cards will be thrown! 2. Card Front Face with Pip system ♠️🔟 A solid white background card front face was made featuring suit pips in middle and numbers on top left corner as upright and inverted on bottom right corner! Shift + Right click stack in inventory while not playing also make the random cards fan with numbers and suits, swords have odds to get lower value while shields have tendency to get higher(yes, its opposite to the winning numbers, its done to make game competitive) 3. Gambler Basic Functioning Gambler seeks nearby stool and takes seat to challenge players and can sit up from table when right click is done on stool Gambler holds card fanned in his hand too when he sits near table and ready to challenge Removed jacket of villager while sitting so it doesn’t collide with stool and give realism! 4. Miscellaneous: Added msgs over hotbar while sitting on stool to instruct that if the stool is fine to play or we have to sit across gambler Added a table-playing state so its easy to manage behavior in playing state"}, {"post_id": 77258, "ts": "2026-10-06T09:57:28Z", "hours": 6.2408, "text": "Mini-Games(Animation is Here 🎴Devlog #3) Summary: Finally, Throwing Card isnt anymore plain and boring as now gets a Wrist Flicking animation . Any other person in Server/multiplayer can now see player holding cards and throwing em. Made Commands such as /minigames help and /minigames config and its further commands to set desired variables! Breakdown 1. Server Side Visibility Player in F5 mode or other players can see the following actions: ✅ Cards Fanned in hand like a map ✅ Player Throwing A card ✅ Player Taking the Stance to Throw the card ❌ Private shuffled deck of a player(can only see the back as the front too) 2. Config System for Server OP’s /minigames help or /minigames for help /minigames config and its further uses as: /minigames get, /minigames reload, /minigames reset, /minigames set [option] [val] despawn <seconds> (or -1 for never) damage <amount> pickup <true/false> gambler <true/false> crafting <true/false> maxcards <1-9> 3.Client Side Animation For Throwing A card Player throwing Card can see the card pulling back and the wrist flick at the impact of throwing card!(animation is perfect, just the card positioning is irritating me, so leaving that for now) There is a FOV zoom and shaking just like the bow too! 4.Controls & Minor Tweaks Toggle Hand: Press [O] (customizable in Options → Controls → Key Binds ) or Shift + Right-Click while holding Tavern Cards. One can fan his cards by shift + right clicking the stack of cards available in their inventory and same for exiting the state Card Stack is capped at 9 cards so it can fit in hotbar directly!"}, {"post_id": 74815, "ts": "2026-09-28T11:14:10Z", "hours": 7.0828, "text": "Mini-Games (Throwinggg Cards 🃏Devlog #2) Like For Even What?? Playing Cards is cool, but cooler when thrown! What was added: Now cards can be thrown with holding right click, and have different appearance 🤔on how it hit the block, more holding means more power to go far Thrown cards SPIN while in air Fixed card Despawn time at 5 mins which can be tweaked later on Fixed lighting flicker on thrown card which took several time to find problem Cards centering mechanism in hotbar and rest items are preserved but cant be seen in card state Just Right Click makes the card lie flat on ground while in range Sitting mechanism for next upcoming thing 🤫 Entity to play with, just the mechanism of approaching to play to the playing table Thrown cards can be picked via right click and breaks when the supporting block is broken I’ll love more suggestion from y’all onto the different ranks of cards as its difficult to make 52 different to manage and on what games could be played with it??"}, {"post_id": 73108, "ts": "2026-09-24T12:32:54Z", "hours": 5.0489, "text": "Mini-Games (Devlog #1) ♣️♦️ Whats This?? A Minecraft Mod which adds bunch of different mini games (yayyyyy) like dice games 🎲, cards🃏 and much moreee…. Breadown Made Initial Card Texture for its Back Developed a command to temporarily view cards fanned in hand Made Rendering System where cards can be seen held in hand as in item and upto 9 cards can be seen While in card held mode, one can scroll to select a card out of it while the regular hotbar items vanishes and only appears when this mode is exited!"}]...
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Title: Mini-games by @Alphy | Stardance
Devlogs:
Title: Mini-games by @Alphy | Stardance
Devlogs:
Mini-Games (Devlog #1) ♣️♦️ Whats This?? A Minecraft Mod which adds bunch of different mini games (yayyyyy) like dice games 🎲, cards🃏 and much moreee…. Breadown Made Initial Card Texture for its Back Developed a command to temporarily view cards fanned in hand Made Rendering System where cards can be seen held in hand as in item and upto 9 cards can be seen While in card held mode, one can scroll to select a card out of it while the regular hotbar items vanishes and only appears when this mode is exited!
Mini-Games (Throwinggg Cards 🃏Devlog #2) Like For Even What?? Playing Cards is cool, but cooler when thrown! What was added: Now cards can be thrown with holding right click, and have different appearance 🤔on how it hit the block, more holding means more power to go far Thrown cards SPIN while in air Fixed card Despawn time at 5 mins which can be tweaked later on Fixed lighting flicker on thrown card which took several time to find problem Cards centering mechanism in hotbar and rest items are preserved but cant be seen in card state Just Right Click makes the card lie flat on ground while in range Sitting mechanism for next upcoming thing 🤫 Entity to play with, just the mechanism of approaching to play to the playing table Thrown cards can be picked via right click and breaks when the supporting block is broken I’ll love more suggestion from y’all onto the different ranks of cards as its difficult to make 52 different to manage and on what games could be played with it??
Mini-Games(Animation is Here 🎴Devlog #3) Summary: Finally, Throwing Card isnt anymore plain and boring as now gets a Wrist Flicking animation . Any other person in Server/multiplayer can now see player holding cards and throwing em. Made Commands such as /minigames help and /minigames config and its further commands to set desired variables! Breakdown 1. Server Side Visibility Player in F5 mode or other players can see the following actions: ✅ Cards Fanned in hand like a map ✅ Player Throwing A card ✅ Player Taking the Stance to Throw the card ❌ Private shuffled deck of a player(can only see the back as the front too) 2. Config System for Server OP’s /minigames help or /minigames for help /minigames config and its further uses as: /minigames get, /minigames reload, /minigames reset, /minigames set [option] [val] despawn <seconds> (or -1 for never) damage <amount> pickup <true/false> gambler <true/false> crafting <true/false> maxcards <1-9> 3.Client Side Animation For Throwing A card Player throwing Card can see the card pulling back and the wrist flick at the impact of throwing card!(animation is perfect, just the card positioning is irritating me, so leaving that for now) There is a FOV zoom and shaking just like the bow too! 4.Controls & Minor Tweaks Toggle Hand: Press [O] (customizable in Options → Controls → Key Binds ) or Shift + Right-Click while holding Tavern Cards. One can fan his cards by shift + right clicking the stack of cards available in their inventory and same for exiting the state Card Stack is capped at 9 cards so it can fit in hotbar directly!
Actual Game MECHANISM is Here 🎰 Devlog #4 SUMMARY: Its enough that cards can only be used to throw and fan in hand, from now, cards can be used to play with a gambler . I know its near end of stardance and i just finished my exams so it wont be possible to launch full features but will try to make a functional MVP HOW IT WORKS?? Currently two suits - Swords ⚔️ and Shields 🛡️ having special influence along with that, numbers 1-10 are there in the pool! It features a priority order that if out of two cards played each by gambler and player, the highest suit on priority order will have its effects in the round: currently Swords ⚔️ > Shields 🛡️ Shields 🛡️: If it got priority, lower the number of the card is of any of the played card, the one gets the points of the round Swords ⚔️: If it got priority, higher the number of the card is of any of the played card, the one gets the points of the round MORE BREAKDOWN: 1. Gambling Table and Stool 🪑 Added simple models for table and stool. Table features a finite random pile of cards from where cards can be drawn normally while not playing. The deck only appears after gambler has occupied a seat adjacent to table. The table features two parts of 40% and 60%, smaller one being pile area and bigger one is playing area where cards will be thrown! 2. Card Front Face with Pip system ♠️🔟 A solid white background card front face was made featuring suit pips in middle and numbers on top left corner as upright and inverted on bottom right corner! Shift + Right click stack in inventory while not playing also make the random cards fan with numbers and suits, swords have odds to get lower value while shields have tendency to get higher(yes, its opposite to the winning numbers, its done to make game competitive) 3. Gambler Basic Functioning Gambler seeks nearby stool and takes seat to challenge players and can sit up from table when right click is done on stool Gambler holds card fanned in his hand too when he sits near table and ready to challenge Removed jacket of villager while sitting so it doesn’t collide with stool and give realism! 4. Miscellaneous: Added msgs over hotbar while sitting on stool to instruct that if the stool is fine to play or we have to sit across gambler Added a table-playing state so its easy to manage behavior in playing state...
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1793054856.297069
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1793659656.297069
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137
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WinDurango by @CT5 | Stardance
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CT5
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2
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27.0
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447
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T02:09:45Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I helped make WinDurango with @Rodrigo_Todescatto2010 and @dexrn . I have to ship again since I forgot abt the 4h that I hadn’t devloged.", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}, {"ship_num": 2, "ts": "2026-08-16T01:41:27Z", "hours": 23.0, "multiplier": 19.52, "payout": 447, "blessing": "neutral", "text": "I helped make WinDurango with @Rodrigo_Todescatto2010 and @dexrn . Unfortunatly, Im not able to work on WinDurango anymore, because I switched to MacOS so Im going to have to ship it now. If I do get a windows computer later on, I will continue this project. I mainly did WinRT stuff and got a few games working in WD. Currently, the only version of Minecraft LCE that works is 1.2.0.0. You will need a dumped Xbox One game to test it out.", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}]...
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[{"post_id": 83461, "ts": "202 [{"post_id": 83461, "ts": "2026-10-28T00:15:28Z", "hours": 4.4064, "text": "Last Devlog So I forgot about the WinDurango proj, until recently when I saw that I hadn’t counted the last devlog. So I fixed a few things with kernelx and I cleaned up all the winrt idls and the connected storage part of WinRT."}, {"post_id": 9042, "ts": "2026-06-15T02:53:47Z", "hours": 4.4653, "text": "I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable."}, {"post_id": 4748, "ts": "2026-06-08T06:12:37Z", "hours": 4.1106, "text": "I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them."}, {"post_id": 4218, "ts": "2026-06-07T13:31:47Z", "hours": 4.445, "text": "After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up."}, {"post_id": 3347, "ts": "2026-06-06T07:18:39Z", "hours": 2.9467, "text": "We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg."}, {"post_id": 1985, "ts": "2026-06-04T07:50:59Z", "hours": 3.5094, "text": "So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file."}, {"post_id": 45, "ts": "2026-05-31T12:12:19Z", "hours": 3.4203, "text": "I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good."}]...
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Title: WinDurango by @CT5 | Stardance
Devlogs:
I Title: WinDurango by @CT5 | Stardance
Devlogs:
I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good.
So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.
We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg.
After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up.
I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them.
I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable.
Last Devlog So I forgot about the WinDurango proj, until recently when I saw that I hadn’t counted the last devlog. So I fixed a few things with kernelx and I cleaned up all the winrt idls and the connected storage part of WinRT.
Ships:
I helped make WinDurango with @Rodrigo_Todescatto2010 and @dexrn . Unfortunatly, Im not able to work on WinDurango anymore, because I switched to MacOS so Im going to have to ship it now. If I do get a windows computer later on, I will continue this project. I mainly did WinRT stuff and got a few games working in WD. Currently, the only version of Minecraft LCE that works is 1.2.0.0. You will need a dumped Xbox One game to test it out.
I helped make WinDurango with @Rodrigo_Todescatto2010 and @dexrn . I have to ship again since I forgot abt the 4h that I hadn’t devloged....
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1793249369.8009243
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1793335769.8009243
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4130
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A Walkable map by @mr_peoplez161 | Stardance
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mr_peoplez161
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T02:31:26Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons .", "repo": "https://github.com/Santiago543292/AntiVirus-Map", "demo": "https://github.com/Santiago543292/AntiVirus-Map/releases/tag/source-only-clean-ecb76d7"}]...
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[{"post_id": 22498, "ts": "202 [{"post_id": 22498, "ts": "2026-07-05T00:15:06Z", "hours": 15.9822, "text": "all done with the map so this section is done"}, {"post_id": 4472, "ts": "2026-06-07T20:01:11Z", "hours": 1.5758, "text": "better map to add on to"}, {"post_id": 4021, "ts": "2026-06-07T05:55:17Z", "hours": 2.705, "text": "new house added to the map"}, {"post_id": 3345, "ts": "2026-06-06T07:14:05Z", "hours": 3.9397, "text": "Upgraded my map to look better and also tried to make the movement work"}, {"post_id": 3093, "ts": "2026-06-06T00:11:20Z", "hours": 3.1922, "text": "I made a simple house to start off my world"}]...
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Title: A Walkable map by @mr_peoplez161 | Stardanc Title: A Walkable map by @mr_peoplez161 | Stardance
Devlogs:
I made a simple house to start off my world
Upgraded my map to look better and also tried to make the movement work
new house added to the map
better map to add on to
all done with the map so this section is done
Ships:
I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons ....
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1793141442.7411654
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1793227842.7411654
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5885
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"FTC" Concept Robot by @akhilatyam | Stard "FTC" Concept Robot by @akhilatyam | Stardance...
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akhilatyam
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2
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27.0
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377
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T02:00:19Z", "hours": 16.0, "multiplier": 13.83, "payout": 218, "blessing": "neutral", "text": "Presenting IRISv3, ship number 2!!! I would like to thank all those who have been a part of my journey, but lets get into it! To preface, most stuff I cover here is covered far more in depth in my readme, I suggest you read that as well. This project is NOT a part of First, or any other program, and is simply a learning experience for me. My last FTC season ended with a loss at state, mainly due to poor robot design, while I am no longer on my team, I decided to learn how to properly cad. Through this, I have created IRISv3!! What is it? It is a bot with a 3 artifact wide intake, 3 artifact hopper, a 360* turret, and a flip out parking mechanism! The onshape link will show you the robot, and the readme will provide an in depth view of its creation and thought process. Thank you for taking your time to review, hope you like it!", "repo": "https://github.com/Akhil-Atyam/IRISv3/", "demo": "https://cad.onshape.com/documents/06fbe5ed49f948d063feffdc/w/066c47fa9ac4b7611539e011/e/148f884616f1735568a81366?renderMode=0&uiState=6a3341bfd2cc085c33aab87a"}, {"ship_num": 2, "ts": "2026-06-19T00:16:11Z", "hours": 11.0, "multiplier": 14.03, "payout": 159, "blessing": "neutral", "text": "Presenting IRISv3!!! IRISv3 is a vast improvement of my teams original robot design and is designed to be a competitive robot in this years First Tech Challenge game, Decode. It has a 16 inch wide intake which can intake 3 artifacts at once, a 3 artifact large magazine, and a 360 degree turret to score. This robot taught me a lot about cad, as I am relatively new to it. Most parts can be CNC, 3d printed, or bought online at Rev Robotics, or GoBilda. If you are on any FIRST team, whether it be FLL FTC or FRC I do hope that you see this and end up liking the design off of it. Have a great day everyone!", "repo": "https://github.com/Akhil-Atyam/IRISv3/", "demo": "https://cad.onshape.com/documents/06fbe5ed49f948d063feffdc/w/066c47fa9ac4b7611539e011/e/148f884616f1735568a81366?renderMode=0&uiState=6a3341bfd2cc085c33aab87a"}]...
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[{"post_id": 63895, "ts": "202 [{"post_id": 63895, "ts": "2026-09-07T22:22:18Z", "hours": 4.0853, "text": "#Devlog 7: The end for now, adjustable hood, thicker plates, and blender renders. Hello guys, and welcome, to one of the final devlogs of this series!!!! Next time you see me, hopefully it will be my ship, but lets go over my progress shall we? Adjustable hood Much awaited, as mentioned in my last devlog, my only way of controlling shots was through adjusting rpm, which is very power expensive and takes time, which isn’t ideal. This is why we now have a servo powered hood! You can try this for yourself by rotating the white part of the hood.We can now quickly adjust our shooting curve, meaning faster Shoot On the Move!!! (Credits to Rafin from 14469 for some help on the hood) ##Thicker plates Now this is something I’ll admit my friends have told me FOREVER about and I was too busy to figure out why my pocketing tool didn’t work, turns out my tool radius was too high. Now that its turned down, we can actually have thicker bars! This should hopefully drastically increase durability. (0.1 -> 0.22-0.3) ##Blender renders In preperation for my ship, I have begun the process of rendering. By the time this devlog is posted, my renders should be done, and atleast my banner is a render photo now. I have never really used blender much, so this is a decent learning curve for me. I would like to thank EVERYONE who supported me during this journey, and I hope you appreciate what this project taught me and hopefully you like it too!"}, {"post_id": 62579, "ts": "2026-09-06T01:22:14Z", "hours": 5.4958, "text": "Devlog 6: Parking Mech Pt2, Rubber bands, and more! Hey guys, this is a decently lengthy devlog, so lets get into it! Parking Mech My parking mech is done! My main problem, as you saw in the last devlog is that I only had around 20 degrees of room to deploy my bellypan cause I was hitting a bar, what was my solution? Getting rid of the bar. In all seriousness, I put out a small hole in the bar that way, the arm that connects my motor and bellypan can move through. Now, we can lay all the way flat, but there is still a large footprint, as anything that touches the ground adds to my footprint. So I added a small bar that should hopefully work to reduce my footprint (anything that touches the ground) Rubber bands Following advice from my last ship, I realized it was important for people to actually know where rubber bands were. Or atleast some what to understand. For now, I have added rubber bands, but I might end up making them a bit less opaque as its hard to see inside right now. Random other changes Removed that random spur gear on the back of Shooter, thats useless Added a light bar to the back of bot and an LED to the shooter. Future plans Odometry pods, this would be amazing Adjustable hood shooter, right now I can only adjust RPM, which takes time and is expensive on power, which I know all to well can kill matches. An adjustable hood would save so much power. Quite a long post, but hopefully ship #2 soon! Thanks! PS: On image one, top is old, bottom is new."}, {"post_id": 60553, "ts": "2026-09-02T23:37:55Z", "hours": 4.1261, "text": "Devlog 5: Parking Mechanism, Part 1 Hey guys! My first main content devlog after my last ship. One of the things I left out on my first ship is a parking mechanism. One of the unique things about this challenge is the parking bonus, where if 2 bots are fully within a 18x18 zone, we get 30 points (compared to 10 for just one) I decided to build a parking mechanism for this! This is partially inspired by 10255’s design, but only for the bellypan. Motor mount and ratchet is all uniquely mine. The motor First things first, how am I going to power it? Luckily, I have one motor left out of my 8 motor limit, so its simple as that, just adding a motor! But what RPM exactly? GoBilda, where I really like to get motors from has a multitude of options. I decided to go with 30 rpm, because i feel that would be more than strong enough to lift my robot. The ratchet But whats stopping it from falling back down after i climb??? Thats why I decided to make a small inline ratchet! Hopefully, it isnt meant to hold things for long of course, but it should be long enough to last atleast 3 seconds, which is the minimum for parks. The bellypan Now this part is a wip, this will be covered in part two. But for now, its just a polycarb sheet. (thank you pic collage for the collage tool im lowk abusing it) First image is part of my inspo btw, the other 2 are my CAD."}, {"post_id": 52651, "ts": "2026-08-22T21:55:34Z", "hours": 2.4314, "text": "Reship!! Hey guys, unfortunately my project did not pass my first ship. So I’m here to fix it. (according to shipwrights due to the specifics of my design it is ok to simply show a small 3dprinter version that unfortunately broke and a previous iteration that actually was built.) This is just a devlog for my images and stuff to be here. Video of it below https://youtu.be/BBkzpUcLwDI CLARIFICATION: This robot has never competed, is meant to be competed with, or any other relation with first. While the previous iterations shown are competition bots, this bot is not. This is simply a proof of concept of a competitive bot that I used in order to learn CAD. This project was created solely for my practice and to be presented under Stardance."}, {"post_id": 11651, "ts": "2026-06-19T00:02:33Z", "hours": 0.5117, "text": "Devlog 3 : Magazine and shooter Hello guys! This time we have most of the robot done, time for an overview! Magazine The Magazine is based off a rubber band design, this way we have compliance so that we do not have to spam wheels. If you look in the photos, you can see a set of blue and black wheels, those two are connected by rubber bands. Addressing one of the concerns in my ship: The balls should not fall out. since the ramp has a hole in the center ideally the artifacts should self center and the rubber bands should hold it in place (Something I have personally seen on a real robot). I also faced another major problem, how do I get my artifacts from my mag to my shooter? Due to the form factor of my build needing a turntable, I can’t just directly send it straight into the turret, as it wouldn’t reach without adding like 50 rollers. (large rollers would collide into my turntable housing) So i devised a counter roller, which is mounted in the rear and can speedily feed things into my shooter! (this is shown in the 2nd slide image on the bottom right, look for the 2 sets of black rollers near the green ball) Shooter I decided to go for a turret, although several teams have had major success in a straight shooter (shoutout to my goats 30564). This was because I felt that shooting on the move and shooting no matter where we are is what makes something competitive, and it also is a test of my cad skills. I took inspiration of the Andymark turntable, but the form factor wouldn’t work here, so I took the bearing and put it on a custom plate. For the turret itself, its a single 6K rpm motor, which from my previous experiences was more than enough, we also have a Limelight (vision camera) on the shooter for accurate localization."}, {"post_id": 8413, "ts": "2026-06-13T23:47:37Z", "hours": 9.3075, "text": "Devlog 2: The intake Hello again guys! Welcome back to more CAD Chronicles Today, I have our intake created. There are many different types of intakes I’ve seen this year, rubber band, vector wheel, and surgical tubing. All of these have pros and cons, so lets go over them. Rubber band: Rubber band intakes is what my team used back when I was on it. It is simple, effective, and once you touch an artifact, you keep it, there is very little wrong with it. But, it is harder with those to have the intake extend the entire width of the bot, so you might not be able to intake 3 artifacts at once. Vector wheels Now theres 2 kinds, fixed, and pivoting (where the wheels can move up and down to comply with the artifacts). I decided, that for auto strategy since we might be contacting multiple artifacts at once, to go with a fixed design for this. Vector wheels can easily span the entire width of a bot, and also funnel into the center. Surgical tubing This one is a nice one, basically for those who have not seen them, it is a form of intake where there is a central hub, and tubes stick out of the hub, almost like a fan. These are supposed to catch on to artifacts and pull them in. While these are pretty good, they do not have centering and also are quite large, so they do tend to stick out the bot. Now what did I pick? You might be able to tell from my image, but I ended up picking a vector wheel intake! I decided this was the best course of action, because I can easily intake 3 artifact wide, which is good for far zone cycling and also auto pattern cycling, and also it has centering. You will see in my next devlog why centering is important!"}, {"post_id": 1503, "ts": "2026-06-03T15:58:34Z", "hours": 1.5769, "text": "Devlog #1 : The beginnings Hello guys! Welcome to my project! I would like to thank you guys for checking my project out and here I’m gonna outline a bit of what I am going to do. What is my goal? I want to create a competitive FTC style bot! My last season on my team was last year, we got to state but we placed around 20th. This year, me and my friends will hopefully start a new team, but I need to learn CAD so that I am actually well equipped to do work. I decided that cadding a robot is the best way to do this! I decided on a couple goals. I want a vector intake (to maximize possible intaking area) As much custom cnc parts as possible (both a challenge for me and also conserves space) A turret (IMO most competitive bots use a turret so time to join that league) Those 3 goals will shape the rest of this project. Drivetrain My first thing was beginning my drivetrain, as you can see below I got around half of it done so far. Sketching is a bit awkward but I’m getting the hang of it. Hopefully this works out well!"}]...
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Title: "FTC" Concept Robot by @akhilatyam Title: "FTC" Concept Robot by @akhilatyam | Stardance
Devlogs:
Devlog #1 : The beginnings Hello guys! Welcome to my project! I would like to thank you guys for checking my project out and here I’m gonna outline a bit of what I am going to do. What is my goal? I want to create a competitive FTC style bot! My last season on my team was last year, we got to state but we placed around 20th. This year, me and my friends will hopefully start a new team, but I need to learn CAD so that I am actually well equipped to do work. I decided that cadding a robot is the best way to do this! I decided on a couple goals. I want a vector intake (to maximize possible intaking area) As much custom cnc parts as possible (both a challenge for me and also conserves space) A turret (IMO most competitive bots use a turret so time to join that league) Those 3 goals will shape the rest of this project. Drivetrain My first thing was beginning my drivetrain, as you can see below I got around half of it done so far. Sketching is a bit awkward but I’m getting the hang of it. Hopefully this works out well!
Devlog 2: The intake Hello again guys! Welcome back to more CAD Chronicles Today, I have our intake created. There are many different types of intakes I’ve seen this year, rubber band, vector wheel, and surgical tubing. All of these have pros and cons, so lets go over them. Rubber band: Rubber band intakes is what my team used back when I was on it. It is simple, effective, and once you touch an artifact, you keep it, there is very little wrong with it. But, it is harder with those to have the intake extend the entire width of the bot, so you might not be able to intake 3 artifacts at once. Vector wheels Now theres 2 kinds, fixed, and pivoting (where the wheels can move up and down to comply with the artifacts). I decided, that for auto strategy since we might be contacting multiple artifacts at once, to go with a fixed design for this. Vector wheels can easily span the entire width of a bot, and also funnel into the center. Surgical tubing This one is a nice one, basically for those who have not seen them, it is a form of intake where there is a central hub, and tubes stick out of the hub, almost like a fan. These are supposed to catch on to artifacts and pull them in. While these are pretty good, they do not have centering and also are quite large, so they do tend to stick out the bot. Now what did I pick? You might be able to tell from my image, but I ended up picking a vector wheel intake! I decided this was the best course of action, because I can easily intake 3 artifact wide, which is good for far zone cycling and also auto pattern cycling, and also it has centering. You will see in my next devlog why centering is important!
Devlog 3 : Magazine and shooter Hello guys! This time we have most of the robot done, time for an overview! Magazine The Magazine is based off a rubber band design, this way we have compliance so that we do not have to spam wheels. If you look in the photos, you can see a set of blue and black wheels, those two are connected by rubber bands. Addressing one of the concerns in my ship: The balls should not fall out. since the ramp has a hole in the center ideally the artifacts should self center and the rubber bands should hold it in place (Something I have personally seen on a real robot). I also faced another major problem, how do I get my artifacts from my mag to my shooter? Due to the form factor of my build needing a turntable, I can’t just directly send it straight into the turret, as it wouldn’t reach without adding like 50 rollers. (large rollers would collide into my turntable housing) So i devised a counter roller, which is mounted in the rear and can speedily feed things into my shooter! (this is shown in the 2nd slide image on the bottom right, look for the 2 sets of black rollers near the green ball) Shooter I decided to go for a turret, although several teams have had major success in a straight shooter (shoutout to my goats 30564). This was because I felt that shooting on the move and shooting no matter where we are is what makes something competitive, and it also is a test of my cad skills. I took inspiration of the Andymark turntable, but the form factor wouldn’t work here, so I took the bearing and put it on a custom plate. For the turret itself, its a single 6K rpm motor, which from my previous experiences was more than enough, we also have a Limelight (vision camera) on the shooter for accurate localization.
Reship!! Hey guys, unfortunately my project did not pass my first ship. So I’m here to fix it. (according to shipwrights due to the specifics of my design it is ok to simply show a small 3dprinter version that unfortunately broke and a previous iteration that actually was built.) This is just a devlog for my images and stuff to be here. Video of it below https://youtu.be/BBkzpUcLwDI CLARIFICATION: This robot has never competed, is meant to be competed with, or any other relation with first. While the previous iterations shown are competition bots, this bot is not. This is simply a proof of concept of a competitive bot that I used in order to learn CAD. This project was created solely for my practice and to be presented under Stardance.
Devlog 5: Parking Mechanism, Part 1 Hey guys! My first main content devlog after my last ship. One of the things I left out on my first ship is a parking mechanism. One of the unique things about this challenge is the parking bonus, where if 2 bots are fully within a 18x18 zone, we get 30 points (compared to 10 for just one) I decided to build a parking mechanism for this! This is partially inspired by 10255’s design, but only for the bellypan. Motor mount and ratchet is all uniquely mine. The motor First things first, how am I going to power it? Luckily, I have one motor left out of my 8 motor limit, so its simple as that, just adding a motor! But what RPM exactly? GoBilda, where I really like to get motors from has a multitude of options. I decided to go with 30 rpm, because i feel that would be more than strong enough to lift my robot. The ratchet But whats stopping it from falling back down after i climb??? Thats why I decided to make a small inline ratchet! Hopefully, it isnt meant to hold things for long of course, but it should be long enough to last atleast 3 seconds, which is the minimum for parks. The bellypan Now this part is a wip, this will be covered in part two. But for now, its just a polycarb sheet. (thank you pic collage for the collage tool im lowk abusing it) First image is part of my inspo btw, the other 2 are my CAD.
Devlog 6: Parking Mech Pt2, Rubber bands, and more! Hey guys, this is a decently lengthy devlog, so lets get into it! Parking Mech My parking mech is done! My main problem, as you saw in the last devlog is that I only had around 20 degrees of room to deploy my bellypan cause I was hitting a bar, what was my solution? Getting rid of the bar. In all seriousness, I put out a small hole in the bar that way, the arm that connects my motor and bellypan can move through. Now, we can lay all the way flat, but there is still a large footprint, as anything that touches the ground adds to my footprint. So I added a small bar that should hopefully work to reduce my footprint (anything that touches the ground) Rubber bands Following advice from my last ship, I realized it was important for people to actually know where rubber bands were. Or atleast some what to understand. For now, I have added rubber bands, but I might end up making them a bit less opaque as its hard to see inside right now. Random other changes Removed that random spur gear on the back of Shooter, thats useless Added a light bar to the back of bot and an LED to the shooter. Future plans Odometry pods, this would be amazing Adjustable hood shooter, right now I can only adjust RPM, which takes time and is expensive on power, which I know all to well can kill matches. An adjustable hood would save so much power. Quite a long post, but hopefully ship #2 soon! Thanks! PS: On image one, top is old, bottom is new.
#Devlog 7: The end for now, adjustable hood, thicker plates, and blender renders. Hello guys, and welcome, to one of the final devlogs of this series!!!! Next time you see me, hopefully it will be my ship, but lets go over my progress shall we? Adjustable hood Much awaited, as mentioned in my last devlog, my only way of controlling shots was through adjusting rpm, which is very power expensive and takes time, which isn’t ideal. This is why we now have a servo powered hood! You can try this for yourself by rotating the white part of the hood.We can now quickly adjust our shooting curve, meaning faster Shoot On the Move!!! (Credits to Rafin from 14469 for some help on the hood) ##Thicker plates Now this is something I’ll admit my friends have told me FOREVER about and I was too busy to figure out why my pocketing tool didn’t work, turns out my tool radius was too high. Now that its turned down, we can actually have thicker bars! This should hopefully drastically increase durability. (0.1 -> 0.22-0.3) ##Blender renders In preperation for my ship, I have begun the process of rendering. By the time this devlog is posted, my renders should be done, and atleast my banner is a render photo now. I have never really used blender much, so this is a decent learning curve for me. I would like to thank EVERYONE who supported me during this journey, and I hope you appreciate what this project taught me and hopefully you like it too!
Ships:
Presenting IRISv3!!! IRISv3 is a vast improvement of my teams original robot design and is designed to be a competitive robot in this years First Tech Challenge game, Decode. It has a 16 inch wide intake which can intake 3 artifacts at once, a 3 artifact large magazine, and a 360 degree turret to score. This robot taught me a lot about cad, as I am relatively new to it. Most parts can be CNC, 3d printed, or bought online at Rev Robotics, or GoBilda. If you are on any FIRST team, whether it be FLL FTC or FRC I do hope that you see this and end up liking the design off of it. Have a great day everyone!
Presenting IRISv3, ship number 2!!! I would like to thank all those who have been a part of my journey, but lets get into it! To preface, most stuff I cover here is covered far more in depth in my readme, I suggest you read that as well. This project is NOT a part of First, or any other program, and is simply a learning experience for me. My last FTC season ended with a loss at state, mainly due to poor robot design, while I am no longer on my team, I decided to learn how to properly cad. Through this, I have created IRISv3!! What is it? It is a bot with a 3 artifact wide intake, 3 artifact hopper, a 360* turret, and a flip out parking mechanism! The onshape link will show you the robot, and the readme will provide an in depth view of its creation and thought process. Thank you for taking your time to review, hope you like it!...
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1793119702.7704167
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1793206102.7704167
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6507
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portfolio by @ok | Stardance
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ok
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1
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27.0
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219
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T01:12:34Z", "hours": 27.0, "multiplier": 8.19, "payout": 219, "blessing": "neutral", "text": "I made a personal website that shows both my coding and photography! the photos are loaded in with JSON, to make my future self happy (thats a first). The projects have actual pieces of code from my projects, with breadcrumbs (thats what bootstrap calls them), to what file they’re from, and tooltips by the breadcrumb from where they are used. for the about me and contact me section, I made sure to have it dynamically change based on where you are coming from, with shoutouts to organizations that I support, and also making sure to change the logo IF it requires being changed. contact me form has a list of hashed blocked emails (i.e [email protected] ). Also, made sure that omkanabar.com/contact redirects you to the contact section of my main page. made sure there’s a landing page, after you submit. thanks for reading this! -ok", "repo": "https://github.com/om-kanabar/om-kanabar.github.io", "demo": "https://omkanabar.com"}]...
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[{"post_id": 17302, "ts": "202 [{"post_id": 17302, "ts": "2026-06-28T01:02:40Z", "hours": 4.5217, "text": "final devlog finished everything, finally contact form added contact form that dynamically changed colors, also contact.html redirects you to the contact form. Also, if there is a param that states from=randomPlace, if you submit my form, it will tell me which place you got to my website, (this is mainly used for ease of use for me). oh also added some blocked emails, try using [email protected] , and it’ll show a message that is fullscreen. i don’t like spammers. about me i made a simple about me section, that shows a bit about my interests, and it shout outs some organizations that i support. both contacte form and about me dynamically change colors depending on what side you clicked (the wbez logo also changes). 404 made 404 page more like the rest of my website and less like the first version of my site (i still included the same quote). thanks I added a landing page once you submitted my form. very simple. code made this project into v.3.0.0-stable photography added nothing thank you to everyone who has seen any of my devlogs, and has supported me! -ok btw i wish i could add more photos"}, {"post_id": 15751, "ts": "2026-06-25T17:00:06Z", "hours": 3.8819, "text": "Finished the code section! I finished the code section for my website, finally! Photography I rearranged the photos from the “scene” thing into just one continuous thing bcs the scene for me would’ve been too hard for me to design UX and UI around. Also added back scrolling using arrow keys! Code Finished everything including projects! This took alot of time and alot of debugging. The code backgrounds are actual text styles with CSS. EVERYTHING made the website more responsive! -ok"}, {"post_id": 14109, "ts": "2026-06-23T02:47:53Z", "hours": 6.05, "text": "this is the longest devlog that ill prob have on this project everything made the back btn a chameleon nav so it doesn’t get in the way while scrolling down photography made transitions between different scenes, also made it JSON based, so i don’t have to do repetitive html. (screenshot of json is there) btns for scrolling don’t work, ill fix that later code i finally started working on this after spending so much time on photography I added alot of things, words dont’ do it justice see pictures. so I made actual code from the projects the background for each section and its ACTUAL TEXT styled with css (it matches my vs code exactly), I also added links to the document in a breadcrumb at the top. i need to devlong more often trust ill do it -ok"}, {"post_id": 12933, "ts": "2026-06-21T05:17:04Z", "hours": 3.6736, "text": "Made it so that JSON controls the photos and JS inserts them dynaimically, this was quite a challange for me since i didn’t know JSON syntax and how to parse it at all."}, {"post_id": 4689, "ts": "2026-06-08T03:01:41Z", "hours": 1.7144, "text": "Made it so you can scroll with arrow keys, also added scroll buttons, obv clean and minimal to avoid taking attention from my photography. Also I removed the copyright notice, ill add it at the bottom of the page later. Also I cleaned up my repo and folder from a bunch of old files from my old website (ewww) git still has them but its now better. i also just went on a photography trip to downtown chicago, maybe ill add a photo? but now I kinda need to work on the code section because its feeling quite unloved right now."}, {"post_id": 3314, "ts": "2026-06-06T05:36:52Z", "hours": 0.6758, "text": "finished adding all my photos! finally! I rearranged some of the photos so it made more sense and also I made it so that lansdcape orientated photos instead of multiple lines of Shutter speed, apurture and ISO its one line so that everything fits better on the screen. Tommorow/today imma start working on the code section or work on an about me section which will lead to a contact section"}, {"post_id": 2589, "ts": "2026-06-05T05:43:23Z", "hours": 2.1675, "text": "Added more photos! Fixed the scrolling because the old one while it looked cool was WAAY too complex to be used at all on other computers. Also I made it so that when you hover over the photo details their opacity increases."}, {"post_id": 2467, "ts": "2026-06-04T23:43:43Z", "hours": 1.4242, "text": "Added the first photo in my portfolio to the website! I also made sure that a user could see it knowing to scroll down, Im going to add the other photos in my portfolio soon."}, {"post_id": 1895, "ts": "2026-06-04T03:38:54Z", "hours": 2.7667, "text": "I made the introduction section of the website, and finished the main animations. I also added a bit of filler text for the body of each one"}]...
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Title: portfolio by @ok | Stardance
Devlogs:
I ma Title: portfolio by @ok | Stardance
Devlogs:
I made the introduction section of the website, and finished the main animations. I also added a bit of filler text for the body of each one
Added the first photo in my portfolio to the website! I also made sure that a user could see it knowing to scroll down, Im going to add the other photos in my portfolio soon.
Added more photos! Fixed the scrolling because the old one while it looked cool was WAAY too complex to be used at all on other computers. Also I made it so that when you hover over the photo details their opacity increases.
finished adding all my photos! finally! I rearranged some of the photos so it made more sense and also I made it so that lansdcape orientated photos instead of multiple lines of Shutter speed, apurture and ISO its one line so that everything fits better on the screen. Tommorow/today imma start working on the code section or work on an about me section which will lead to a contact section
Made it so you can scroll with arrow keys, also added scroll buttons, obv clean and minimal to avoid taking attention from my photography. Also I removed the copyright notice, ill add it at the bottom of the page later. Also I cleaned up my repo and folder from a bunch of old files from my old website (ewww) git still has them but its now better. i also just went on a photography trip to downtown chicago, maybe ill add a photo? but now I kinda need to work on the code section because its feeling quite unloved right now.
Made it so that JSON controls the photos and JS inserts them dynaimically, this was quite a challange for me since i didn’t know JSON syntax and how to parse it at all.
this is the longest devlog that ill prob have on this project everything made the back btn a chameleon nav so it doesn’t get in the way while scrolling down photography made transitions between different scenes, also made it JSON based, so i don’t have to do repetitive html. (screenshot of json is there) btns for scrolling don’t work, ill fix that later code i finally started working on this after spending so much time on photography I added alot of things, words dont’ do it justice see pictures. so I made actual code from the projects the background for each section and its ACTUAL TEXT styled with css (it matches my vs code exactly), I also added links to the document in a breadcrumb at the top. i need to devlong more often trust ill do it -ok
Finished the code section! I finished the code section for my website, finally! Photography I rearranged the photos from the “scene” thing into just one continuous thing bcs the scene for me would’ve been too hard for me to design UX and UI around. Also added back scrolling using arrow keys! Code Finished everything including projects! This took alot of time and alot of debugging. The code backgrounds are actual text styles with CSS. EVERYTHING made the website more responsive! -ok
final devlog finished everything, finally contact form added contact form that dynamically changed colors, also contact.html redirects you to the contact form. Also, if there is a param that states from=randomPlace, if you submit my form, it will tell me which place you got to my website, (this is mainly used for ease of use for me). oh also added some blocked emails, try using [email protected] , and it’ll show a message that is fullscreen. i don’t like spammers. about me i made a simple about me section, that shows a bit about my interests, and it shout outs some organizations that i support. both contacte form and about me dynamically change colors depending on what side you clicked (the wbez logo also changes). 404 made 404 page more like the rest of my website and less like the first version of my site (i still included the same quote). thanks I added a landing page once you submitted my form. very simple. code made this project into v.3.0.0-stable photography added nothing thank you to everyone who has seen any of my devlogs, and has supported me! -ok btw i wish i could add more photos
Ships:
I made a personal website that shows both my coding and photography! the photos are loaded in with JSON, to make my future self happy (thats a first). The projects have actual pieces of code from my projects, with breadcrumbs (thats what bootstrap calls them), to what file they’re from, and tooltips by the breadcrumb from where they are used. for the about me and contact me section, I made sure to have it dynamically change based on where you are coming from, with shoutouts to organizations that I support, and also making sure to change the logo IF it requires being changed. contact me form has a list of hashed blocked emails (i.e [email protected] ). Also, made sure that omkanabar.com/contact redirects you to the contact section of my main page. made sure there’s a landing page, after you submit. thanks for reading this! -ok...
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1793112900.4460876
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1793199300.4460876
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6676
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GenericOS by @Jack_ | Stardance
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Jack_
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2
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27.0
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329
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T22:01:54Z", "hours": 11.0, "multiplier": 14.97, "payout": 165, "blessing": "neutral", "text": "GENERIC OS This started out as me learning HTML and CSS. Looking back through older files, when I started this a month ago, I can see how much I’ve grown. Even since the first ship of this project, I can see the improvement and learning. I love coding, and I love how Hackclub has inspired and motivated me to make things like this. Thank you for taking the time to review this project. Hackclub, thank you so much for providing such an amazing program to help people like me. I hope to join you one day and look up to the way the organization is run and it’s staff. CHANGES SINCE LAST SHIP Three additional apps (browser, file explorer, about) Additional UI (Start menu, bootloader, etc.) Architectural changes to organization Much much more! BIGGEST SUCCESSES Proficiency in learning HTML/CSS and JS Working functional apps backed with a reliable infastrucutere Meeting a kind community of people who can help me Git structure of branches and learning how to use git in terminal Also the file explorer I am very proud of BIGGEST CHALLENGES Lowk stupid bugs that I shouldve been able to fix in 10 seconds but couldnt see for some reason All other challenges have been overcome thanks to an amazing community :D Thank you hackclub and thank you reviewer!", "repo": "https://github.com/Jack-Jacobson/GenericOS", "demo": "https://genericos.jackjacobson2011.com"}, {"ship_num": 2, "ts": "2026-06-10T03:27:54Z", "hours": 16.0, "multiplier": 10.72, "payout": 164, "blessing": "neutral", "text": "Meet GenericOS. This was my first web design project, it features many draggable apps, playable games, and interactive experiences. This was NOT created through the guide for the program, but still inspired by its ideas. I made all code, formulated all direct ideas,and created my OS all myself. I am very proud of it, spent a significant amount of time and effort on it, and am very excited to see what everyone things. PLEASE LEAVE CONSTRUCTIVE FEEDBACK, I want to know how I can improve. Thank you for taking the time to check out my project. Also thank you HackClub and everyone involved in it, it is an amazing company run an amazing way, it is truly inspiring and an admirable cooperation. I love the transparency, people, and services provided. Thank you for giving people like me an opportunity to make things like this. Please review the readme in the Github repository for information on how I built the project, as well as what it features and how you can modify it. If you like this and want to support me, check out my portfolio linked on the github. Thank you all again, and if you are from Hackclub reading this, y’ll are amazing people doing amazing work.", "repo": "https://github.com/Jack-Jacobson/GenericOS", "demo": "https://genericos.jackjacobson2011.com"}]...
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[{"post_id": 26227, "ts": "202 [{"post_id": 26227, "ts": "2026-07-10T21:53:57Z", "hours": 1.1322, "text": "OVERVIEW: Sorry for another short devlog. Polished, fixed bugs, adding commands, adding saving. I have decided that I am going to do my second ship! I do plan on working more on this in the future prolly maybe. NEXT STEPS: Ship! CHALLENGES: More localstorage stuff and working with file ids for the file manager was fun and interesting to learn about More writing for the readme"}, {"post_id": 26138, "ts": "2026-07-10T19:13:10Z", "hours": 2.6919, "text": "OVERVIEW: Added a file explorer! Sorry for the three days wait, but this is a bigger app than normal. it allows you to create file structures and files. Currently the only file you can open are .txt files, however. These .txt files open in the notepad. Find the secret file and decode it for a surprise! NEXT STEPS: Add editing .txt files and saving them with file explorer prepare to ship Terminal commands update CHALLENGES: The biggest reason it took this long to make the app was that I had to redo the entire code for opening folders and files. I had it set so every click it would re-render the explorer (makes sense in my head). The rendering resets the DOM and makes the original element you click on a new identical element. However, to open a file you need to double click it. This wasn’t working, and it took my a bit of research to find out why. The way HTML decides if something is a double click is if you rapidly click the same element twice. Resetting the DOM meant the this element would change every click. So, I had to redo the system to only render when necessary, which required a significant overhaul of the javascript"}, {"post_id": 24357, "ts": "2026-07-07T21:24:09Z", "hours": 2.0156, "text": "OVERVIEW: Added about app! Has slideshow which can be easily adjusted to tell you about features of the os, this is to help reviewers understand how the site works. Also noticed an issue where it doesnt look great because asstes werent loading, hence the boot screen! It has a progress bar which says what its lodaing! Backed to being locked in the btw. NEXT STEPS: More apps Readme update More commands for terminal (things that actually do things) CHALLENGES: Dynamically reading DOM to get all images that need to be loaded Styling the about app to make it helpful but also reasonable to make Git being weird (ended up making a few custom commands to interact with the remote)"}, {"post_id": 23898, "ts": "2026-07-07T03:14:17Z", "hours": 1.1811, "text": "OVERVIEW: Hi! Sorry for the long wait between dev logs (again). Ive had to just deal with some things recently and havent had time for this. Added a start menu that allows you to search apps or search the web This is a smaller feature, but dont worry, much more is to come. NEXT STEPS: Intro app to say features Other apps CHALLENGES: Interacting with other parts of my code in this part of the code hsa been fun to prove to myself how upgraded my organization is Also enjoyed using more of css modification within JS as opposed to just writing more css which I am very tired of"}, {"post_id": 22319, "ts": "2026-07-04T18:40:56Z", "hours": 1.4758, "text": "OVERVIEW: Added a changable background, added movable desktop icons. Sorry for taking a break in development for a few days, I haven’t been locked in. Happy Fourth of July to those who celebrate. NEXT STEPS: Additional app Start menu Into that tells you what you can do CHALLENGES: I was having issues getting to the browser icons to move on the site, it was working locally but wasnt working and gave no errors when pushed to the site. Still coulden’t tell you how I got it working. Had to store the bcakground in a local storage on the computer, i havent messed arounf with that before and I found it very fun."}, {"post_id": 19596, "ts": "2026-06-30T23:03:17Z", "hours": 2.5453, "text": "OVERVIEW: Sorry for there not being a devlog in while, I took a break on this project to work on some other things (jame gam + other Stardance projects). However, I have read and greatly appreciate my feedback from my previous ship and added the most common suggestion, a browser! A simple browser with multiple tabs, access to the general web, and all in the same window system that already exists! NEXT STEPS: Movable window icons Bookmark system Another game? CHALLENGES: It turns out, most major websites do not support being embedded in other sites. For example, google. I spent a while trying to get around this with proxies, different apis, and different methods, however found all to be insufficient. Eventually I found workaround involving modifying the urls of the site, which I have hardcoded into the script. Learning how to use iframes was fun and interesting, although the parameters of them I found quite confusing."}, {"post_id": 5988, "ts": "2026-06-10T01:26:17Z", "hours": 1.75, "text": "OVERVIEW: Very sorry for the short devlog but finished readme, fixed bugs. No real new features were added, but prepared for final release, fixed bug with deployment to demo site and made sure everything works as expected on it. . NEXT STEPS: Confirm no bugs are present Ship! . CHALLENGES: I have trouble making readmes, but it was a lot of fun to research what goes into them and why they matter. I enjoyed creating it, and cant wait to share it with everyone!"}, {"post_id": 5101, "ts": "2026-06-08T19:49:42Z", "hours": 1.5072, "text": "NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. (also check out my mad minesweeper skills) . OVERVIEW: Finished minesweeper! There is now a fully working minesweeper game. It generates the game and works similarly to the original minesweeper game. It took less time than expected thanks to my existing framework. . NEXT STEPS: Polish Prepare for ship . CHALLENGES: Debugging is difficult as this is the most javascript I have written for the project Using JS to create and modify CSS, a lot of the styling was written in javascript as opposed to directly in the css files, I did this because the game was constantly changing and hence required constant stylistic changes, as well as to challenge myself in new ways."}, {"post_id": 4640, "ts": "2026-06-08T01:17:17Z", "hours": 3.1639, "text": "NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. . OVERVIEW: Added framework for a minesweeper game. Also fixed a lot of general bugs. Prepared my portfolio site at https://jackjacobson2011.com to publish the project. Please note the portfolio itself is not a part of the project but was included in this devlog for the sake of demonstrating the effort put into the easy access of my project. . NEXT STEPS: Finish game Upload to website Polish . CHALLENGES: Figuring out where the root cause of bugs were (usually from hard-to-catch typos) Utilizing global functions to simplify code"}, {"post_id": 3717, "ts": "2026-06-06T19:25:37Z", "hours": 1.5114, "text": "NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. . OVERVIEW: General quality of life update! Added window snapping, to both sides and the top to maximize. Added window focusing system, allow use of multiple apps at once and better general use. Also on the backend, split the index.html file into a much more organized multi-file system! This allows for much better readability, sharability, and bug fixing. Also fixed various bugs throughout OS. . NEXT STEPS: Add game General polishing . CHALLENGES: Having multiple files introduced the need for global functions. I was very confused when many different scope and definition errors. I learned how to make everything usable globally, which simplified a lot for code and fixed errors. The snapping introduced very interesting behaviors with how the window is dragged and used, fixed by using various prevState variables and dissecting behaviors to see how they happened."}, {"post_id": 2891, "ts": "2026-06-05T19:54:46Z", "hours": 0.7528, "text": "OVERVIEW: Added a functional power menu. Currently, there are two options in the menu, restart and power off. Restart reloads the tabs, power off attempts to close the tab, although most browsers wont allow it so it gives you a pop up. . NEXT STEPS: Add some sort of game (im thinking snake) Add window focusing system Split file into multiple (1000 lines in one html file might be a bit much) CHALLENGES: Learned how to use classes in HTML, making cleaner and easier code"}, {"post_id": 2578, "ts": "2026-06-05T04:55:28Z", "hours": 1.49, "text": "OVERVIEW: Finished the terminal app! It turned out to be a very interesting project. It works by having a certain input, where it checks a separate file to see if that input has a designated output, and then gives the output. Works very well, and looks great! NEXT STEPS: Add some sort of game to the OS Make terminal actually change things on the OS? Power Menu CHALLENGES: Input is a very weird tag, caused a lot of bugs that had to be squashed I very rarely use separate files, figuring out how to implement that and how it makes my code simpler and cleaner was a great experience."}, {"post_id": 2426, "ts": "2026-06-04T22:04:29Z", "hours": 1.9433, "text": "NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. OVERVIEW : Added the framework for a terminal app! It shouldn’t have been much work, but I encountered a lot of bugs with the general system. The taskbar behaves better, and soon there will be a terminal. NEXT STEPS: Make terminal functional, certain word input –> certain words for output. Help command to list things, info about project, joke commands, etc. Add power menu, where shut off closes tap, restart reloads it, etc. CHALLENGES: This has been a challenge throughout the whole project, though I haven’t talked about it yet but arrow functions! I’ve heard they’re much more efficient than other ways of doing it, but I didn’t know how to make them. Research and practice now makes it so all of my events are using arrow functions Design challenges, deciding what behaviors I want when certain things are pressed, and how to prioritize certain things in the OS."}, {"post_id": 1899, "ts": "2026-06-04T03:49:29Z", "hours": 1.2858, "text": "OVERVIEW: Added and refactored code to make the notepad app usable! You can open it and use it from the taskbar and the dekstop, type and save text in the editor, and maximize and move the window. NEXT STEPS: Add more apps, specifically a “terminal” where you can see certain things and kinda just mess around Start menu to search and start apps? Bootup page CHALLENGES: text input tag is new to me, so its parameters and making it stay inside the window was difficult. Taskbar had weird app performance with glitches being common when clicked"}, {"post_id": 1735, "ts": "2026-06-03T22:21:13Z", "hours": 1.5256, "text": "OVERVIEW: Added framework for apps! Created a way to add icons to the desktop, click to open them, drag around the windows, and control the windows using button, implemented 12 hour time clock, confirmed it worked with different time zones. NEXT STEPS: Add functionality to notepad Fix bugs with maximized windows (task behaving weird) Add more apps CHALLENGES: Javascript behaving weird with editing document features for the windows Dragging difficult to implement, wasn’t working when in certain places or when mouse moved in certain ways creating something that looked actually niceish (this is good enough, right"}, {"post_id": 1669, "ts": "2026-06-03T20:13:17Z", "hours": 1.4689, "text": "OVERVIEW: Worked to display an image in the background (currently windows xp, might be updated to something custom in the future). Added a clock to the bottom right. NEXT STEPS: 12hr format, test how it responds to different timezones Notepad app? CHALLENGES: spent time trouble shooting clock javascript, forgot to properly define a variable (had const now = date instead of = new date) Had issue with line that sets background because I put the wrong path to image"}]...
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Title: GenericOS by @Jack_ | Stardance
Devlogs:
O Title: GenericOS by @Jack_ | Stardance
Devlogs:
OVERVIEW: Worked to display an image in the background (currently windows xp, might be updated to something custom in the future). Added a clock to the bottom right. NEXT STEPS: 12hr format, test how it responds to different timezones Notepad app? CHALLENGES: spent time trouble shooting clock javascript, forgot to properly define a variable (had const now = date instead of = new date) Had issue with line that sets background because I put the wrong path to image
OVERVIEW: Added framework for apps! Created a way to add icons to the desktop, click to open them, drag around the windows, and control the windows using button, implemented 12 hour time clock, confirmed it worked with different time zones. NEXT STEPS: Add functionality to notepad Fix bugs with maximized windows (task behaving weird) Add more apps CHALLENGES: Javascript behaving weird with editing document features for the windows Dragging difficult to implement, wasn’t working when in certain places or when mouse moved in certain ways creating something that looked actually niceish (this is good enough, right
OVERVIEW: Added and refactored code to make the notepad app usable! You can open it and use it from the taskbar and the dekstop, type and save text in the editor, and maximize and move the window. NEXT STEPS: Add more apps, specifically a “terminal” where you can see certain things and kinda just mess around Start menu to search and start apps? Bootup page CHALLENGES: text input tag is new to me, so its parameters and making it stay inside the window was difficult. Taskbar had weird app performance with glitches being common when clicked
NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. OVERVIEW : Added the framework for a terminal app! It shouldn’t have been much work, but I encountered a lot of bugs with the general system. The taskbar behaves better, and soon there will be a terminal. NEXT STEPS: Make terminal functional, certain word input –> certain words for output. Help command to list things, info about project, joke commands, etc. Add power menu, where shut off closes tap, restart reloads it, etc. CHALLENGES: This has been a challenge throughout the whole project, though I haven’t talked about it yet but arrow functions! I’ve heard they’re much more efficient than other ways of doing it, but I didn’t know how to make them. Research and practice now makes it so all of my events are using arrow functions Design challenges, deciding what behaviors I want when certain things are pressed, and how to prioritize certain things in the OS.
OVERVIEW: Finished the terminal app! It turned out to be a very interesting project. It works by having a certain input, where it checks a separate file to see if that input has a designated output, and then gives the output. Works very well, and looks great! NEXT STEPS: Add some sort of game to the OS Make terminal actually change things on the OS? Power Menu CHALLENGES: Input is a very weird tag, caused a lot of bugs that had to be squashed I very rarely use separate files, figuring out how to implement that and how it makes my code simpler and cleaner was a great experience.
OVERVIEW: Added a functional power menu. Currently, there are two options in the menu, restart and power off. Restart reloads the tabs, power off attempts to close the tab, although most browsers wont allow it so it gives you a pop up. . NEXT STEPS: Add some sort of game (im thinking snake) Add window focusing system Split file into multiple (1000 lines in one html file might be a bit much) CHALLENGES: Learned how to use classes in HTML, making cleaner and easier code
NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. . OVERVIEW: General quality of life update! Added window snapping, to both sides and the top to maximize. Added window focusing system, allow use of multiple apps at once and better general use. Also on the backend, split the index.html file into a much more organized multi-file system! This allows for much better readability, sharability, and bug fixing. Also fixed various bugs throughout OS. . NEXT STEPS: Add game General polishing . CHALLENGES: Having multiple files introduced the need for global functions. I was very confused when many different scope and definition errors. I learned how to make everything usable globally, which simplified a lot for code and fixed errors. The snapping introduced very interesting behaviors with how the window is dragged and used, fixed by using various prevState variables and dissecting behaviors to see how they happened.
NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. . OVERVIEW: Added framework for a minesweeper game. Also fixed a lot of general bugs. Prepared my portfolio site at https://jackjacobson2011.com to publish the project. Please note the portfolio itself is not a part of the project but was included in this devlog for the sake of demonstrating the effort put into the easy access of my project. . NEXT STEPS: Finish game Upload to website Polish . CHALLENGES: Figuring out where the root cause of bugs were (usually from hard-to-catch typos) Utilizing global functions to simplify code
NOTE FOR VIDEO : The lag is because my computer is terrible, without screen recording there is no lag. This will not an issue for you most likely. (also check out my mad minesweeper skills) . OVERVIEW: Finished minesweeper! There is now a fully working minesweeper game. It generates the game and works similarly to the original minesweeper game. It took less time than expected thanks to my existing framework. . NEXT STEPS: Polish Prepare for ship . CHALLENGES: Debugging is difficult as this is the most javascript I have written for the project Using JS to create and modify CSS, a lot of the styling was written in javascript as opposed to directly in the css files, I did this because the game was constantly changing and hence required constant stylistic changes, as well as to challenge myself in new ways.
OVERVIEW: Very sorry for the short devlog but finished readme, fixed bugs. No real new features were added, but prepared for final release, fixed bug with deployment to demo site and made sure everything works as expected on it. . NEXT STEPS: Confirm no bugs are present Ship! . CHALLENGES: I have trouble making readmes, but it was a lot of fun to research what goes into them and why they matter. I enjoyed creating it, and cant wait to share it with everyone!
OVERVIEW: Sorry for there not being a devlog in while, I took a break on this project to work on some other things (jame gam + other Stardance projects). However, I have read and greatly appreciate my feedback from my previous ship and added the most common suggestion, a browser! A simple browser with multiple tabs, access to the general web, and all in the same window system that already exists! NEXT STEPS: Movable window icons Bookmark system Another game? CHALLENGES: It turns out, most major websites do not support being embedded in other sites. For example, google. I spent a while trying to get around this with proxies, different apis, and different methods, however found all to be insufficient. Eventually I found workaround involving modifying the urls of the site, which I have hardcoded into the script. Learning how to use iframes was fun and interesting, although the parameters of them I found quite confusing.
OVERVIEW: Added a changable background, added movable desktop icons. Sorry for taking a break in development for a few days, I haven’t been locked in. Happy Fourth of July to those who celebrate. NEXT STEPS: Additional app Start menu Into that tells you what you can do CHALLENGES: I was having issues getting to the browser icons to move on the site, it was working locally but wasnt working and gave no errors when pushed to the site. Still coulden’t tell you how I got it working. Had to store the bcakground in a local storage on the computer, i havent messed arounf with that before and I found it very fun.
OVERVIEW: Hi! Sorry for the long wait between dev logs (again). Ive had to just deal with some things recently and havent had time for this. Added a start menu that allows you to search apps or search the web This is a smaller feature, but dont worry, much more is to come. NEXT STEPS: Intro app to say features Other apps CHALLENGES: Interacting with other parts of my code in this part of the code hsa been fun to prove to myself how upgraded my organization is Also enjoyed using more of css modification within JS as opposed to just writing more css which I am very tired of
OVERVIEW: Added about app! Has slideshow which can be easily adjusted to tell you about features of the os, this is to help reviewers understand how the site works. Also noticed an issue where it doesnt look great because asstes werent loading, hence the boot screen! It has a progress bar which says what its lodaing! Backed to being locked in the btw. NEXT STEPS: More apps Readme update More commands for terminal (things that actually do things) CHALLENGES: Dynamically reading DOM to get all images that need to be loaded Styling the about app to make it helpful but also reasonable to make Git being weird (ended up making a few custom commands to interact with the remote)
OVERVIEW: Added a file explorer! Sorry for the three days wait, but this is a bigger app than normal. it allows you to create file structures and files. Currently the only file you can open are .txt files, however. These .txt files open in the notepad. Find the secret file and decode it for a surprise! NEXT STEPS: Add editing .txt files and saving them with file explorer prepare to ship Terminal commands update CHALLENGES: The biggest reason it took this long to make the app was that I had to redo the entire code for opening folders and files. I had it set so every click it would re-render the explorer (makes sense in my head). The rendering resets the DOM and makes the original element you click on a new identical element. However, to open a file you need to double click it. This wasn’t working, and it took my a bit of research to find out why. The way HTML decides if something is a double click is if you rapidly click the same element twice. Resetting the DOM meant the this element would change every click. So, I had to redo the system to only render when necessary, which required a significant overhaul of the javascript
OVERVIEW: Sorry for another short devlog. Polished, fixed bugs, adding commands, adding saving. I have decided that I am going to do my second ship! I do plan on working more on this in the future prolly maybe. NEXT STEPS: Ship! CHALLENGES: More localstorage stuff and working with file ids for the file manager was fun and interesting to learn about More writing for the readme
Ships:
Meet GenericOS. This was my first web design project, it features many draggable apps, playable games, and interactive experiences. This was NOT created through the guide for the program, but still inspired by its ideas. I made all code, formulated all direct ideas,and created my OS all myself. I am very proud of it, spent a significant amount of time and effort on it, and am very excited to see what everyone things. PLEASE LEAVE CONSTRUCTIVE FEEDBACK, I want to know how I can improve. Thank you for taking the time to check out my project. Also thank you HackClub and everyone involved in it, it is an amazing company run an amazing way, it is truly inspiring and an admirable cooperation. I love the transparency, people, and services provided. Thank you for giving people like me an opportunity to make things like this. Please review the readme in the Github repository for information on how I built the project, as well as what it features and how you can modify it. If you like this and want to support me, check out my portfolio linked on the github. Thank you all again, and if you are from Hackclub reading this, y’ll are amazing people doing amazing work.
GENERIC OS This started out as me learning HTML and CSS. Looking back through older files, when I started this a month ago, I can see how much I’ve grown. Even since the first ship of this project, I can see the improvement and learning. I love coding, and I love how Hackclub has inspired and motivated me to make things like this. Thank you for taking the time to review this project. Hackclub, thank you so much for providing such an amazing program to help people like me. I hope to join you one day and look up to the way the organization is run and it’s staff. CHANGES SINCE LAST SHIP Three additional apps (browser, file explorer, about) Additional UI (Start menu, bootloader, etc.) Architectural changes to organization Much much more! BIGGEST SUCCESSES Proficiency in learning HTML/CSS and JS Working functional apps backed with a reliable infastrucutere Meeting a kind community of people who can help me Git structure of branches and learning how to use git in terminal Also the file explorer I am very proud of BIGGEST CHALLENGES Lowk stupid bugs that I shouldve been able to fix in 10 seconds but couldnt see for some reason All other challenges have been overcome thanks to an amazing community :D Thank you hackclub and thank you reviewer!...
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Relay by @InvalidJoker | Stardance
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InvalidJoker
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2
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27.0
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411
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T21:09:50Z", "hours": 9.0, "multiplier": 17.24, "payout": 161, "blessing": "neutral", "text": "Relay v2? (if we can call it like that) Now that the base was solid and we had most of the features I focused on refining everything so I did exactly that: New UI Mutli Regional Relays Auto Updater QoL changes in general Have fun and try it out now: https://github.com/InvalidJoker/relay/tree/main#installation", "repo": "https://github.com/InvalidJoker/relay", "demo": "https://relay.koder.wtf"}, {"ship_num": 2, "ts": "2026-06-20T09:23:45Z", "hours": 18.0, "multiplier": 14.37, "payout": 250, "blessing": "neutral", "text": "Relay’s first ship I think Relay is finally ready for its first-ever ship! You can find instructions on how to use it at https://relay.koder.wtf For a long time, I’ve been looking for a nice solution to tunnel my local Minecraft servers and websites so I could share them with friends, and Relay is exactly that. Obviously, Relay isn’t even close to being finished yet and will continue to receive updates over time. :D So yeah, go ahead and give it a try! :p", "repo": "https://github.com/InvalidJoker/relay", "demo": "https://relay.koder.wtf"}]...
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[{"post_id": 78872, "ts": "202 [{"post_id": 78872, "ts": "2026-10-11T20:45:08Z", "hours": 4.1264, "text": "Scaling Relay improve http performance add region based relay deployments some ui improvements add auto updater support Relay now supports choosing the best relay between multiple relays per “host”. Obv. we give you the freedom to say that you just want to have relay x and every feature we previously had will works as usual. I obv. did some more small changes as you can see above"}, {"post_id": 78115, "ts": "2026-10-09T16:31:40Z", "hours": 5.1892, "text": "Relay Rebranding I’ve completely rewritten the Relay website in Nuxt, fixing many bugs along the way and giving it a more polished, modern design that better fits the project. Check it out now at: https://relay.koder.wtf/"}, {"post_id": 12429, "ts": "2026-06-20T08:59:53Z", "hours": 2.8692, "text": "Relay is now public I think Relay has reached a point where I’m comfortable letting other people try it out. It’s now available at https://relay.koder.wtf/dashboard . The CLI supports Windows, macOS, and Linux, and can be installed with a simple script ( https://relay.koder.wtf/#how-it-works ). Currently, each user gets 2 reserved ports, 3 subdomains, and 1 completely custom domain. There’s still plenty of work ahead. Over the coming weeks, I’ll continue improving Relay and completely rework the dashboard, as it doesn’t look quite as polished as I’d like yet. I also plan to add a way for users to request additional subdomains directly through the platform. For now, I’d love for people to try it out and share their feedback."}, {"post_id": 11257, "ts": "2026-06-18T12:37:43Z", "hours": 6.2831, "text": "First Working Version I’ve got a first real version of Relay up and running :D The dashboard works, and both the HTTP and TCP proxy are stable. Next up is mostly cleanup: polishing the frontend, improving the CLI tools, and finally implementing run configurations so you can have a relay.toml file in your project and don’t have to type the entire command every time. After that, I’ll put together a demo deployment so people can actually try it out and break it a bit."}, {"post_id": 7483, "ts": "2026-06-12T14:20:09Z", "hours": 4.9442, "text": "I’ve started working on the frontend for Relay and made some structural changes. One major change is the removal of the dedicated Rust backend. All functionality is now handled directly within the Svelte application, simplifying development and deployment complexity. For the UI, I chose a minimal design built with shadcn-svelte. This gives Relay a clean, modern look. Upcoming Features: The dashboard will soon allow you to: Create and manage custom domains and subdomains Reserve specific ports for your projects, so you don’t have to send new ports to your friends everytime More updates soon :D"}, {"post_id": 4414, "ts": "2026-06-07T18:51:59Z", "hours": 2.6497, "text": "I wanted the CLI to be as intuitive as possible, so I came up with the following design. I’ve also made progress on building the Relay server itself. It now includes a communication layer for interacting with the CLI and supports client authentication."}, {"post_id": 4094, "ts": "2026-06-07T09:08:17Z", "hours": 0.7886, "text": "What is Relay? Relay is a TCP tunneling service. Unlike many other services on the market, it will be open-source and free to use (with some limitations, of course). We also plan to offer unique features, such as persistent domains, so your friends won’t have to update the URL every time they want to visit your site. Relay is currently a work in progress, so don’t expect anything too crazy just yet. I’ll keep you updated :)"}]...
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Title: Relay by @InvalidJoker | Stardance
Devlogs Title: Relay by @InvalidJoker | Stardance
Devlogs:
What is Relay? Relay is a TCP tunneling service. Unlike many other services on the market, it will be open-source and free to use (with some limitations, of course). We also plan to offer unique features, such as persistent domains, so your friends won’t have to update the URL every time they want to visit your site. Relay is currently a work in progress, so don’t expect anything too crazy just yet. I’ll keep you updated :)
I wanted the CLI to be as intuitive as possible, so I came up with the following design. I’ve also made progress on building the Relay server itself. It now includes a communication layer for interacting with the CLI and supports client authentication.
I’ve started working on the frontend for Relay and made some structural changes. One major change is the removal of the dedicated Rust backend. All functionality is now handled directly within the Svelte application, simplifying development and deployment complexity. For the UI, I chose a minimal design built with shadcn-svelte. This gives Relay a clean, modern look. Upcoming Features: The dashboard will soon allow you to: Create and manage custom domains and subdomains Reserve specific ports for your projects, so you don’t have to send new ports to your friends everytime More updates soon :D
First Working Version I’ve got a first real version of Relay up and running :D The dashboard works, and both the HTTP and TCP proxy are stable. Next up is mostly cleanup: polishing the frontend, improving the CLI tools, and finally implementing run configurations so you can have a relay.toml file in your project and don’t have to type the entire command every time. After that, I’ll put together a demo deployment so people can actually try it out and break it a bit.
Relay is now public I think Relay has reached a point where I’m comfortable letting other people try it out. It’s now available at https://relay.koder.wtf/dashboard . The CLI supports Windows, macOS, and Linux, and can be installed with a simple script ( https://relay.koder.wtf/#how-it-works ). Currently, each user gets 2 reserved ports, 3 subdomains, and 1 completely custom domain. There’s still plenty of work ahead. Over the coming weeks, I’ll continue improving Relay and completely rework the dashboard, as it doesn’t look quite as polished as I’d like yet. I also plan to add a way for users to request additional subdomains directly through the platform. For now, I’d love for people to try it out and share their feedback.
Relay Rebranding I’ve completely rewritten the Relay website in Nuxt, fixing many bugs along the way and giving it a more polished, modern design that better fits the project. Check it out now at: https://relay.koder.wtf/
Scaling Relay improve http performance add region based relay deployments some ui improvements add auto updater support Relay now supports choosing the best relay between multiple relays per “host”. Obv. we give you the freedom to say that you just want to have relay x and every feature we previously had will works as usual. I obv. did some more small changes as you can see above
Ships:
Relay’s first ship I think Relay is finally ready for its first-ever ship! You can find instructions on how to use it at https://relay.koder.wtf For a long time, I’ve been looking for a nice solution to tunnel my local Minecraft servers and websites so I could share them with friends, and Relay is exactly that. Obviously, Relay isn’t even close to being finished yet and will continue to receive updates over time. :D So yeah, go ahead and give it a try! :p
Relay v2? (if we can call it like that) Now that the base was solid and we had most of the features I focused on refining everything so I did exactly that: New UI Mutli Regional Relays Auto Updater QoL changes in general Have fun and try it out now: https://github.com/InvalidJoker/relay/tree/main#installation...
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1793137958.6843748
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1793224358.6843748
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10357
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Apple App by @Nihu | Stardance
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Nihu
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T20:51:56Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my very first coding project in Xcode, I built an iOS app that helps users quickly locate nearby recycling centers. My favorite accomplishment was successfully embedding Apple Maps and generating a list of local centers to help people recycle more easily. Although working with MapKit and setting up the map was a big challenge, I am super proud to have built a fully functional app from scratch!", "repo": "https://github.com/Nihu-Wihu/BinWise", "demo": "https://youtube.com/shorts/Vm0KYB0_Qak"}]...
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[{"post_id": 35567, "ts": "202 [{"post_id": 35567, "ts": "2026-07-27T03:04:20Z", "hours": 12.4489, "text": "I finished my app!!!!! I have added the MAPKit part and I sadly had to scrap a lot of my ideas like adding a barcode scanner becuase it was too advanced for me. I succesfull imbedded Apple maps into the app, so the maps run in the app as opposed to it taking you to apple map it self"}, {"post_id": 31038, "ts": "2026-07-19T03:27:46Z", "hours": 5.0953, "text": "I started studing Xcode more. In this part I tried to make images load onto Xcode but I didn’t lieke how that looked. I started learinng how to use Apple maps here but didnt implement it beucase it had a lot of bugs. Next devlog, I will probably ask AI to help me debug and complete the MAP kit part"}, {"post_id": 12631, "ts": "2026-06-20T17:08:08Z", "hours": 7.7894, "text": "idk how to connect my wakatime with my hackatime???"}, {"post_id": 3928, "ts": "2026-06-07T01:33:14Z", "hours": 1.575, "text": "Apple App - I don’t know whta exactly my app will be but I will figure it out soon! (trust) So now I’m just familiarizing myself with XCode’s interface and functions; since I found out it is actually pretty difffernt from the coding languages I know. That’s all for now!"}]...
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Title: Apple App by @Nihu | Stardance
Devlogs:
Ap Title: Apple App by @Nihu | Stardance
Devlogs:
Apple App - I don’t know whta exactly my app will be but I will figure it out soon! (trust) So now I’m just familiarizing myself with XCode’s interface and functions; since I found out it is actually pretty difffernt from the coding languages I know. That’s all for now!
idk how to connect my wakatime with my hackatime???
I started studing Xcode more. In this part I tried to make images load onto Xcode but I didn’t lieke how that looked. I started learinng how to use Apple maps here but didnt implement it beucase it had a lot of bugs. Next devlog, I will probably ask AI to help me debug and complete the MAP kit part
I finished my app!!!!! I have added the MAPKit part and I sadly had to scrap a lot of my ideas like adding a barcode scanner becuase it was too advanced for me. I succesfull imbedded Apple maps into the app, so the maps run in the app as opposed to it taking you to apple map it self
Ships:
For my very first coding project in Xcode, I built an iOS app that helps users quickly locate nearby recycling centers. My favorite accomplishment was successfully embedding Apple Maps and generating a list of local centers to help people recycle more easily. Although working with MapKit and setting up the map was a big challenge, I am super proud to have built a fully functional app from scratch!...
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1793137768.8968794
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1793224168.8968794
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14529
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6 Speed Transmission by @pxverkso | Stardance
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pxverkso
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0
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27.0
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0
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[]
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[{"post_id": 11565, "ts": "202 [{"post_id": 11565, "ts": "2026-06-18T21:03:33Z", "hours": 7.0, "text": "Devlog #7 6 Speed Transmission I was able to package a compact shifting mechanism for the 4th and 5th clutch of the transmission. It uses 2 pedals driven independently by 2 servos. They both have independent gearboxes outputting a 1:1 ratio, this maximizes the torque from the servo. The pedals have enough space to make 90 degree adjustments to lock the ring gears of the clutches or to unlock them. The second part of the gear shifting mechanism will focus on the first, second, and third clutches. These features will be integrated into a single module and the two shifting modules will be able to be merged into a single shifting module that sits above the transmission."}, {"post_id": 10272, "ts": "2026-06-16T22:19:20Z", "hours": 4.0, "text": "Devlog #6 6 Speed Transmission I was able to completely finish the transmission and power transmission including the motors and battery packaged nicely into the model. It’s now full ready to 3d print. I now need to work on the shifting mechanism which I intend to use 5 servo motors to have independent control of each clutch. This was it’s easier for me when programming the software. My next steps are to develop the shifting mechanism and start 3d printing the parts for the transmission. Stay tuned!"}, {"post_id": 9051, "ts": "2026-06-15T03:23:00Z", "hours": 4.0, "text": "Devlog #5 6 Speed Transmission I’m starting to polish all the models so they can be 3d printed. I’m first thinking of tolerance and subtracting 0.2 mm on all moving parts and minimizing plastic on plastic contact. I already made a custom bearing prototype that I’m going to print tonight to see if it works. I also started assembling everything with screws and bearings and axles to get an idea for how many parts I need to set aside for the whole build. I still need to figure out how to stop each ring gear in the planetary gearboxes to shift gears. I’m thinking of a rotary shifter with 3 servo motors but that’s for after I’m done with the actual transmission."}, {"post_id": 8852, "ts": "2026-06-14T18:40:18Z", "hours": 3.0, "text": "Devlog #4 6 Speed Transmission Finished with the initial CAD, The gearbox that connects the motors to the transmission is polished but the whole transmission now needs filleting and chamfering so it looks better and runs with less friction. I also need to rename all the parts and sort everything into folders so people who want to build it can copy easily."}, {"post_id": 8427, "ts": "2026-06-14T00:25:06Z", "hours": 7.0, "text": "Devlog #3 6 Speed Transmission A ton of progress from the last devlog, I had to iterate on the gearbox ratios since I mistakenly link the gearboxes from greatest ratio to lowest ratio instead of going from lower to highest. This fixes excessive torque so the input into the transmission doesn’t break the entire thing. I started working on the input clutches and decided to make a custom bearing assembly for more fluid movements in the transmission. I’ll be making small prototypes to ensure each part of the transmission works correctly before I print everything out and assemble it."}, {"post_id": 6684, "ts": "2026-06-11T06:13:34Z", "hours": 1.0, "text": "Devlog #2 6 Speed Transmission I finally got the hang of planetary gearboxes! For this devlog entry, I was able to link 2 planetary gearboxes together to make a 2 speed transmission (a really nice starting point considering I learned how transmissions work today). The way this works is the furthest planetary gearbox is supposed to be the one with the highest gear ratio out of all the planetary gearboxes (I need a total of 3!) The next devlog will hopefully be 3 planetary gearboxes connected and 3 different gears I can shift into! Another think I need to improve on is the size, I’d really like it to be a smaller form factor so I can keep it on my desk after I build it :D"}, {"post_id": 6543, "ts": "2026-06-11T00:03:54Z", "hours": 1.0, "text": "Devlog #1 6 Speed Transmission I first got started with doing some background research on what typical automatic transmissions consist of. I read about how the main components are planetary gearboxes. I decided to CAD one and animate it so I could see how one works. Below is the current progress of the automatic transmission. The gears are purposely made helical to handle torque heavy applications The next steps I’d like to take is to utilize my understanding of planetary gearboxes and create a more intricate and efficient Automatic Transmission."}]...
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Title: 6 Speed Transmission by @pxverkso | Stardan Title: 6 Speed Transmission by @pxverkso | Stardance
Devlogs:
Devlog #1 6 Speed Transmission I first got started with doing some background research on what typical automatic transmissions consist of. I read about how the main components are planetary gearboxes. I decided to CAD one and animate it so I could see how one works. Below is the current progress of the automatic transmission. The gears are purposely made helical to handle torque heavy applications The next steps I’d like to take is to utilize my understanding of planetary gearboxes and create a more intricate and efficient Automatic Transmission.
Devlog #2 6 Speed Transmission I finally got the hang of planetary gearboxes! For this devlog entry, I was able to link 2 planetary gearboxes together to make a 2 speed transmission (a really nice starting point considering I learned how transmissions work today). The way this works is the furthest planetary gearbox is supposed to be the one with the highest gear ratio out of all the planetary gearboxes (I need a total of 3!) The next devlog will hopefully be 3 planetary gearboxes connected and 3 different gears I can shift into! Another think I need to improve on is the size, I’d really like it to be a smaller form factor so I can keep it on my desk after I build it :D
Devlog #3 6 Speed Transmission A ton of progress from the last devlog, I had to iterate on the gearbox ratios since I mistakenly link the gearboxes from greatest ratio to lowest ratio instead of going from lower to highest. This fixes excessive torque so the input into the transmission doesn’t break the entire thing. I started working on the input clutches and decided to make a custom bearing assembly for more fluid movements in the transmission. I’ll be making small prototypes to ensure each part of the transmission works correctly before I print everything out and assemble it.
Devlog #4 6 Speed Transmission Finished with the initial CAD, The gearbox that connects the motors to the transmission is polished but the whole transmission now needs filleting and chamfering so it looks better and runs with less friction. I also need to rename all the parts and sort everything into folders so people who want to build it can copy easily.
Devlog #5 6 Speed Transmission I’m starting to polish all the models so they can be 3d printed. I’m first thinking of tolerance and subtracting 0.2 mm on all moving parts and minimizing plastic on plastic contact. I already made a custom bearing prototype that I’m going to print tonight to see if it works. I also started assembling everything with screws and bearings and axles to get an idea for how many parts I need to set aside for the whole build. I still need to figure out how to stop each ring gear in the planetary gearboxes to shift gears. I’m thinking of a rotary shifter with 3 servo motors but that’s for after I’m done with the actual transmission.
Devlog #6 6 Speed Transmission I was able to completely finish the transmission and power transmission including the motors and battery packaged nicely into the model. It’s now full ready to 3d print. I now need to work on the shifting mechanism which I intend to use 5 servo motors to have independent control of each clutch. This was it’s easier for me when programming the software. My next steps are to develop the shifting mechanism and start 3d printing the parts for the transmission. Stay tuned!
Devlog #7 6 Speed Transmission I was able to package a compact shifting mechanism for the 4th and 5th clutch of the transmission. It uses 2 pedals driven independently by 2 servos. They both have independent gearboxes outputting a 1:1 ratio, this maximizes the torque from the servo. The pedals have enough space to make 90 degree adjustments to lock the ring gears of the clutches or to unlock them. The second part of the gear shifting mechanism will focus on the first, second, and third clutches. These features will be integrated into a single module and the two shifting modules will be able to be merged into a single shifting module that sits above the transmission....
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1792914579.4487221
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1793778579.4487221
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20392
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Windows Screen Timer Tracker by @Potatoish | Stard Windows Screen Timer Tracker by @Potatoish | Stardance...
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Potatoish
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1
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27.0
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308
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T06:01:50Z", "hours": 27.0, "multiplier": 11.6, "payout": 308, "blessing": "neutral", "text": "Windows Screen Time Tracker I built a Windows desktop app that automatically tracks, logs, and visualizes how much time you spend in each application. What it does The app runs silently in the background and logs your active window every few seconds. Over time it shows you a picture of how you spend your time on your PC. The app includes: Weekly bar chart that shows your screen time which you can navigate by week A breakdown table that shows you your screentime per app with icons A settings panel which includes settings such as tracking interval, how much data to keep, startup on launch, background running, and dark mode Data is stored locally in JSON files and is never sent anywhere What was challenging The hardest part was getting the app ready to distribute for others since there were issues with versions not being compatible between all the different modules I used and there not being much information available online to troubleshoot properly. How to test it Download the zip from the releases page and extract it Run Windows Screen Time Tracker.exe Open a few different apps and use them for a minute or two each Come back and check the chart and table where you should see your usage broken down by app with accurate times Try the settings panel to change the tracking interval or toggle dark mode by clicking the button", "repo": "https://github.com/amish410/WindowsScreenTimeTracker", "demo": "https://github.com/amish410/WindowsScreenTimeTracker/releases/tag/v1.0.0"}]...
|
[{"post_id": 20563, "ts": "202 [{"post_id": 20563, "ts": "2026-07-02T05:32:36Z", "hours": 2.6281, "text": "Devlog #11 Additions Painfully figured out how to make the app downloadable for others to use after issues with packaging the app with electron due to version issues Some code improvements to be more readable and better in general Updated ReadMe and project info Found and added a logo for the website Finished project and ready for ship #1"}, {"post_id": 19825, "ts": "2026-07-01T06:31:08Z", "hours": 3.3453, "text": "Devlog #10 Additions Added functionality to the dark mode button, which completely changes the background styling Clicking the dark mode button changes the icon to a moon vs a sun on light mode Created a whole new color scheme for dark mode Added dark mode as an automatically saved setting that loads on default upon load Painfully fixed bugs related with storing it as a new setting (mostly due to organization of code and structure) Added new lucide chevron icons for the chart arrow keys Fixed issues with the scroll bar when opening settings pop-up Planned Updates Add some more settings like downloading data, etc. (maybe) Make the app downloadable for others to use Optimize and organize the code to be more readable and better in general Update ReadMe and project info Find and add a logo for the website"}, {"post_id": 19046, "ts": "2026-06-30T07:02:08Z", "hours": 2.7347, "text": "Devlog #9 Additions Added styling to reset button Added the launch on startup and run in background settings that work as said in the names Added tracking interval and how many weeks to keep to decide when to track the data and how much to store Added warning that show what the correct input should be if incorrect input is given Added the reset button functionality that provides a native pop-up to confirm reset before deleting all data Stored settings in a JSON file to save them even after app has been closed Fixed styling and spacing irregularities throughout the app Planned Updates Add functionality to dark mode button Add some more settings like downloading data, etc. Make the app downloadable for others to use Optimize and organize the code to be more readable and better in general Update ReadMe and project info Find and add a logo for the website"}, {"post_id": 18174, "ts": "2026-06-29T06:47:57Z", "hours": 3.2094, "text": "Devlog #8 Additions Added the UI for the settings tab that opens a pop-up showing many settings. Settings include “Launch on Startup,” “Minimize on Close,” “Tracking Interval,” “How many weeks of data to keep,” and a “Reset Data” button. Only the tracking interval has functionality and works as of now Created a slider for the yes or no settings that has a smooth animation/slide Added an input box for other questions with variable settings and a prompt for how to enter settings in Made the chart and table elements auto-adapt to changes in screen size. Planned Updates Add functionality to all other settings Design the reset data button and add functionality Add functionality to dark mode button Make it so settings save even if the app is closed Add some more settings like downloading data, etc. Make the app downloadable for others to use Optimize and organize the code to be more readable and better in general Update ReadMe Update project info Find and add a logo for the website"}, {"post_id": 16703, "ts": "2026-06-27T04:28:53Z", "hours": 2.3692, "text": "Devlog #7 Additions Added custom titlebar at the top with appropriate close, maximize, and minimize buttons Updated scrollbar on the screen to better match the website in terms of styling Changed the layout of the title header to now have the text left-aligned Added two new buttons, one for setting and one for darkmode (might change) on the right side (currently no functionality) Used lucide to get icons for the buttons Updated the font for the chart and the text size Added a footer on the bottom Changed the app name to Windows Screen Time Tracker Fixed any errors that would show up if no active window is detected Planned updates Adding functionality to the buttons Updating the app logo Updating the ReadMe Better organizing code and getting rid of unnecessary things/optimizing Making the chart and other elements auto-adapt to size changes Figuring out how to make it a downloadable app"}, {"post_id": 15502, "ts": "2026-06-25T06:14:17Z", "hours": 2.245, "text": "Devlog #6 Additions Added functionality to arrow buttons that moves between available weeks of data Arrow buttons are grayed out if there is no more data available to be viewed Clicking on different bars of the bar chart now updates the table and the date to show that specific screentime per app for that date Moved the date under the chart and above the table in line with the refresh button Added the week of above the chart, which shows which week of data the chart shows Planned Updates Additional styling for the chart, such as font of numbers Adding new icons and stuff so the app is less bland/boring Fixing bugs, like if no window is detected it doesn’t give an error Finding and changing the logo for the site and the name Making sure the sizing is automatically adaptive to different screen sizes and changes as the screen changes (the chart mainly) Figuring out how to make it so others can download it Maybe dropdown menu if it works out Maybe additional color options like a dark mode Updating README and project info"}, {"post_id": 14898, "ts": "2026-06-24T05:57:41Z", "hours": 2.315, "text": "Devlog #5 Additions Added the refresh button that refreshes the data on both the table and the chart when clicked Added the day for which the data is being displayed at the top of the chart with day of the week and the long date Added the two arrow key buttons on either side of the chart that currently don’t do anything when clicked Changed the times so they no longer say 0s if there is already a minutes and hours time (ie: 2h 34m 0s to 2h 34m) Added styling to the buttons, which makes them have a shadow and glide up and down when hovered over Changed the color of the chart to better match the rest of the website Future Updates Adding functionality to the arrow buttons to move between weeks when clicked Changing the table to show the data for each day when clicking on different days of the week from the chart Making the application look nicer overall and more lively Bug fixes so the time is tracked more accurately (like not tracking time on the desktop home screen) Possibly adding a dropdown menu to show which specific tabs/websites were viewed and for how long (ie: Youtube - 2 hours) Making it a downloadable app that others can also use"}, {"post_id": 14071, "ts": "2026-06-23T01:30:07Z", "hours": 2.2897, "text": "Devlog #4 Additions Used chart.js to add a chart displaying total screen time during the current week The x-axis shows the days of the week, where blank boxes indicate that day hasn’t occured yet or there is no screen time The y-axis goes in increments of 30 minutes and automatically shortens or lengthens based off of your maximum screen time Hovering over the bar displays the total screen time as the table does below Time and days are now automatically tracked in local time instead of UTC Planned Updates Styling for the chart to better match the rest of the website A refresh button that refreshes the data instead of having to reopen or restart the app Screentime history that lets you see your screen time for the past week and possibly more Clicking on a day will also update the table to show your specific app usages for that day."}, {"post_id": 12831, "ts": "2026-06-21T00:23:32Z", "hours": 1.5597, "text": "Additions Added styling to the table and the overall app Added a total at the bottom of the table that shows total time throughout the whole day Added the name of the device for which screen time is being tracked under the main header"}, {"post_id": 12280, "ts": "2026-06-20T01:41:45Z", "hours": 2.3556, "text": "Displayed data from JSON file on the webpage in a table format Added the app icons to the webpage Converted the time from seconds to hours/minutes and formatted it Sorted the time in order of longest to shortest Added basic styling to the page, which will be updated later"}, {"post_id": 10924, "ts": "2026-06-17T22:01:06Z", "hours": 1.6881, "text": "I created a GitHub repository and decided to build this as a desktop app that runs in the background. After researching my options, I chose Electron because it lets me build the UI with HTML and CSS and create the backend/frontend with JavaScript while still allowing it to be used as an application. I used Electron Forge as a project template to start the application. For tracking the screentime, I used the paymoapp/active-window package, which checks the active window every 5 seconds and logs the time to a local JSON file with the app name, date, and time. The app automatically saves every 30 seconds and clears out any data older than 14 days."}]...
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Title: Windows Screen Timer Tracker by @Potatoish Title: Windows Screen Timer Tracker by @Potatoish | Stardance
Devlogs:
I created a GitHub repository and decided to build this as a desktop app that runs in the background. After researching my options, I chose Electron because it lets me build the UI with HTML and CSS and create the backend/frontend with JavaScript while still allowing it to be used as an application. I used Electron Forge as a project template to start the application. For tracking the screentime, I used the paymoapp/active-window package, which checks the active window every 5 seconds and logs the time to a local JSON file with the app name, date, and time. The app automatically saves every 30 seconds and clears out any data older than 14 days.
Displayed data from JSON file on the webpage in a table format Added the app icons to the webpage Converted the time from seconds to hours/minutes and formatted it Sorted the time in order of longest to shortest Added basic styling to the page, which will be updated later
Additions Added styling to the table and the overall app Added a total at the bottom of the table that shows total time throughout the whole day Added the name of the device for which screen time is being tracked under the main header
Devlog #4 Additions Used chart.js to add a chart displaying total screen time during the current week The x-axis shows the days of the week, where blank boxes indicate that day hasn’t occured yet or there is no screen time The y-axis goes in increments of 30 minutes and automatically shortens or lengthens based off of your maximum screen time Hovering over the bar displays the total screen time as the table does below Time and days are now automatically tracked in local time instead of UTC Planned Updates Styling for the chart to better match the rest of the website A refresh button that refreshes the data instead of having to reopen or restart the app Screentime history that lets you see your screen time for the past week and possibly more Clicking on a day will also update the table to show your specific app usages for that day.
Devlog #5 Additions Added the refresh button that refreshes the data on both the table and the chart when clicked Added the day for which the data is being displayed at the top of the chart with day of the week and the long date Added the two arrow key buttons on either side of the chart that currently don’t do anything when clicked Changed the times so they no longer say 0s if there is already a minutes and hours time (ie: 2h 34m 0s to 2h 34m) Added styling to the buttons, which makes them have a shadow and glide up and down when hovered over Changed the color of the chart to better match the rest of the website Future Updates Adding functionality to the arrow buttons to move between weeks when clicked Changing the table to show the data for each day when clicking on different days of the week from the chart Making the application look nicer overall and more lively Bug fixes so the time is tracked more accurately (like not tracking time on the desktop home screen) Possibly adding a dropdown menu to show which specific tabs/websites were viewed and for how long (ie: Youtube - 2 hours) Making it a downloadable app that others can also use
Devlog #6 Additions Added functionality to arrow buttons that moves between available weeks of data Arrow buttons are grayed out if there is no more data available to be viewed Clicking on different bars of the bar chart now updates the table and the date to show that specific screentime per app for that date Moved the date under the chart and above the table in line with the refresh button Added the week of above the chart, which shows which week of data the chart shows Planned Updates Additional styling for the chart, such as font of numbers Adding new icons and stuff so the app is less bland/boring Fixing bugs, like if no window is detected it doesn’t give an error Finding and changing the logo for the site and the name Making sure the sizing is automatically adaptive to different screen sizes and changes as the screen changes (the chart mainly) Figuring out how to make it so others can download it Maybe dropdown menu if it works out Maybe additional color options like a dark mode Updating README and project info
Devlog #7 Additions Added custom titlebar at the top with appropriate close, maximize, and minimize buttons Updated scrollbar on the screen to better match the website in terms of styling Changed the layout of the title header to now have the text left-aligned Added two new buttons, one for setting and one for darkmode (might change) on the right side (currently no functionality) Used lucide to get icons for the buttons Updated the font for the chart and the text size Added a footer on the bottom Changed the app name to Windows Screen Time Tracker Fixed any errors that would show up if no active window is detected Planned updates Adding functionality to the buttons Updating the app logo Updating the ReadMe Better organizing code and getting rid of unnecessary things/optimizing Making the chart and other elements auto-adapt to size changes Figuring out how to make it a downloadable app
Devlog #8 Additions Added the UI for the settings tab that opens a pop-up showing many settings. Settings include “Launch on Startup,” “Minimize on Close,” “Tracking Interval,” “How many weeks of data to keep,” and a “Reset Data” button. Only the tracking interval has functionality and works as of now Created a slider for the yes or no settings that has a smooth animation/slide Added an input box for other questions with variable settings and a prompt for how to enter settings in Made the chart and table elements auto-adapt to changes in screen size. Planned Updates Add functionality to all other settings Design the reset data button and add functionality Add functionality to dark mode button Make it so settings save even if the app is closed Add some more settings like downloading data, etc. Make the app downloadable for others to use Optimize and organize the code to be more readable and better in general Update ReadMe Update project info Find and add a logo for the website
Devlog #9 Additions Added styling to reset button Added the launch on startup and run in background settings that work as said in the names Added tracking interval and how many weeks to keep to decide when to track the data and how much to store Added warning that show what the correct input should be if incorrect input is given Added the reset button functionality that provides a native pop-up to confirm reset before deleting all data Stored settings in a JSON file to save them even after app has been closed Fixed styling and spacing irregularities throughout the app Planned Updates Add functionality to dark mode button Add some more settings like downloading data, etc. Make the app downloadable for others to use Optimize and organize the code to be more readable and better in general Update ReadMe and project info Find and add a logo for the website
Devlog #10 Additions Added functionality to the dark mode button, which completely changes the background styling Clicking the dark mode button changes the icon to a moon vs a sun on light mode Created a whole new color scheme for dark mode Added dark mode as an automatically saved setting that loads on default upon load Painfully fixed bugs related with storing it as a new setting (mostly due to organization of code and structure) Added new lucide chevron icons for the chart arrow keys Fixed issues with the scroll bar when opening settings pop-up Planned Updates Add some more settings like downloading data, etc. (maybe) Make the app downloadable for others to use Optimize and organize the code to be more readable and better in general Update ReadMe and project info Find and add a logo for the website
Devlog #11 Additions Painfully figured out how to make the app downloadable for others to use after issues with packaging the app with electron due to version issues Some code improvements to be more readable and better in general Updated ReadMe and project info Found and added a logo for the website Finished project and ready for ship #1
Ships:
Windows Screen Time Tracker I built a Windows desktop app that automatically tracks, logs, and visualizes how much time you spend in each application. What it does The app runs silently in the background and logs your active window every few seconds. Over time it shows you a picture of how you spend your time on your PC. The app includes: Weekly bar chart that shows your screen time which you can navigate by week A breakdown table that shows you your screentime per app with icons A settings panel which includes settings such as tracking interval, how much data to keep, startup on launch, background running, and dark mode Data is stored locally in JSON files and is never sent anywhere What was challenging The hardest part was getting the app ready to distribute for others since there were issues with versions not being compatible between all the different modules I used and there not being much information available online to troubleshoot properly. How to test it Download the zip from the releases page and extract it Run Windows Screen Time Tracker.exe Open a few different apps and use them for a minute or two each Come back and check the chart and table where you should see your usage broken down by app with accurate times Try the settings panel to change the tracking interval or toggle dark mode by clicking the button...
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1793224382.1632252
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1793310782.1632252
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20900
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Frictionless by @Basit | Stardance
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Basit
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1
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27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T19:39:23Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a jarvis AI system, my only challenges was hardware due to the fact i was useing a 4gb ram chromebook, it can do various of stuff it was made in python useing linux.", "repo": "https://github.com/grubasit1/J.A.R.V.I.S", "demo": "https://grubasit1.github.io/Jarvis/?t=4"}]...
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[{"post_id": 34244, "ts": "202 [{"post_id": 34244, "ts": "2026-07-24T19:37:03Z", "hours": 24.0003, "text": "I did some extra refining it took a long time but i made jarvis before i found stardance so i lost a lot of hours."}, {"post_id": 13683, "ts": "2026-06-22T13:11:33Z", "hours": 3.0303, "text": "Building an AI chatbot widget for my freelance portfolio. Embeddable on any site, powered by Gemini 2.0 Flash — conversation memory, typing animations, and responsive design. Single-file, no frameworks. Part of my J.A.R.V.I.S project (7,200+ lines across 25 files, 53+ hours of development — most untracked before I set up Hackatime)."}]...
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Title: Frictionless by @Basit | Stardance
Devlogs Title: Frictionless by @Basit | Stardance
Devlogs:
Building an AI chatbot widget for my freelance portfolio. Embeddable on any site, powered by Gemini 2.0 Flash — conversation memory, typing animations, and responsive design. Single-file, no frameworks. Part of my J.A.R.V.I.S project (7,200+ lines across 25 files, 53+ hours of development — most untracked before I set up Hackatime).
I did some extra refining it took a long time but i made jarvis before i found stardance so i lost a lot of hours.
Ships:
I made a jarvis AI system, my only challenges was hardware due to the fact i was useing a 4gb ram chromebook, it can do various of stuff it was made in python useing linux....
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1793109314.894556
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1793195714.894556
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22143
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automatown by @guydryzun | Stardance
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guydryzun
|
2
|
27.0
|
341
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T19:13:58Z", "hours": 6.0, "multiplier": 13.64, "payout": 95, "blessing": "neutral", "text": "Uhhhmmmm same as last ship just with slightly better visual stuff. Idk just read the last ship’s message.", "repo": "https://github.com/guydryzun/automatown", "demo": "https://vapor-wav.itch.io/automatown"}, {"ship_num": 2, "ts": "2026-07-11T19:18:17Z", "hours": 21.0, "multiplier": 13.75, "payout": 246, "blessing": "neutral", "text": "Automatown is a sort of simulation game all about cellular automata. Made for fans and new-comers alike, automatown has a wide range of simulations for automata small and simple to big and complex, but also has explanations of everything on offer to make sure everyone can learn and have fun, even containing example automata / grids so you can easily see the mst important stuff. On a more technical note, this is my first simulation game so while I put some effort in making it smooth, the optimization can be a bit iffy, but not to a level that should really negatively affect most people’s playthroughs. The game is very much lacking sound effects and graphics, but I am mainly interested in making the actual simulation part, so it will come in due time, just might take a bit.", "repo": "https://github.com/guydryzun/automatown", "demo": "https://vapor-wav.itch.io/automatown"}]...
|
[{"post_id": 61711, "ts": "202 [{"post_id": 61711, "ts": "2026-09-04T19:07:42Z", "hours": 5.7906, "text": "devlog 8 - A try at visual improvement This is the first and probably last devlog after the first ship. The feedback was pretty positive, so thatnks to everyone who wrote a nice review! still, there were some problems. The two main problems were the horrendous ui and the itch page not showing everything when not in fullscreen. I’ll start with the latter - I fully knew about this before shipping and have already did all I could think of to solve this, I genuinely have no idea why it’s like that, sorry. Now for the ui - I tried. I really did, I just don’t have that in me, so the game still doesn’t look great, but better than before. I will say, I added a something I think is very cute for the game’s title, no spoilers though. I also fixed a few minor bugs and veeery slightly improved the experience, but not anything big. There are still some bugs, but I have a lot of other projects I need to focus on plus I’m pretty happy with automatown as it stands, so this is most likely the last devlog and ship."}, {"post_id": 24043, "ts": "2026-07-07T10:28:12Z", "hours": 5.7186, "text": "devlog 7 - Added explanations! + a call for help added five small introductions, one to explain cellular automata in general, and 4 for the specific automata you can simulate in automatown, complete with fun facts and some insight on the examples. Hopefully the game can now be used by people enitrely unknowing of cellular automata and help them understand them and learn to love them. now, the last thing I do before shipping it, I’m asking YOU, the good people of stardance, to help give me feedback. I want this to actually be informative, and I made this project because I thought it would be fun to make the more technical side of things so I’m not confident this more user-oriented part turned out well. Please, if you can spend like 10 minutes to look at automatown and comment here (or dm me in discord-guy729/slack-guydryzun) what you think it would be of great."}, {"post_id": 18234, "ts": "2026-06-29T09:49:15Z", "hours": 2.7206, "text": "devlog 6 - Colors! Electicity! (qol!) The town got expanded into the multiple-state territory, adding WireWorld! with this CA you can very effectively simulate electrical circuits, logic gates and all of that jazz. Also added ui so the user can more easily: See the controls Get back to the main menu"}, {"post_id": 16368, "ts": "2026-06-26T17:11:27Z", "hours": 2.6931, "text": "devlog 5 - building more neighbourhoods You can now do something that I genuenly never saw, and seems to be rarely talked about - you can manually set the CA’s neighbourhood! make ’em smaller, bigger, zig-zaggy, outer-only, whatever you want! and you add to that any rule set you want, meaning you can now make 1,099,511,627,776 different CAs. as always you can check it out at https://vapor-wav.itch.io/automatown"}, {"post_id": 14262, "ts": "2026-06-23T09:12:50Z", "hours": 1.8058, "text": "devlog 4 - new lives The game of life brought all of his friends to the town - you can now simulate all life-likes! make self replicating petterns, rules where nothing can die, where everyone dies, you can go wild! Most people know only about the game of life but trust me, life-likes are incredible, complex and beutiful, and there are hundreds of thousands of them. also slightly improved the code for detecting clicks on empty/live cells you can play around with the program over at https://vapor-wav.itch.io/automatown next I will probably add either Langton’s ant or Wireworld, stay tuned for that."}, {"post_id": 13611, "ts": "2026-06-22T09:50:30Z", "hours": 3.5247, "text": "devlog 3 - entering the second dimension Conway’s Game of Life has entered automatown. You can simulate the game of life, move around, zoom in and out, proggress incrementally or continuously, and change the speed of the simulation. currently has one example as I don’t have more ideas, if you have a suggestion i’d welcome you to tell me about it. Also added zooming in and out for the other automaton, and letting you choose if the edges are ignored or if there will be edge wrapping. you can try it for yourself at https://vapor-wav.itch.io/automatown"}, {"post_id": 12467, "ts": "2026-06-20T11:05:47Z", "hours": 1.865, "text": "devlog 2 - It’s alive! The town is now up and running over at https://vapor-wav.itch.io/automatown Currently, you can simulate any of the 256 elemantary cellular automata in a grid of a customizable size, where you can either set the grid manually, randomly or a mix of both. You can also look at four premade examples showcasing some cool stuff, that you can also change manually. If you don’t know about cellular automatas and this all seems like gibberish to you, I highly encourage you to try these examples for yourself, it’s insanely simple and very cool. Making UI scale correctly in unity builds is annoying, so even though I fixed most of it, still if you don’t play in fullscreen you can’t see the very sides of the screen, I’ll work on fixing it. For now just press the fullscreen button in the bottom right of the screen. Also I changed the way I create the cells from a basic instanciate(block, position, rotation) to an object pool which I think halves the work done for making new cells, still takes a bit to load big grids (like 1000x1000). That’s pretty much it for this devlog, if you have a suggestion for a new feature or found a bug please do tell, and have fun with the program!"}, {"post_id": 12058, "ts": "2026-06-19T17:45:00Z", "hours": 2.8478, "text": "devlog 1 - humble beginnings Do you like cellular automatas? do you have no idea what they are? well you’ve arrived at just the right place, here in automatown you can see all kinds of different cellular automatas do their many cool things. For real though, if you dont know, a CA (cellular automata) is basically a grid of squares each having a value (usually either 1 or 0) that look at their neighbouring cells and then update themselves according to preset rules after controlled “ticks” or “generations” (a popular example caould be conway’s game of life). CAs are very good at generating crazy patterns, being chaotic and unpredictable and even turing-complete! (meaning you can make computers inside them). A lot of CAs have easily findable programs that simulate them or pictures showing their interactions, but it can be a lot nicer to have a single place for all of them. I’ll also try to add useful information and preset grids where I can. My project is basically just a program that can simulate as many different CAs as I can fit in it, built in unity (because that’s what I know how to use). Right now I have: code that simulates the 256 elementary cellulr automata an ok way to visualize it and move through it, more quality of life features to be expected, hopefuly more optimization too, as that’s not something I’m not knowledgable in AT ALL so it runs quite poorly. an extensive amount of time not logged because it was spent researching the topic. CAs really interest me but I never formally learned about them. I also downloaded hackatime after making some stuff, so there is like at least an hour not logged because of that. provided below is an image I got from a single black cell on the very right of the grid and rule 169."}]...
|
Title: automatown by @guydryzun | Stardance
Devlo Title: automatown by @guydryzun | Stardance
Devlogs:
devlog 1 - humble beginnings Do you like cellular automatas? do you have no idea what they are? well you’ve arrived at just the right place, here in automatown you can see all kinds of different cellular automatas do their many cool things. For real though, if you dont know, a CA (cellular automata) is basically a grid of squares each having a value (usually either 1 or 0) that look at their neighbouring cells and then update themselves according to preset rules after controlled “ticks” or “generations” (a popular example caould be conway’s game of life). CAs are very good at generating crazy patterns, being chaotic and unpredictable and even turing-complete! (meaning you can make computers inside them). A lot of CAs have easily findable programs that simulate them or pictures showing their interactions, but it can be a lot nicer to have a single place for all of them. I’ll also try to add useful information and preset grids where I can. My project is basically just a program that can simulate as many different CAs as I can fit in it, built in unity (because that’s what I know how to use). Right now I have: code that simulates the 256 elementary cellulr automata an ok way to visualize it and move through it, more quality of life features to be expected, hopefuly more optimization too, as that’s not something I’m not knowledgable in AT ALL so it runs quite poorly. an extensive amount of time not logged because it was spent researching the topic. CAs really interest me but I never formally learned about them. I also downloaded hackatime after making some stuff, so there is like at least an hour not logged because of that. provided below is an image I got from a single black cell on the very right of the grid and rule 169.
devlog 2 - It’s alive! The town is now up and running over at https://vapor-wav.itch.io/automatown Currently, you can simulate any of the 256 elemantary cellular automata in a grid of a customizable size, where you can either set the grid manually, randomly or a mix of both. You can also look at four premade examples showcasing some cool stuff, that you can also change manually. If you don’t know about cellular automatas and this all seems like gibberish to you, I highly encourage you to try these examples for yourself, it’s insanely simple and very cool. Making UI scale correctly in unity builds is annoying, so even though I fixed most of it, still if you don’t play in fullscreen you can’t see the very sides of the screen, I’ll work on fixing it. For now just press the fullscreen button in the bottom right of the screen. Also I changed the way I create the cells from a basic instanciate(block, position, rotation) to an object pool which I think halves the work done for making new cells, still takes a bit to load big grids (like 1000x1000). That’s pretty much it for this devlog, if you have a suggestion for a new feature or found a bug please do tell, and have fun with the program!
devlog 3 - entering the second dimension Conway’s Game of Life has entered automatown. You can simulate the game of life, move around, zoom in and out, proggress incrementally or continuously, and change the speed of the simulation. currently has one example as I don’t have more ideas, if you have a suggestion i’d welcome you to tell me about it. Also added zooming in and out for the other automaton, and letting you choose if the edges are ignored or if there will be edge wrapping. you can try it for yourself at https://vapor-wav.itch.io/automatown
devlog 4 - new lives The game of life brought all of his friends to the town - you can now simulate all life-likes! make self replicating petterns, rules where nothing can die, where everyone dies, you can go wild! Most people know only about the game of life but trust me, life-likes are incredible, complex and beutiful, and there are hundreds of thousands of them. also slightly improved the code for detecting clicks on empty/live cells you can play around with the program over at https://vapor-wav.itch.io/automatown next I will probably add either Langton’s ant or Wireworld, stay tuned for that.
devlog 5 - building more neighbourhoods You can now do something that I genuenly never saw, and seems to be rarely talked about - you can manually set the CA’s neighbourhood! make ’em smaller, bigger, zig-zaggy, outer-only, whatever you want! and you add to that any rule set you want, meaning you can now make 1,099,511,627,776 different CAs. as always you can check it out at https://vapor-wav.itch.io/automatown
devlog 6 - Colors! Electicity! (qol!) The town got expanded into the multiple-state territory, adding WireWorld! with this CA you can very effectively simulate electrical circuits, logic gates and all of that jazz. Also added ui so the user can more easily: See the controls Get back to the main menu
devlog 7 - Added explanations! + a call for help added five small introductions, one to explain cellular automata in general, and 4 for the specific automata you can simulate in automatown, complete with fun facts and some insight on the examples. Hopefully the game can now be used by people enitrely unknowing of cellular automata and help them understand them and learn to love them. now, the last thing I do before shipping it, I’m asking YOU, the good people of stardance, to help give me feedback. I want this to actually be informative, and I made this project because I thought it would be fun to make the more technical side of things so I’m not confident this more user-oriented part turned out well. Please, if you can spend like 10 minutes to look at automatown and comment here (or dm me in discord-guy729/slack-guydryzun) what you think it would be of great.
devlog 8 - A try at visual improvement This is the first and probably last devlog after the first ship. The feedback was pretty positive, so thatnks to everyone who wrote a nice review! still, there were some problems. The two main problems were the horrendous ui and the itch page not showing everything when not in fullscreen. I’ll start with the latter - I fully knew about this before shipping and have already did all I could think of to solve this, I genuinely have no idea why it’s like that, sorry. Now for the ui - I tried. I really did, I just don’t have that in me, so the game still doesn’t look great, but better than before. I will say, I added a something I think is very cute for the game’s title, no spoilers though. I also fixed a few minor bugs and veeery slightly improved the experience, but not anything big. There are still some bugs, but I have a lot of other projects I need to focus on plus I’m pretty happy with automatown as it stands, so this is most likely the last devlog and ship.
Ships:
Automatown is a sort of simulation game all about cellular automata. Made for fans and new-comers alike, automatown has a wide range of simulations for automata small and simple to big and complex, but also has explanations of everything on offer to make sure everyone can learn and have fun, even containing example automata / grids so you can easily see the mst important stuff. On a more technical note, this is my first simulation game so while I put some effort in making it smooth, the optimization can be a bit iffy, but not to a level that should really negatively affect most people’s playthroughs. The game is very much lacking sound effects and graphics, but I am mainly interested in making the actual simulation part, so it will come in due time, just might take a bit.
Uhhhmmmm same as last ship just with slightly better visual stuff. Idk just read the last ship’s message....
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1793102065.8343258
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1793188465.8343258
|
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28544
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Homelab Project 1 by @Nanos | Stardance
|
Nanos
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T19:11:20Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Homelab Control Panel In this project I started building a self-hosted homelab control panel designed to manage and monitor a local machine or server from a single web interface. The main idea is to combine multiple homelab tools into one simple dashboard that runs locally and is easy to extend. What I’ve worked on so far: Set up the base FastAPI backend Structured the project into separate modules for monitoring, Docker management, file handling, and database tools Built a basic web dashboard using HTML, CSS, and JavaScript Planned integration of system metrics using psutil Designed the structure for Docker container control and file access Main idea: The panel is meant to act like a lightweight homelab management system where you can: monitor system performance manage Docker containers handle files on the server run simple database queries", "repo": "https://github.com/na1os/Homelab", "demo": "https://github.com/na1os/Homelab/releases/tag/install_script"}]...
|
[{"post_id": 20187, "ts": "202 [{"post_id": 20187, "ts": "2026-07-01T18:53:43Z", "hours": 1.0, "text": "I just finished everything to do, fixed all the bugs that were created since the last devlog"}, {"post_id": 20093, "ts": "2026-07-01T16:43:24Z", "hours": 7.0, "text": "Feature Expansion After the panel became stable and all core tabs were working (Monitoring, Docker, Files, Database) together with the authentication system, I focused on turning it into a more complete homelab management dashboard. Monitoring History The biggest addition was persistent system metrics. Added a metrics_history SQLite table to store: CPU usage Memory usage Disk usage Network byte counters Created a background recorder in history_service.py that saves a snapshot every 15 seconds by default. Recording interval can be configured using: HOMELAB_HISTORY_INTERVAL Old records are automatically removed after a configurable number of days (default 7) using cleanup_old() , which runs once every hour. Frontend Improvements: Updated style The Monitoring page now includes: Interactive Chart.js history graphs Time range selector:1 hour6 hours24 hours7 days Toggle buttons for CPU, Memory and Disk metrics Statistics panel showing: Minimum, Maximum, Average, Current value, CSV export of the currently displayed data Automatic chart color updates when switching between light and dark mode New APIGET /api/system/history?hours=N Returns recorded history as JSON. Network Tab A completely new Network tab was added using psutil. Features: Listening Ports Displays every port in the LISTEN state Shows owning process name and PID whenever available Active Connections Displays: Established, Time: Wait-Close local and remote addresses plus process information Network Interfaces: Interface status Link speed IPv4 addresses IPv6 addresses Total packets sent/received Total bytes sent/received Live Bandwidth Monitor Calculates upload/download speed every 5 seconds Uses differences between global network counters New API Endpoints: /api/network/ports /api/network/connections /api/network/interfaces /api/network/io Alert System: Implemented a background webhook notification service. A new alert_service.py daemon continuously monitors the server. Features: Checks system metrics every 30 seconds (configurable) Monitors: CPU usage Memory usage Disk usage Sends webhook notifications whenever configured thresholds are exceeded Cooldown support prevents repeated spam (default 300 seconds) Supported Webhooks: Discord Slack Generic JSON POST Configured using: HOMELAB_ALERT_WEBHOOK_TYPE Additional environment variables: HOMELAB_ALERT_WEBHOOK_URL HOMELAB_ALERT_CPU_THRESHOLD HOMELAB_ALERT_MEM_THRESHOLD HOMELAB_ALERT_DISK_THRESHOLD HOMELAB_ALERT_COOLDOWN HOMELAB_ALERT_INTERVAL If no webhook URL is configured, the alert checker does not start, resulting in zero overhead. Database Improvements: The Database tab received several quality-of-life improvements: Removed Demo Data The automatic demo database seeding was removed. Maintenance: Export Support: CSV export: POST /api/db/export/csv JSON export: POST /api/db/export/json Table Management Added endpoints for: POST /api/db/tables/{name}/drop POST /api/db/tables/{name}/truncate System tables are protected and cannot be modified. Database Information Expanded the information panel with: Database path File sizeSQLite version Journal mode Page size Page count Free pages Integrity check result Total table count When SQLite’s dbstat virtual table is available, the sidebar now also shows approximate table sizes. The schema endpoint now returns indexes in addition to columns."}, {"post_id": 19467, "ts": "2026-06-30T19:57:13Z", "hours": 11.0, "text": "Background In this project I started building a self-hosted homelab control panel designedto manage and monitor a local machine or server from a single web interface. The main idea is to combine multiple homelab tools into one simple dashboardthat runs locally and is easy to extend. What I’ve worked on so far: Set up the base FastAPI backend Structured the project into separate modules for monitoring, Dockermanagement, file handling, and database toolsBuilt a basic web dashboard using HTML, CSS, and JavaScript Planned integration of system metrics using psutilDesigned the structure for Docker container control and file accessThe panel is meant to act like a lightweight homelab management system whereyou can: monitor system performancemanage Docker container shandle files on the server run simple database queries The main challenge was designing a structure that stays modular but still simple enough to build within a limited timeframe. I also had to thinkcarefully about how system-level features should be exposed safely through a web interface. Another useful aspect is that this mission came at a good time, since I wasalready planning to build something in this direction, so I was able to alignmy work with it."}, {"post_id": 18826, "ts": "2026-06-30T01:00:21Z", "hours": 6.0, "text": "Homelab Control Panel (Work in progress) In this project I started building a self-hosted homelab control panel designed to manage and monitor a local machine or server from a single web interface. The main idea is to combine multiple homelab tools into one simple dashboard that runs locally and is easy to extend. What I’ve worked on so far: Set up the base FastAPI backend Structured the project into separate modules for monitoring, Docker management, file handling, and database tools Built a basic web dashboard using HTML, CSS, and JavaScript Planned integration of system metrics using psutil Designed the structure for Docker container control and file access Main idea: The panel is meant to act like a lightweight homelab management system where you can: monitor system performance manage Docker containers handle files on the server run simple database queries Challenges so far: The main challenge was designing a structure that stays modular but still simple enough to build within a limited timeframe. I also had to think carefully about how system-level features should be exposed safely through a web interface. Another useful aspect is that this mission came at a good time, since I was already planning to build something in this direction, so I was able to align my work with it."}]...
|
Title: Homelab Project 1 by @Nanos | Stardance
De Title: Homelab Project 1 by @Nanos | Stardance
Devlogs:
Homelab Control Panel (Work in progress) In this project I started building a self-hosted homelab control panel designed to manage and monitor a local machine or server from a single web interface. The main idea is to combine multiple homelab tools into one simple dashboard that runs locally and is easy to extend. What I’ve worked on so far: Set up the base FastAPI backend Structured the project into separate modules for monitoring, Docker management, file handling, and database tools Built a basic web dashboard using HTML, CSS, and JavaScript Planned integration of system metrics using psutil Designed the structure for Docker container control and file access Main idea: The panel is meant to act like a lightweight homelab management system where you can: monitor system performance manage Docker containers handle files on the server run simple database queries Challenges so far: The main challenge was designing a structure that stays modular but still simple enough to build within a limited timeframe. I also had to think carefully about how system-level features should be exposed safely through a web interface. Another useful aspect is that this mission came at a good time, since I was already planning to build something in this direction, so I was able to align my work with it.
Background In this project I started building a self-hosted homelab control panel designedto manage and monitor a local machine or server from a single web interface. The main idea is to combine multiple homelab tools into one simple dashboardthat runs locally and is easy to extend. What I’ve worked on so far: Set up the base FastAPI backend Structured the project into separate modules for monitoring, Dockermanagement, file handling, and database toolsBuilt a basic web dashboard using HTML, CSS, and JavaScript Planned integration of system metrics using psutilDesigned the structure for Docker container control and file accessThe panel is meant to act like a lightweight homelab management system whereyou can: monitor system performancemanage Docker container shandle files on the server run simple database queries The main challenge was designing a structure that stays modular but still simple enough to build within a limited timeframe. I also had to thinkcarefully about how system-level features should be exposed safely through a web interface. Another useful aspect is that this mission came at a good time, since I wasalready planning to build something in this direction, so I was able to alignmy work with it.
Feature Expansion After the panel became stable and all core tabs were working (Monitoring, Docker, Files, Database) together with the authentication system, I focused on turning it into a more complete homelab management dashboard. Monitoring History The biggest addition was persistent system metrics. Added a metrics_history SQLite table to store: CPU usage Memory usage Disk usage Network byte counters Created a background recorder in history_service.py that saves a snapshot every 15 seconds by default. Recording interval can be configured using: HOMELAB_HISTORY_INTERVAL Old records are automatically removed after a configurable number of days (default 7) using cleanup_old() , which runs once every hour. Frontend Improvements: Updated style The Monitoring page now includes: Interactive Chart.js history graphs Time range selector:1 hour6 hours24 hours7 days Toggle buttons for CPU, Memory and Disk metrics Statistics panel showing: Minimum, Maximum, Average, Current value, CSV export of the currently displayed data Automatic chart color updates when switching between light and dark mode New APIGET /api/system/history?hours=N Returns recorded history as JSON. Network Tab A completely new Network tab was added using psutil. Features: Listening Ports Displays every port in the LISTEN state Shows owning process name and PID whenever available Active Connections Displays: Established, Time: Wait-Close local and remote addresses plus process information Network Interfaces: Interface status Link speed IPv4 addresses IPv6 addresses Total packets sent/received Total bytes sent/received Live Bandwidth Monitor Calculates upload/download speed every 5 seconds Uses differences between global network counters New API Endpoints: /api/network/ports /api/network/connections /api/network/interfaces /api/network/io Alert System: Implemented a background webhook notification service. A new alert_service.py daemon continuously monitors the server. Features: Checks system metrics every 30 seconds (configurable) Monitors: CPU usage Memory usage Disk usage Sends webhook notifications whenever configured thresholds are exceeded Cooldown support prevents repeated spam (default 300 seconds) Supported Webhooks: Discord Slack Generic JSON POST Configured using: HOMELAB_ALERT_WEBHOOK_TYPE Additional environment variables: HOMELAB_ALERT_WEBHOOK_URL HOMELAB_ALERT_CPU_THRESHOLD HOMELAB_ALERT_MEM_THRESHOLD HOMELAB_ALERT_DISK_THRESHOLD HOMELAB_ALERT_COOLDOWN HOMELAB_ALERT_INTERVAL If no webhook URL is configured, the alert checker does not start, resulting in zero overhead. Database Improvements: The Database tab received several quality-of-life improvements: Removed Demo Data The automatic demo database seeding was removed. Maintenance: Export Support: CSV export: POST /api/db/export/csv JSON export: POST /api/db/export/json Table Management Added endpoints for: POST /api/db/tables/{name}/drop POST /api/db/tables/{name}/truncate System tables are protected and cannot be modified. Database Information Expanded the information panel with: Database path File sizeSQLite version Journal mode Page size Page count Free pages Integrity check result Total table count When SQLite’s dbstat virtual table is available, the sidebar now also shows approximate table sizes. The schema endpoint now returns indexes in addition to columns.
I just finished everything to do, fixed all the bugs that were created since the last devlog
Ships:
Homelab Control Panel In this project I started building a self-hosted homelab control panel designed to manage and monitor a local machine or server from a single web interface. The main idea is to combine multiple homelab tools into one simple dashboard that runs locally and is easy to extend. What I’ve worked on so far: Set up the base FastAPI backend Structured the project into separate modules for monitoring, Docker management, file handling, and database tools Built a basic web dashboard using HTML, CSS, and JavaScript Planned integration of system metrics using psutil Designed the structure for Docker container control and file access Main idea: The panel is meant to act like a lightweight homelab management system where you can: monitor system performance manage Docker containers handle files on the server run simple database queries...
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1792878851.8722217
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1793742851.8722217
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29819
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Signal Logger by @Xfhe | Stardance
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T13:55:02Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Signal Logger, a Software-Defined Radio (SDR) and SIGINT platform that captures raw RF signals using an RTL-SDR dongle and decodes ADS-B and AIS packets in real-time. The most challenging part was developing the native C++ DSP engine from scratch, which required implementing complex algorithms like CRC24 validation and Compact Position Reporting (CPR) to extract accurate coordinates from baseband I/Q data. I am incredibly proud of the seamless 3-tier architecture, where the high-performance C++ engine streams data through a Python FastAPI backend to a highly responsive React tactical map, automatically identifying military flights and emergencies.", "repo": "https://github.com/XfheDev/Signal-Logger/", "demo": "https://signal-logger.vercel.app/?demo=1"}]...
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[{"post_id": 22849, "ts": "202 [{"post_id": 22849, "ts": "2026-07-05T13:52:46Z", "hours": 26.6767, "text": "I started by developing the native C++ engine. I implemented the digital signal processing logic to demodulate baseband I/Q data and extract bits. Then, I wrote the decoding algorithms for ADS-B and AIS protocols, including CRC24 validation and Compact Position Reporting (CPR) decoding to calculate accurate coordinates.Next, I built a Python backend using FastAPI, and a React dashboard with Leaflet for the frontend.The project now includes the following key features:Dual Protocol Support: Real-time tracking of aircraft via ADS-B (1090 MHz) and vessels via AIS (161.975 MHz).Native C++ DSP Engine: Direct USB interfacing with RTL-SDR, custom baseband demodulation, and high-speed in-memory database.Advanced Signal Decoding: Aircraft category identification, squawk code extraction, surface position tracking, and signal-to-noise ratio (SNR) estimation.Threat and Emergency Alerting: Automatic identification of military aircraft and real-time alerts for emergency squawk codes (like 7700).Real-Time Architecture: FastAPI backend pushing data to the React frontend every second via WebSockets, with a 90-second timeout for lost signals.Tactical Web Dashboard: Live map rendering, altitude distribution histograms, flight trails, and a standalone demo mode for static deployments."}]...
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Title: Signal Logger by @Xfhe | Stardance
Devlogs Title: Signal Logger by @Xfhe | Stardance
Devlogs:
I started by developing the native C++ engine. I implemented the digital signal processing logic to demodulate baseband I/Q data and extract bits. Then, I wrote the decoding algorithms for ADS-B and AIS protocols, including CRC24 validation and Compact Position Reporting (CPR) decoding to calculate accurate coordinates.Next, I built a Python backend using FastAPI, and a React dashboard with Leaflet for the frontend.The project now includes the following key features:Dual Protocol Support: Real-time tracking of aircraft via ADS-B (1090 MHz) and vessels via AIS (161.975 MHz).Native C++ DSP Engine: Direct USB interfacing with RTL-SDR, custom baseband demodulation, and high-speed in-memory database.Advanced Signal Decoding: Aircraft category identification, squawk code extraction, surface position tracking, and signal-to-noise ratio (SNR) estimation.Threat and Emergency Alerting: Automatic identification of military aircraft and real-time alerts for emergency squawk codes (like 7700).Real-Time Architecture: FastAPI backend pushing data to the React frontend every second via WebSockets, with a 90-second timeout for lost signals.Tactical Web Dashboard: Live map rendering, altitude distribution histograms, flight trails, and a standalone demo mode for static deployments.
Ships:
I built Signal Logger, a Software-Defined Radio (SDR) and SIGINT platform that captures raw RF signals using an RTL-SDR dongle and decodes ADS-B and AIS packets in real-time. The most challenging part was developing the native C++ DSP engine from scratch, which required implementing complex algorithms like CRC24 validation and Compact Position Reporting (CPR) to extract accurate coordinates from baseband I/Q data. I am incredibly proud of the seamless 3-tier architecture, where the high-performance C++ engine streams data through a Python FastAPI backend to a highly responsive React tactical map, automatically identifying military flights and emergencies....
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1793256488.7358115
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1793342888.7358115
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31717
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SlateLite by @FencingLefty3 | Stardance
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FencingLefty3
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2
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27.0
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41
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T15:08:51Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release.", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}, {"ship_num": 2, "ts": "2026-08-09T20:00:00Z", "hours": 12.0, "multiplier": 3.26, "payout": 41, "blessing": "neutral", "text": "‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}]...
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[{"post_id": 80398, "ts": "202 [{"post_id": 80398, "ts": "2026-10-17T14:53:29Z", "hours": 2.3353, "text": "Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop."}, {"post_id": 78360, "ts": "2026-10-10T15:38:54Z", "hours": 2.2467, "text": "Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2"}, {"post_id": 74168, "ts": "2026-09-26T20:25:41Z", "hours": 1.1286, "text": "Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2."}, {"post_id": 73747, "ts": "2026-09-25T20:43:41Z", "hours": 9.0233, "text": "Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2."}, {"post_id": 42995, "ts": "2026-08-08T00:45:48Z", "hours": 0.7817, "text": "Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes."}, {"post_id": 42862, "ts": "2026-08-07T20:22:23Z", "hours": 4.0806, "text": "Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40454, "ts": "2026-08-03T23:43:43Z", "hours": 0.4261, "text": "Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40422, "ts": "2026-08-03T22:22:20Z", "hours": 3.8183, "text": "Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export."}, {"post_id": 24190, "ts": "2026-07-07T16:22:58Z", "hours": 3.375, "text": "Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone."}]...
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Title: SlateLite by @FencingLefty3 | Stardance
De Title: SlateLite by @FencingLefty3 | Stardance
Devlogs:
Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone.
Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export.
Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes.
Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2.
Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2.
Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2
Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop.
Ships:
‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’
Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release....
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1793127020.621496
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1793213420.621496
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34704
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Simple Switching by @DoMax | Stardance
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DoMax
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1
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27.0
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258
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T18:57:58Z", "hours": 27.0, "multiplier": 7.89, "payout": 258, "blessing": "neutral", "text": "Simple Switching as probably every Chrome user’s dream! Have you ever tried scrolling through latest tabs using Ctrl+Tab? That’s right, you can’t! After all these years Google refuses to implement it, leaving community developing workarounds. This extension isn’t much special or different by itself. All it does is allows switching through latest tabs on a shortcut press. The special thing is a LINUX-ONLY software that installs this extension. Why is it so special? Because it not only installs software, but also provisions an override for Chrome’s default Ctrl+Tab shortcut, something that was almost impossible with other providers without manual fiddling. While the installer supports Chrome, Chrome Canary, Chromium, Brave and Vivaldi IN THEORY (has configs for those browsers), only Google family has been tested on Fedora, other distros and browsers MAY fail, though should not. The installer also lets users uninstall the extension leaving minimal traces of Simple Switching! I really hope someone finds this project useful. And if not, it still was a fun time developing!", "repo": "https://github.com/domasles/simple-switching", "demo": "https://github.com/domasles/simple-switching/releases/latest"}]...
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[{"post_id": 49113, "ts": "202 [{"post_id": 49113, "ts": "2026-08-17T18:54:34Z", "hours": 1.0206, "text": "Last devlog before shipping! Final changes Before pushing any major update I tend to test all the things myself to ensure that user-facing compatibility is pristine. However, when I went on and tried engaging one of the main features of my installer - parallel installs, I began to face a problem - the extension wasn’t installing! My guess is that Google family of browsers (Chromium, Chrome and Chrome Canary) have some protection or sandboxing, and trying to initiate an install across multiple browsers is disallowed deep inside Chrome’s code. Another possibility is that my code is broken or the server that runs locally to install the extension isn’t configured properly. This is probably more likely, as I could’ve overlooked things. Either way, the easiest fix for that was to disallow concurrent installs and only let users select one browser at a time to install the extension for. This works surprisingly consistently, as I wasn’t able to encounter any issues. Thanks for anyone who keeps an eye on this project. It was more of a pain than actually something useful, but I don’t regret my efforts. Stay creative, stay open source !"}, {"post_id": 44892, "ts": "2026-08-10T22:53:39Z", "hours": 10.2661, "text": "Linux it is… How this project turned out to be Linux-only While testing how builds worked and preparing this project for a release, I came to the realization that if I’m promising a cross-platform product, I should test it on all platforms first. I’m a Linux person, so when it all worked on my local machine, I didn’t bother much. Turns out - that was a huge mistake! Chrome-based browsers on Windows and macOS tend to block custom policy installed extensions due to security reasons. For that to work, a machine must be enrolled to a real management framework - Active Directory or similar. Linux is excluded due to no standard tool existing and the fact that not everyone using a Linux machine might have root access. What did I do to resolve this? First of all, I panicked, as any normal human being would. My first thought was to ensure a manual installation flow on Windows/macOS by letting users install the extension through development mode. However, the thing that disallowed me from implementing such approach was incompatibility between browser Preferences file schemas (at least when I went to check, it seemed this way). Not knowing how to ensure a working build quickly, my solution was to only support Linux systems. Can I still install the extension on my non-Linux machine? Yes! If your browser is built on Chromium (the architecture that powers Chrome, Brave and more), you can, and there are still instructions on how to get the builds working on all platforms for the extension itself. However, you should be aware of such things: You will get the default Alt+Q shortcut provisioned instead of Ctrl+Tab override (unless you decided to edit the BrowserInstall/Profile/Preferences file after installation (replace BrowserInstall with your browser’s data directory and Profile with your profile name ( Default by default)). You are taking management into your own hands without any official support from me. Are there more updates planned? Not really. I set up this project for shipping with custom branding and subtle tweaks within extension code, as well as a fully working provisioning framework for Linux users, and I’ll go create something new now! This was never intended to be production-ready, but instead serve as a tool for making Chrome more usable than it currently is. Even if you see a struggle, try to do everything in your will to overcome it, even if it means cutting corners is necessary!"}, {"post_id": 37244, "ts": "2026-07-29T20:02:26Z", "hours": 9.3439, "text": "Suit up! A graphical way of installation was just implemented! After quite some time of research and rest from constant development, I finally found out how the extension should be installed, removed, and provisioned for human usage. The installer is still in very early stages of development, and I believe that some bugs still exist, despite my best efforts of testing various scenarios of installation (for now, it’s still fully proven to be working on Linux, with no guarantee of Windows or macOS functionality). So let me tell you what I achieved. The offline installation framework This installer fully works offline, provided you have a built and signed extension ready. About its inner mechanisms Chromium-based browsers (like Chrome, Edge, Brave and more) expect the extensions to be installed through one of these ways: An extension store, provided in browser’s configs (for Chrome the default is Chrome Web Store, other browsers often implement their own) Enterprise policies with force-install capabilities Through default startup install list I chose the second option. It’s the only one that reliably lets me achieve one thing - locally hosted extension installation. Why policies? Well, Chromium-based browsers expect an update.xml file hosted through http, alongside the extension.crx file, which is signed using some private RSA key. I wanted local hosting for security reasons (so the user has more control of what happens on their pc rather than downloading something from the internet (more on that later)). Only way I can get true local installation is through those policies, as limitations apply using other methods. How the installer’s lifetime goes First of all, after user chooses desired browser profiles, it closes selected browsers, if any are open, hosts the installation server, deploys the policies, opens the browsers up briefly (installation can’t be performed in a closed browser), closes them again and provisions the shortcut (as one of this project’s goals was to integrate natively with Chromium’s Ctrl+Tab shortcut for switching tabs). After all that, all selected compatible browsers should have the extension installed. Uninstalling simply makes sure to remove any provisioned files (extension itself and the policies). What limitations it has? Enterprise policies prevent the user disabling or uninstalling the extension through browser’s UI tools. It’s treated as “managed by organization” A “Managed by organization” label appears. It does not limit the functionality of the browser, but can be irritating If you don’t trust this software and the things it does (system file and registry changes, root access requirements and more) can feel a bit unsafe. On the other hand, the source is open and can be inspected by anyone at any time, altered or forked to fit your needs! Next steps? Well, the extension will still need some sort of way getting on your PC, so I’m thinking about these 2 methods: Making installer download it from the latest GitHub release Adding a –local-path= flag for custom, local builds and providing a script for auto-packaging the extension yourself Also, I need to think about how the extension should be updated, but that’s for the future. Thanks for reading, I’ll update you with the newest updates soon!"}, {"post_id": 29653, "ts": "2026-07-16T18:34:46Z", "hours": 3.9392, "text": "Storytime! I feel like every project I make I face a similar set of limitations. So, let’s make a recap of the first stage of this project! Very lucky unlucky day As usual, I’m facing API issues. I enjoy making app extensions less and less due to restrictive rules they enforce. To make it clear, initially I had a specific set of plans at which my extension would excel compared to others: No timeout logic, instead handling tab switching based on specific key inputs (this will be important later) Save/load tab history from storage for access after restoring tabs Unlimited tab history Indication of the tab that will be switched Ctrl+Tab override However, only one of those I was able to accomplish, with another one planned for the second stage of this project: Unlimited tab history Ctrl+Tab (planned for later) Spending a lot of time, I at least made sure the extension functions well, with no memory termination and with each window having its own tab access history. Why other things failed? Well at first, Manifest V3 greatly reduced the amount of stuff that can be accessed by Chrome’s API. On top of that, chrome:// pages can’t be anyhow monitored or modified due to essential safety. This posed many issues, one of which was the inability to detect the press of a modifier key, so I had to go one of two ways: Build an OS-level keylogger which communicates with the extension through an open bridge, but I turned it down because: It’s a threat to security Python on the host computer is required (in order for me to retain a single codebase for each platform) Or just resort back to carefully adjusted keypress timeouts I chose the second option. I spent a whole day trying to save and load tab history, but the problem is that Chrome: Doesn’t expose any method to etch the data to a saved session Figuring out when history should be loaded, when saved to disk, and how to conect fast RAM with slow disk I/O is a true pain due to asynchronous nature Chrome is built on And, any tab indication falls short because Chrome doesn’t have any API to reliably highlight tabs without selecting them. Next steps? Next thing I will most likely do is make the provisioning system that overrides Ctrl+Tab shortcut and installs the extension automatically. The extension itself is memory safe and very useful as is. I don’t plan to update it anyhow besides changing the current branding."}, {"post_id": 28852, "ts": "2026-07-15T12:18:57Z", "hours": 2.1114, "text": "The bitter truth What I wasn’t able to accomplish Due to Chrome’s very restrictive API, there are things that will not be implemented as promised. Things such as: Holding modifier key freezing the queue (instead, I resorted to using timeouts) Indication of what will be the tab switched Not all hope is lost! Having said the limitations of Chrome’s API, I was able to fulfill these things: Unlimited tab queue (or at least enough for any normal usage, I haven’t pushed the extension to the limits of RAM usage) Intuitive usage (timeout seems appropriate, and the extension works) Clean and modern development flow What’s left to implement before moving to provisioning? Before I start coding the Python applet that would provision this extension, I want to also solve these problems: Implement restoring tab order upon closing and reopening the browser Adding any newly added tab to the top of the queue Fiddle around with timings to find what’s the best for intuitive usage that doesn’t get in the way"}, {"post_id": 28236, "ts": "2026-07-14T11:41:21Z", "hours": 0.8058, "text": "A new project begins! What’s it about? I’m sick of not being able to switch recent tabs in most of Chrome-based browsers! And the problem with the existing extensions is that they don’t memorize more than 5 tabs, and use a timing-based system, which requires very fast shortcut tapping. I’m on a mission to change this. How will this extension differ from others? On top of my goals of making an unlimited tab queue and fix the timing issues, the extension will be 100% free and open source, also I don’t plan to release it on any extension store, because I have a different install method in mind. How will I install it then? I want to make a beautiful Python CLI or GUI wrapper that installs and provisions the extension. Things like: Ctrl+Tab shortcut setup Installation Information on what will be changed inside the system Will all be shown and handled by the installation app Stay tuned! If I succeed it will be a very nice extension for everyone and every machine!"}]...
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Title: Simple Switching by @DoMax | Stardance
Dev Title: Simple Switching by @DoMax | Stardance
Devlogs:
A new project begins! What’s it about? I’m sick of not being able to switch recent tabs in most of Chrome-based browsers! And the problem with the existing extensions is that they don’t memorize more than 5 tabs, and use a timing-based system, which requires very fast shortcut tapping. I’m on a mission to change this. How will this extension differ from others? On top of my goals of making an unlimited tab queue and fix the timing issues, the extension will be 100% free and open source, also I don’t plan to release it on any extension store, because I have a different install method in mind. How will I install it then? I want to make a beautiful Python CLI or GUI wrapper that installs and provisions the extension. Things like: Ctrl+Tab shortcut setup Installation Information on what will be changed inside the system Will all be shown and handled by the installation app Stay tuned! If I succeed it will be a very nice extension for everyone and every machine!
The bitter truth What I wasn’t able to accomplish Due to Chrome’s very restrictive API, there are things that will not be implemented as promised. Things such as: Holding modifier key freezing the queue (instead, I resorted to using timeouts) Indication of what will be the tab switched Not all hope is lost! Having said the limitations of Chrome’s API, I was able to fulfill these things: Unlimited tab queue (or at least enough for any normal usage, I haven’t pushed the extension to the limits of RAM usage) Intuitive usage (timeout seems appropriate, and the extension works) Clean and modern development flow What’s left to implement before moving to provisioning? Before I start coding the Python applet that would provision this extension, I want to also solve these problems: Implement restoring tab order upon closing and reopening the browser Adding any newly added tab to the top of the queue Fiddle around with timings to find what’s the best for intuitive usage that doesn’t get in the way
Storytime! I feel like every project I make I face a similar set of limitations. So, let’s make a recap of the first stage of this project! Very lucky unlucky day As usual, I’m facing API issues. I enjoy making app extensions less and less due to restrictive rules they enforce. To make it clear, initially I had a specific set of plans at which my extension would excel compared to others: No timeout logic, instead handling tab switching based on specific key inputs (this will be important later) Save/load tab history from storage for access after restoring tabs Unlimited tab history Indication of the tab that will be switched Ctrl+Tab override However, only one of those I was able to accomplish, with another one planned for the second stage of this project: Unlimited tab history Ctrl+Tab (planned for later) Spending a lot of time, I at least made sure the extension functions well, with no memory termination and with each window having its own tab access history. Why other things failed? Well at first, Manifest V3 greatly reduced the amount of stuff that can be accessed by Chrome’s API. On top of that, chrome:// pages can’t be anyhow monitored or modified due to essential safety. This posed many issues, one of which was the inability to detect the press of a modifier key, so I had to go one of two ways: Build an OS-level keylogger which communicates with the extension through an open bridge, but I turned it down because: It’s a threat to security Python on the host computer is required (in order for me to retain a single codebase for each platform) Or just resort back to carefully adjusted keypress timeouts I chose the second option. I spent a whole day trying to save and load tab history, but the problem is that Chrome: Doesn’t expose any method to etch the data to a saved session Figuring out when history should be loaded, when saved to disk, and how to conect fast RAM with slow disk I/O is a true pain due to asynchronous nature Chrome is built on And, any tab indication falls short because Chrome doesn’t have any API to reliably highlight tabs without selecting them. Next steps? Next thing I will most likely do is make the provisioning system that overrides Ctrl+Tab shortcut and installs the extension automatically. The extension itself is memory safe and very useful as is. I don’t plan to update it anyhow besides changing the current branding.
Suit up! A graphical way of installation was just implemented! After quite some time of research and rest from constant development, I finally found out how the extension should be installed, removed, and provisioned for human usage. The installer is still in very early stages of development, and I believe that some bugs still exist, despite my best efforts of testing various scenarios of installation (for now, it’s still fully proven to be working on Linux, with no guarantee of Windows or macOS functionality). So let me tell you what I achieved. The offline installation framework This installer fully works offline, provided you have a built and signed extension ready. About its inner mechanisms Chromium-based browsers (like Chrome, Edge, Brave and more) expect the extensions to be installed through one of these ways: An extension store, provided in browser’s configs (for Chrome the default is Chrome Web Store, other browsers often implement their own) Enterprise policies with force-install capabilities Through default startup install list I chose the second option. It’s the only one that reliably lets me achieve one thing - locally hosted extension installation. Why policies? Well, Chromium-based browsers expect an update.xml file hosted through http, alongside the extension.crx file, which is signed using some private RSA key. I wanted local hosting for security reasons (so the user has more control of what happens on their pc rather than downloading something from the internet (more on that later)). Only way I can get true local installation is through those policies, as limitations apply using other methods. How the installer’s lifetime goes First of all, after user chooses desired browser profiles, it closes selected browsers, if any are open, hosts the installation server, deploys the policies, opens the browsers up briefly (installation can’t be performed in a closed browser), closes them again and provisions the shortcut (as one of this project’s goals was to integrate natively with Chromium’s Ctrl+Tab shortcut for switching tabs). After all that, all selected compatible browsers should have the extension installed. Uninstalling simply makes sure to remove any provisioned files (extension itself and the policies). What limitations it has? Enterprise policies prevent the user disabling or uninstalling the extension through browser’s UI tools. It’s treated as “managed by organization” A “Managed by organization” label appears. It does not limit the functionality of the browser, but can be irritating If you don’t trust this software and the things it does (system file and registry changes, root access requirements and more) can feel a bit unsafe. On the other hand, the source is open and can be inspected by anyone at any time, altered or forked to fit your needs! Next steps? Well, the extension will still need some sort of way getting on your PC, so I’m thinking about these 2 methods: Making installer download it from the latest GitHub release Adding a –local-path= flag for custom, local builds and providing a script for auto-packaging the extension yourself Also, I need to think about how the extension should be updated, but that’s for the future. Thanks for reading, I’ll update you with the newest updates soon!
Linux it is… How this project turned out to be Linux-only While testing how builds worked and preparing this project for a release, I came to the realization that if I’m promising a cross-platform product, I should test it on all platforms first. I’m a Linux person, so when it all worked on my local machine, I didn’t bother much. Turns out - that was a huge mistake! Chrome-based browsers on Windows and macOS tend to block custom policy installed extensions due to security reasons. For that to work, a machine must be enrolled to a real management framework - Active Directory or similar. Linux is excluded due to no standard tool existing and the fact that not everyone using a Linux machine might have root access. What did I do to resolve this? First of all, I panicked, as any normal human being would. My first thought was to ensure a manual installation flow on Windows/macOS by letting users install the extension through development mode. However, the thing that disallowed me from implementing such approach was incompatibility between browser Preferences file schemas (at least when I went to check, it seemed this way). Not knowing how to ensure a working build quickly, my solution was to only support Linux systems. Can I still install the extension on my non-Linux machine? Yes! If your browser is built on Chromium (the architecture that powers Chrome, Brave and more), you can, and there are still instructions on how to get the builds working on all platforms for the extension itself. However, you should be aware of such things: You will get the default Alt+Q shortcut provisioned instead of Ctrl+Tab override (unless you decided to edit the BrowserInstall/Profile/Preferences file after installation (replace BrowserInstall with your browser’s data directory and Profile with your profile name ( Default by default)). You are taking management into your own hands without any official support from me. Are there more updates planned? Not really. I set up this project for shipping with custom branding and subtle tweaks within extension code, as well as a fully working provisioning framework for Linux users, and I’ll go create something new now! This was never intended to be production-ready, but instead serve as a tool for making Chrome more usable than it currently is. Even if you see a struggle, try to do everything in your will to overcome it, even if it means cutting corners is necessary!
Last devlog before shipping! Final changes Before pushing any major update I tend to test all the things myself to ensure that user-facing compatibility is pristine. However, when I went on and tried engaging one of the main features of my installer - parallel installs, I began to face a problem - the extension wasn’t installing! My guess is that Google family of browsers (Chromium, Chrome and Chrome Canary) have some protection or sandboxing, and trying to initiate an install across multiple browsers is disallowed deep inside Chrome’s code. Another possibility is that my code is broken or the server that runs locally to install the extension isn’t configured properly. This is probably more likely, as I could’ve overlooked things. Either way, the easiest fix for that was to disallow concurrent installs and only let users select one browser at a time to install the extension for. This works surprisingly consistently, as I wasn’t able to encounter any issues. Thanks for anyone who keeps an eye on this project. It was more of a pain than actually something useful, but I don’t regret my efforts. Stay creative, stay open source !
Ships:
Simple Switching as probably every Chrome user’s dream! Have you ever tried scrolling through latest tabs using Ctrl+Tab? That’s right, you can’t! After all these years Google refuses to implement it, leaving community developing workarounds. This extension isn’t much special or different by itself. All it does is allows switching through latest tabs on a shortcut press. The special thing is a LINUX-ONLY software that installs this extension. Why is it so special? Because it not only installs software, but also provisions an override for Chrome’s default Ctrl+Tab shortcut, something that was almost impossible with other providers without manual fiddling. While the installer supports Chrome, Chrome Canary, Chromium, Brave and Vivaldi IN THEORY (has configs for those browsers), only Google family has been tested on Fedora, other distros and browsers MAY fail, though should not. The installer also lets users uninstall the extension leaving minimal traces of Simple Switching! I really hope someone finds this project useful. And if not, it still was a fun time developing!...
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1793120058.6325097
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1793206458.6325097
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36590
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Momentum by @prajithvishnur | Stardance
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prajithvishnur
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1
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27.0
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29
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T18:55:19Z", "hours": 27.0, "multiplier": 2.89, "payout": 29, "blessing": "neutral", "text": "I built an infinite runner where the main character heats up the more you move and you need to get to the ice crystals in time to cool down and avoid overheating. Keep your momentum and dont slow down heh. the charcter speeds up at the heat builds up!", "repo": "https://github.com/prajith-vishnu/momentum", "demo": "https://momentum-phi-ashy.vercel.app"}]...
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[{"post_id": 30287, "ts": "202 [{"post_id": 30287, "ts": "2026-07-17T18:53:06Z", "hours": 27.2078, "text": "I built an infinite runner"}]...
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Title: Momentum by @prajithvishnur | Stardance
De Title: Momentum by @prajithvishnur | Stardance
Devlogs:
I built an infinite runner
Ships:
I built an infinite runner where the main character heats up the more you move and you need to get to the ice crystals in time to cool down and avoid overheating. Keep your momentum and dont slow down heh. the charcter speeds up at the heat builds up!...
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1793112877.6313927
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1793199277.6313927
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37920
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USB-C 5Gbps Hub by @Stylt | Stardance
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Stylt
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1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:39:38Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an incomplete design im submitting it bc I don’t have time to finish it. My plan was a usb c hub that will have display port, sd card ,usb c and usb a as outputs.", "repo": "https://github.com/Stylt1/usb5gbps_hub", "demo": ""}]...
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[{"post_id": 40617, "ts": "202 [{"post_id": 40617, "ts": "2026-08-04T08:43:00Z", "hours": 1.4833, "text": "#Devlog 16 Having a break bc of frustration and burnout :( -taking a pause and will be doing easier project"}, {"post_id": 40242, "ts": "2026-08-03T17:20:13Z", "hours": 0.9, "text": "#Devlog 15 -Routed USB-C PD block -Searched about PD chip"}, {"post_id": 39964, "ts": "2026-08-03T09:25:12Z", "hours": 2.0667, "text": "Devlog #14 -optimally routed some blocks that I laid ou (5V Regulator, 3V3 Regulator, 1V2 LDO, SPI Flash, CC ESD protection IC for USB-C PD) -Next laying out other blocks -See you later :D"}, {"post_id": 39504, "ts": "2026-08-02T14:34:27Z", "hours": 2.0333, "text": "Devlog #13 !!FINALLY!! MAKING PCB LAYOUT -Made optimal layout for some blocks through Datasheet -Made some footprint changes -Next working on Layout for other blocks View this project on CADLAB.io ."}, {"post_id": 39363, "ts": "2026-08-02T09:19:50Z", "hours": 2.0333, "text": "Devlog #12 -fixed ERC -figured out how to make global labels"}, {"post_id": 39078, "ts": "2026-08-01T19:26:06Z", "hours": 2.1364, "text": "Devlog #11 -Fixing ERC -Having problems with connecting pins in sub sheets through labels in KiCad v10 (if anyone knows how pls let me know)"}, {"post_id": 38747, "ts": "2026-08-01T09:29:31Z", "hours": 1.6167, "text": "Devlog #10 -Assigned footpints -Changed MUX bc it was down stream not up -Next fixing ERC"}, {"post_id": 35725, "ts": "2026-07-27T11:01:41Z", "hours": 1.6697, "text": "Devlog #9 -Completed schematic!! -Next assigning footprints"}, {"post_id": 35121, "ts": "2026-07-26T11:06:12Z", "hours": 2.3836, "text": "Devlog #8 -Completed Ethernet -Did some work on SD -Next completing SD"}, {"post_id": 34768, "ts": "2026-07-25T19:11:42Z", "hours": 2.0833, "text": "Devlog #7 -Changed Power block a bit -Changed Block diagram a bit -Completed USB HUB -Next working on Ethernet"}, {"post_id": 34527, "ts": "2026-07-25T10:00:03Z", "hours": 2.1339, "text": "Devlog #6 -Changed PD chip bc of it was only 1 port (that means if I were to connect adapter to charging usb c it would only power hub, not charge device its plugged to) -Completed Power block -Completed DisplayPort -Doing USB hub next Thx everyone for supporting :D"}, {"post_id": 34254, "ts": "2026-07-24T19:57:36Z", "hours": 2.0667, "text": "Devlog #5 Did some work on power block -Wired PD chip -Wired SPI flash (for PD chip) -Wired CC ESD and overvoltage protection"}, {"post_id": 34001, "ts": "2026-07-24T12:11:36Z", "hours": 2.6667, "text": "Devlog #4 -Finished USB-C MUX block -Doing Power block next (PowerDelivery 3.0, DRP= Dual-Role Power)"}, {"post_id": 33689, "ts": "2026-07-23T20:18:41Z", "hours": 2.05, "text": "Devlog #3 -Changed and wired entire MUX bc of not supporting DP alt mode -Added some other ICs (PD, SD) -Changed video output form hdmi to DisplayPort bc I couldn’t find symbols and schematics for the ICs btw(finally figured out the lookout and timelapse thing, so expect normal lapses :D)"}, {"post_id": 33081, "ts": "2026-07-22T17:44:51Z", "hours": 2.1764, "text": "Devlog #2 -completed usb-c mux block schematic -added some other integrated circuits (had some minor problems with lookout couldn’t upload archived timelapses so I just posted empty 2h time lapse, real job took 2h 30min) see ya tommorow"}, {"post_id": 32479, "ts": "2026-07-21T18:03:44Z", "hours": 0.3169, "text": "Devlog #1 Made basic schematic hierarchy for better orientation"}]...
|
Title: USB-C 5Gbps Hub by @Stylt | Stardance
Devl Title: USB-C 5Gbps Hub by @Stylt | Stardance
Devlogs:
Devlog #1 Made basic schematic hierarchy for better orientation
Devlog #2 -completed usb-c mux block schematic -added some other integrated circuits (had some minor problems with lookout couldn’t upload archived timelapses so I just posted empty 2h time lapse, real job took 2h 30min) see ya tommorow
Devlog #3 -Changed and wired entire MUX bc of not supporting DP alt mode -Added some other ICs (PD, SD) -Changed video output form hdmi to DisplayPort bc I couldn’t find symbols and schematics for the ICs btw(finally figured out the lookout and timelapse thing, so expect normal lapses :D)
Devlog #4 -Finished USB-C MUX block -Doing Power block next (PowerDelivery 3.0, DRP= Dual-Role Power)
Devlog #5 Did some work on power block -Wired PD chip -Wired SPI flash (for PD chip) -Wired CC ESD and overvoltage protection
Devlog #6 -Changed PD chip bc of it was only 1 port (that means if I were to connect adapter to charging usb c it would only power hub, not charge device its plugged to) -Completed Power block -Completed DisplayPort -Doing USB hub next Thx everyone for supporting :D
Devlog #7 -Changed Power block a bit -Changed Block diagram a bit -Completed USB HUB -Next working on Ethernet
Devlog #8 -Completed Ethernet -Did some work on SD -Next completing SD
Devlog #9 -Completed schematic!! -Next assigning footprints
Devlog #10 -Assigned footpints -Changed MUX bc it was down stream not up -Next fixing ERC
Devlog #11 -Fixing ERC -Having problems with connecting pins in sub sheets through labels in KiCad v10 (if anyone knows how pls let me know)
Devlog #12 -fixed ERC -figured out how to make global labels
Devlog #13 !!FINALLY!! MAKING PCB LAYOUT -Made optimal layout for some blocks through Datasheet -Made some footprint changes -Next working on Layout for other blocks View this project on CADLAB.io .
Devlog #14 -optimally routed some blocks that I laid ou (5V Regulator, 3V3 Regulator, 1V2 LDO, SPI Flash, CC ESD protection IC for USB-C PD) -Next laying out other blocks -See you later :D
#Devlog 15 -Routed USB-C PD block -Searched about PD chip
#Devlog 16 Having a break bc of frustration and burnout :( -taking a pause and will be doing easier project
Ships:
This is an incomplete design im submitting it bc I don’t have time to finish it. My plan was a usb c hub that will have display port, sd card ,usb c and usb a as outputs....
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1793148651.646629
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1793235051.646629
|
|
38267
|
Raku by @Max_ | Stardance
|
Max_
|
1
|
27.0
|
141
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T11:30:42Z", "hours": 27.0, "multiplier": 5.67, "payout": 141, "blessing": "neutral", "text": "Raku, A game, where you need to program robots and make through 2D mazes. You will need to make algorithms and sort out, how to make it out. This is the first project, where I used a database. It was implemented for publishing community maps and saving statistics(How many scripts ran, maps made). Tried regEx(quite hard, but useful tool) for splitting users code into brackets. Learned about the algorithm behind Conway’s Game of Life(Plan to make my own biological/evolution simulation machine. Appreciate your reviews😎", "repo": "https://github.com/OgArkad/Raku", "demo": "https://raku-two.vercel.app/"}]...
|
[{"post_id": 47435, "ts": "202 [{"post_id": 47435, "ts": "2026-08-15T11:22:16Z", "hours": 0.3606, "text": "Made README and this thumbnail"}, {"post_id": 47140, "ts": "2026-08-14T20:19:52Z", "hours": 2.2833, "text": "NGL, it was a quite entertaining and interesting experience to make this project :D . Plan to work on it later"}, {"post_id": 45773, "ts": "2026-08-12T14:08:12Z", "hours": 3.1283, "text": "If you want to participate in the online BETA version of Raku, Join down this link :) Raku"}, {"post_id": 44581, "ts": "2026-08-10T13:16:38Z", "hours": 12.0986, "text": "Devlog 2: UI maxxing+brutal+mog(sigma phonk🥀), added Game of life and lots more😎 UI looks LOTS better than the previous one. It has a logical layout and animations Made out how to make vars inside root and else about css. Game of life In one point I broke down, while I was coding. I wanted to quit the project, but I thought, I made a literal mini engine for 2D games and simulations, so I made Game of life It was entertaining to code it and see the results of it(Conway is a genius) few improvements speed is adjustable added commands list JS code more packed and not so nested as it was before"}, {"post_id": 38894, "ts": "2026-08-01T14:00:06Z", "hours": 8.0578, "text": "Devlog 1: I made the basics of the program Coding section So the user can write basic commands(forward,left,right). Raku can move forward, turn left and right. I almost made able to make variables(it’s technically works, but it’s kinda buggy). I’m going to work on if, for, while, functions and some sensors(for example, how far is the wall from Raku forward) Map generation/editing User can use random generation map function, or make an own. You can delete/add walls from the map, or even delete everything with erase everything function. You can export your map with export button and send it as a link!!! etc I made random mode, so if you are tired of coding, you can just make Raku move by himself =) (I will edit it, so it will use Markov chain, for better and logical movement) I will appreciate, if you recommend to edit something! :3 (link https://raku-two.vercel.app/?map=eyJ4IjoyMSwieSI6NSwibWFwVGFsZXMiOltbLTEsLTEsMCwwLDAsLTEsMCwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsMCwwLC0xLDAsMF0sWy0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLDAsLTEsMF0sWy0xLC0xLC0xLDAsLTEsLTEsLTEsMCwtMSwtMSwwLDAsLTEsMCwtMSwwLDAsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwtMSwtMSwwLDAsMCwtMSwwLDBdXX0= )"}, {"post_id": 32982, "ts": "2026-07-22T14:33:25Z", "hours": 1.0339, "text": "Raku - a game where you need to program. User can program little robots named “Raku”. They will need to go through mazes or make additional tasks. I plan to make this game using vanilla JS."}]...
|
Title: Raku by @Max_ | Stardance
Devlogs:
Raku - Title: Raku by @Max_ | Stardance
Devlogs:
Raku - a game where you need to program. User can program little robots named “Raku”. They will need to go through mazes or make additional tasks. I plan to make this game using vanilla JS.
Devlog 1: I made the basics of the program Coding section So the user can write basic commands(forward,left,right). Raku can move forward, turn left and right. I almost made able to make variables(it’s technically works, but it’s kinda buggy). I’m going to work on if, for, while, functions and some sensors(for example, how far is the wall from Raku forward) Map generation/editing User can use random generation map function, or make an own. You can delete/add walls from the map, or even delete everything with erase everything function. You can export your map with export button and send it as a link!!! etc I made random mode, so if you are tired of coding, you can just make Raku move by himself =) (I will edit it, so it will use Markov chain, for better and logical movement) I will appreciate, if you recommend to edit something! :3 (link https://raku-two.vercel.app/?map=eyJ4IjoyMSwieSI6NSwibWFwVGFsZXMiOltbLTEsLTEsMCwwLDAsLTEsMCwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsMCwwLC0xLDAsMF0sWy0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLDAsLTEsMF0sWy0xLC0xLC0xLDAsLTEsLTEsLTEsMCwtMSwtMSwwLDAsLTEsMCwtMSwwLDAsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwtMSwtMSwwLDAsMCwtMSwwLDBdXX0= )
Devlog 2: UI maxxing+brutal+mog(sigma phonk🥀), added Game of life and lots more😎 UI looks LOTS better than the previous one. It has a logical layout and animations Made out how to make vars inside root and else about css. Game of life In one point I broke down, while I was coding. I wanted to quit the project, but I thought, I made a literal mini engine for 2D games and simulations, so I made Game of life It was entertaining to code it and see the results of it(Conway is a genius) few improvements speed is adjustable added commands list JS code more packed and not so nested as it was before
If you want to participate in the online BETA version of Raku, Join down this link :) Raku
NGL, it was a quite entertaining and interesting experience to make this project :D . Plan to work on it later
Made README and this thumbnail
Ships:
Raku, A game, where you need to program robots and make through 2D mazes. You will need to make algorithms and sort out, how to make it out. This is the first project, where I used a database. It was implemented for publishing community maps and saving statistics(How many scripts ran, maps made). Tried regEx(quite hard, but useful tool) for splitting users code into brackets. Learned about the algorithm behind Conway’s Game of Life(Plan to make my own biological/evolution simulation machine. Appreciate your reviews😎...
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1793137821.7271557
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1793224221.7271557
|
|
38711
|
AuraWatch by @Ander507 | Stardance
|
Ander507
|
7
|
27.0
|
400
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T19:27:13Z", "hours": 4.0, "multiplier": 17.45, "payout": 34, "blessing": "neutral", "text": "Where-to-watch used to be a row of streaming logos and that was it. Rent and Buy were gone, prices never showed, and song “Listen on” chips mashed into one blob. This round puts the full panel back: Stream / Rent / Buy , with HD/4K under the logo and a short price under rent/buy ( 39 kr , not DKK 39.00 ). Stream is “you already pay for this.” Rent/Buy are pay-per-title. Same thing on the hero pick and the smaller cards. The annoying part wasn’t fetching JustWatch. It was the UI. First pass looked boxed and goofy. Fancy overlapping logos clipped titles into “Incept.” I ripped the extra chrome and just made the group labels huge so you can tell the three modes apart at a glance. Also: Listen-on for YouTube Music / Spotify / Apple Music has its own styles now, so those chips don’t steal CSS from the movie cards. Try it: aurawatch.org — no account. Movies or TV, set your region, hit Match. Scroll the hero + the “or these” cards. Songs format → flip Listen on → preview a couple tracks.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 2, "ts": "2026-09-12T12:03:03Z", "hours": 3.0, "multiplier": 19.4, "payout": 25, "blessing": "neutral", "text": "Ship #6 — v0.5.0 AuraWatch used to hand you a pile of “here’s some stuff.” Now it picks one for tonight — hero card up top, a few “or these” under it, Decide for me / Not this when you’re still stuck. Also in this one: match %, local watchlist, era + runtime filters, soft “On my apps” (hard-filtering services was wiping songs/games/books — looked like Gemini died, was just me being dumb). Sign-in’s a popup now so /room doesn’t yeet you to a separate page. Live: https://aurawatch.org Code: https://github.com/Ander507/AuraWatch", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 3, "ts": "2026-08-26T15:44:07Z", "hours": 3.0, "multiplier": 14.94, "payout": 26, "blessing": "neutral", "text": "Shipped Group Vibe Rooms. You open a room, share the link, everyone types a vibe, the host hits Calculate — same picks for the whole group. Also made Match, Rooms, and Lists look and navigate the same, including on phone. Try it: aurawatch.org/room — make a room, join it in another tab, calculate.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 4, "ts": "2026-08-17T20:16:19Z", "hours": 8.0, "multiplier": 19.61, "payout": 157, "blessing": "neutral", "text": "AuraWatch is for when you’ve been scrolling for 20 minutes and still have nothing to watch. You tell it the mood — genres, a decade, titles you already like, or just a sentence about what you’re after — and it gives you a handful of real picks with posters, trailers, and where to stream them. Movies, TV, anime, songs, games, books, manga, and board games. The hard part is that no single API covers all of that. Gemini is great at taste and terrible at valid JSON, so every format has its own path: songs go through iTunes, games through IGDB, books through Open Library with Google Books as backup, board games through BoardGameGeek’s XML API — which loves replying “202, try again later” instead of a cover. Auth ate a full hour by itself, mostly because Discord treats www.aurawatch.org and aurawatch.org as two completely different websites. The thing I’m most proud of is that it never shows you a blank pane. No cover? Skeleton, then initials on a gradient. No results? A fallback card with Surprise Me instead of an empty box. To test it: no login needed. Pick a format, describe a mood, hit Match — or just spam Surprise Me. Sign in with Discord or a username if you want to save picks into a playlist and share the link.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 5, "ts": "2026-08-09T14:20:28Z", "hours": 4.0, "multiplier": 18.74, "payout": 76, "blessing": "neutral", "text": "What did you make? I built a massive expansion for AuraWatch, turning it into a true routing engine rather than just a generic recommender. I completely overhauled the UI into a clean, light-mode brutalist aesthetic and added full gaming support with precise platform filtering and dynamic store links. What was challenging? Wrestling with the IGDB API to get accurate store buttons was a nightmare, especially for PC games. Writing the logic to properly map Steam, Epic, and GOG links, and creating a strict fallback to official websites when a game like Minecraft isn’t on a main store, took a lot of trial and error. It was also tough figuring out how to add advanced features like “Anti-Vibe” without cluttering the UI, which I solved with a collapsible drawer. What are you proud of? I’m really proud of the multi-store routing. If a game is on three different platforms you own, the UI dynamically generates a distinct button for every single storefront. I’m also hyped on the new “Anti-Vibe” filter that lets you strictly exclude elements you hate, and the overall terminal-like visual overhaul. What should people know so they can test your project? Switch to the Games format and test the new platform dropdown. Enter the specific consoles you own (like PC or Switch), type in a vibe in the Notes, and maybe throw something you hate into the Exclude filter. Check out how it gives you exact, clickable store buttons for the platforms you actually selected!", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 6, "ts": "2026-08-03T14:22:17Z", "hours": 2.0, "multiplier": 13.81, "payout": 26, "blessing": "neutral", "text": "Ship #2: The Final Polish, Stable APIs & Custom Vibe Tuning 🚀 AuraWatch is finally in its most stable and customizable state yet! Over the last few sessions, I’ve completely overhauled how the app handles complex requests and edge cases based on your feedback. What’s New in this Ship: Rate Limit Resilience: Users noted missing posters for certain shows (like Yellowstone). I implemented API caching and a graceful UI fallback system. Now, if the TMDB or iTunes API rate-limits us, the UI stays beautiful with stylized fallback gradients instead of broken image icons. Match Priority Slider: You are no longer locked into the AI’s default weighting. You can now use a slider to explicitly tell the algorithm to favor your “Notes” (vibe) or the “Similar-to” titles. Smarter Music Routing: The iTunes API was failing on niche artists. I built a workaround that routes queries through Deezer/MusicBrainz to resolve the artist first, then pulls the correct track from Apple’s catalog. Hidden Easter Eggs: If you know, you know (try typing “surron” or “talaria” into the notes). Thanks to everyone who left feedback! The app is so much better because of it.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 7, "ts": "2026-07-25T20:02:14Z", "hours": 3.0, "multiplier": 17.07, "payout": 56, "blessing": "neutral", "text": "What I made: AuraWatch — a vibe finder for movies, TV, anime, and songs. You pick format/genres, optional “like these” titles, and a short mood note; it returns a few grounded picks with posters and where-to-watch / listen links. Problem: Picking something to watch (or play) usually means doomscrolling Netflix/Spotify until you give up. AuraWatch turns that into one short decision. 3 QoL improvements: Vibe + “similar to” in one place — no hopping between lists and search tabs. Region-aware Where to Watch — so you don’t get hyped for a title you can’t stream. Songs mode with listen links — same friction fix for music, not just video. Challenging: Gemini’s JSON was a mess (fences, trailing commas, truncations), so I added repair + key rotation and a local catalog fallback when APIs flake. Proud of: The dual path (TMDB similar vs Gemini concierge) and that it still works without keys. How to test: Open https://aura-watching.vercel.app/ → try Desktop + Minimal themes → pick Anime or Songs → add a “like” title and hit Get picks. Check providers/listen links on a result.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}]...
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[{"post_id": 67616, "ts": "202 [{"post_id": 67616, "ts": "2026-09-13T19:20:59Z", "hours": 3.9058, "text": "Devlog 10 — Pick your music app, see where it streams Biggest thing: song picks aren’t Apple-only anymore. You choose YouTube Music, Spotify, or Apple Music once — Listen opens that app. Apple still uses the iTunes track link when we have it; otherwise it falls back to search like the others. The annoying bit: 30s previews were tied to card index, not the actual track. Fast re-runs or filtering could play the wrong snippet. Previews now key off track_id from iTunes so the audio matches the card you’re looking at. Also this round: Flatrate streaming badges on movie/show cards (Netflix, Crunchyroll, Max, etc.) via TMDB watch providers ~/aurawatch/... path crumbs instead of fake C:\\AuraWatch\\ strings in the desktop chrome Try it: aurawatch.org — Songs format → flip “Listen on” → hit preview on a couple results"}, {"post_id": 66545, "ts": "2026-09-12T12:00:43Z", "hours": 2.5425, "text": "Devlog 9 — From recommender to decider Stopped treating “here’s 12 options” like a finished product. You get one hero pick for tonight, then a couple of “or these” underneath — not a wall of equal cards. Decide for me, Not this, and exclude titles you already bounced so the next run isn’t the same pile again. Soft “On my apps” badge too — hard-filtering by services was nuking songs/games/books when those formats don’t even have streaming providers. Looked like the API died. It was me. Also shoved match %, watchlist, era/runtime stuff into the mix, and sign-in is a popup now so /room doesn’t yeet you to a separate login page mid-flow. Try it: https://aurawatch.org"}, {"post_id": 55103, "ts": "2026-08-26T15:41:30Z", "hours": 3.4197, "text": "Devlog 8 — Group Vibe Rooms Biggest thing: you can now match with a group, not just yourself. Flow: host signs in → shares /room/... → guests only need a nickname + vibe (no account). Host hits Calculate. We merge everyone’s notes/likes, run one recommend, and save the same cards for everyone — including where to watch / play. Rooms self-destruct after 24 hours. The annoying bit: at first anyone could hit Calculate and burn a Gemini call for the whole room. Calculate is host-only now, and the host’s filters (region, rating, decade) actually stick on the room instead of getting dropped. Also this round: Roblox as its own format Critic scores on cards (TMDB / Rotten Tomatoes-style %) Try it: aurawatch.org/room"}, {"post_id": 49168, "ts": "2026-08-17T20:09:54Z", "hours": 1.2131, "text": "Devlog 7 — One hour, one login button Swapped the Email field for Username on sign-in (it quietly becomes [email protected] behind the scenes), and the Save to Playlist modal finally opens in the middle of the screen instead of hiding in the bottom-left corner. Then Discord OAuth ate the rest of the hour. “Invalid OAuth2 redirect_uri” three separate times: first the wrong callback path, then www.aurawatch.org vs aurawatch.org — which Discord treats as two completely unrelated sites. Fixed both, felt great, got a 500 instead: my sessions table has an id column my schema file never knew about, so every login worked perfectly right up until it tried to remember you. One missing column, one hour. Visual: Login page and after login"}, {"post_id": 49088, "ts": "2026-08-17T18:16:30Z", "hours": 6.7769, "text": "Devlog 6 — Tabletop, Amazon, and no more blank panes Board Games is actually live now. Gemini still names the titles; BoardGameGeek’s XML API does the rest (box art, year, player count). The painful bit: /thing often answers 202 (“come back later”), and search loves burying the real game under fan expansions, so Cards Against Humanity was coming back with no cover. We retry that queue, batch the IDs, and rank exact titles first. Books were doing the same disappearing-cover trick. Open Library is fine until it isn’t, so covers now fall through to Google Books, then Jikan / AniList for manga. While those images load, cards show a brutalist skeleton instead of a dead square, then fade in. Games, board games, and books/manga all got a Buy on Amazon button. It follows the region you picked (US .com , UK/Ireland .co.uk , Italy .it , most of Europe .de ) so you’re not dumped on the wrong storefront. Affiliate tags are baked in, with the Associates disclaimer in the footer. Copy Link used to fail silently. It now pops a terminal toast: [SYSTEM]: Link copied to clipboard successfully. Same deal on playlist share. And if a vibe query returns nothing or the request dies, Match doesn’t sit there empty — you get [ERROR]: No vibes match this exact query. plus Surprise Me or Reset Filters . Visual: board-game → Amazon button on a book/tabletop card → Mobile UI"}, {"post_id": 44001, "ts": "2026-08-09T14:18:45Z", "hours": 4.0672, "text": "Devlog 5: New brutalist UI and fixing the store links I just pushed a pretty massive update to AuraWatch. Honestly, the old UI was getting way too cluttered, and the backend routing had some really annoying edge cases I needed to iron out. Here is what changed: New Look: I completely overhauled the design. Ditched the old layout for a light-mode brutalist vibe—monospace fonts, sharp borders, and orange accents. It feels way cleaner and more like a proper utility now. Actual Platform Filtering: It was driving me crazy that the app might recommend a PC-only game to someone playing on a PS5. I added a strict, searchable platforms dropdown. If you tell it you only have a Switch and a PS4, it completely filters out everything else. Multi-Store Buttons: The API used to just grab one random store link and call it a day. Now, if a game is on three different platforms you searched for, the UI loops through and actually generates a separate button for each one (e.g., [View on PlayStation] and [View on Steam]). The Minecraft Edge Case: PC store links were breaking because games like Minecraft aren’t on Steam or Epic. I wrote a strict fallback into the routing so if it can’t find a standard storefront, it automatically generates a [View on Official Site] button instead of just ghosting you. No More Tag Dumps: The old cards used to dump 20 different store and console tags into one messy block. Now there is just a clean “Playable On” text list, completely separated from the actual buy buttons. The routing is finally feeling exact. Let me know what you think of the new stuff!"}, {"post_id": 40098, "ts": "2026-08-03T14:17:38Z", "hours": 0.5331, "text": "Devlog 4# — Posters that survive rate limits Covers were dying when TMDB/iTunes rate-limited us — blank squares and broken-image icons on match cards. Now a failed or missing poster falls back to a sleek gradient with the title’s initials. Also shipped a lightweight cache (server TTL for TMDB/iTunes + localStorage for like-title search) so repeat queries stop burning the quota. Friction: the CDN images weren’t the problem — we were refetching the same poster paths every match and hitting the wall."}, {"post_id": 39147, "ts": "2026-08-01T21:22:32Z", "hours": 1.1439, "text": "AuraWatch — song search that actually finds niche tracks (+ a tiny secret) Song search used to fail hard on queries like “all i want is you rebz” — Apple only returns U2/LAROI covers, never Rebzyyx. Fixed it by detecting title + artist-fragment queries, resolving the artist via Deezer/MusicBrainz, then pulling the real track from their iTunes catalog so the niche hit ranks first. Also shipped Sur Ronster easter eggs: Songs + “Surron”/“Talaria” → only On My Own by Kyle The Hooligan; Movies/TV + “surronster vibe” → his newest YouTube uploads in-app (no Zflix CTA). Friction: iTunes artist search for rebz only finds random “Rebz” artists — prefix expansion was the missing link. Visual to attach: Then notes surronster vibe → latest Sur Ronster video cards with Play video."}, {"post_id": 35434, "ts": "2026-07-26T20:45:11Z", "hours": 0.2519, "text": "Fixed the buttons and added STREAM RENT BUY categories"}, {"post_id": 34802, "ts": "2026-07-25T19:56:52Z", "hours": 3.2764, "text": "AuraWatch — Devlog #1 Added a dual-path recommender: vibe prompt / genres go through Gemini, and “like this title” goes through TMDB similar — then both get posters + region watch providers. The painful part wasn’t the AI. It was Gemini’s JSON. Trailing commas, curly quotes, markdown fences mid-object. Spent a chunk writing a repair/parse loop and bumping maxOutputTokens to 3072 after it kept truncating mid-array. Also shipped songs mode (Gemini → iTunes covers/listen links) and a local catalog fallback so the app still picks something when keys die. UI has two themes now ( minimal / desktop )"}]...
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Title: AuraWatch by @Ander507 | Stardance
Devlogs Title: AuraWatch by @Ander507 | Stardance
Devlogs:
AuraWatch — Devlog #1 Added a dual-path recommender: vibe prompt / genres go through Gemini, and “like this title” goes through TMDB similar — then both get posters + region watch providers. The painful part wasn’t the AI. It was Gemini’s JSON. Trailing commas, curly quotes, markdown fences mid-object. Spent a chunk writing a repair/parse loop and bumping maxOutputTokens to 3072 after it kept truncating mid-array. Also shipped songs mode (Gemini → iTunes covers/listen links) and a local catalog fallback so the app still picks something when keys die. UI has two themes now ( minimal / desktop )
Fixed the buttons and added STREAM RENT BUY categories
AuraWatch — song search that actually finds niche tracks (+ a tiny secret) Song search used to fail hard on queries like “all i want is you rebz” — Apple only returns U2/LAROI covers, never Rebzyyx. Fixed it by detecting title + artist-fragment queries, resolving the artist via Deezer/MusicBrainz, then pulling the real track from their iTunes catalog so the niche hit ranks first. Also shipped Sur Ronster easter eggs: Songs + “Surron”/“Talaria” → only On My Own by Kyle The Hooligan; Movies/TV + “surronster vibe” → his newest YouTube uploads in-app (no Zflix CTA). Friction: iTunes artist search for rebz only finds random “Rebz” artists — prefix expansion was the missing link. Visual to attach: Then notes surronster vibe → latest Sur Ronster video cards with Play video.
Devlog 4# — Posters that survive rate limits Covers were dying when TMDB/iTunes rate-limited us — blank squares and broken-image icons on match cards. Now a failed or missing poster falls back to a sleek gradient with the title’s initials. Also shipped a lightweight cache (server TTL for TMDB/iTunes + localStorage for like-title search) so repeat queries stop burning the quota. Friction: the CDN images weren’t the problem — we were refetching the same poster paths every match and hitting the wall.
Devlog 5: New brutalist UI and fixing the store links I just pushed a pretty massive update to AuraWatch. Honestly, the old UI was getting way too cluttered, and the backend routing had some really annoying edge cases I needed to iron out. Here is what changed: New Look: I completely overhauled the design. Ditched the old layout for a light-mode brutalist vibe—monospace fonts, sharp borders, and orange accents. It feels way cleaner and more like a proper utility now. Actual Platform Filtering: It was driving me crazy that the app might recommend a PC-only game to someone playing on a PS5. I added a strict, searchable platforms dropdown. If you tell it you only have a Switch and a PS4, it completely filters out everything else. Multi-Store Buttons: The API used to just grab one random store link and call it a day. Now, if a game is on three different platforms you searched for, the UI loops through and actually generates a separate button for each one (e.g., [View on PlayStation] and [View on Steam]). The Minecraft Edge Case: PC store links were breaking because games like Minecraft aren’t on Steam or Epic. I wrote a strict fallback into the routing so if it can’t find a standard storefront, it automatically generates a [View on Official Site] button instead of just ghosting you. No More Tag Dumps: The old cards used to dump 20 different store and console tags into one messy block. Now there is just a clean “Playable On” text list, completely separated from the actual buy buttons. The routing is finally feeling exact. Let me know what you think of the new stuff!
Devlog 6 — Tabletop, Amazon, and no more blank panes Board Games is actually live now. Gemini still names the titles; BoardGameGeek’s XML API does the rest (box art, year, player count). The painful bit: /thing often answers 202 (“come back later”), and search loves burying the real game under fan expansions, so Cards Against Humanity was coming back with no cover. We retry that queue, batch the IDs, and rank exact titles first. Books were doing the same disappearing-cover trick. Open Library is fine until it isn’t, so covers now fall through to Google Books, then Jikan / AniList for manga. While those images load, cards show a brutalist skeleton instead of a dead square, then fade in. Games, board games, and books/manga all got a Buy on Amazon button. It follows the region you picked (US .com , UK/Ireland .co.uk , Italy .it , most of Europe .de ) so you’re not dumped on the wrong storefront. Affiliate tags are baked in, with the Associates disclaimer in the footer. Copy Link used to fail silently. It now pops a terminal toast: [SYSTEM]: Link copied to clipboard successfully. Same deal on playlist share. And if a vibe query returns nothing or the request dies, Match doesn’t sit there empty — you get [ERROR]: No vibes match this exact query. plus Surprise Me or Reset Filters . Visual: board-game → Amazon button on a book/tabletop card → Mobile UI
Devlog 7 — One hour, one login button Swapped the Email field for Username on sign-in (it quietly becomes [email protected] behind the scenes), and the Save to Playlist modal finally opens in the middle of the screen instead of hiding in the bottom-left corner. Then Discord OAuth ate the rest of the hour. “Invalid OAuth2 redirect_uri” three separate times: first the wrong callback path, then www.aurawatch.org vs aurawatch.org — which Discord treats as two completely unrelated sites. Fixed both, felt great, got a 500 instead: my sessions table has an id column my schema file never knew about, so every login worked perfectly right up until it tried to remember you. One missing column, one hour. Visual: Login page and after login
Devlog 8 — Group Vibe Rooms Biggest thing: you can now match with a group, not just yourself. Flow: host signs in → shares /room/... → guests only need a nickname + vibe (no account). Host hits Calculate. We merge everyone’s notes/likes, run one recommend, and save the same cards for everyone — including where to watch / play. Rooms self-destruct after 24 hours. The annoying bit: at first anyone could hit Calculate and burn a Gemini call for the whole room. Calculate is host-only now, and the host’s filters (region, rating, decade) actually stick on the room instead of getting dropped. Also this round: Roblox as its own format Critic scores on cards (TMDB / Rotten Tomatoes-style %) Try it: aurawatch.org/room
Devlog 9 — From recommender to decider Stopped treating “here’s 12 options” like a finished product. You get one hero pick for tonight, then a couple of “or these” underneath — not a wall of equal cards. Decide for me, Not this, and exclude titles you already bounced so the next run isn’t the same pile again. Soft “On my apps” badge too — hard-filtering by services was nuking songs/games/books when those formats don’t even have streaming providers. Looked like the API died. It was me. Also shoved match %, watchlist, era/runtime stuff into the mix, and sign-in is a popup now so /room doesn’t yeet you to a separate login page mid-flow. Try it: https://aurawatch.org
Devlog 10 — Pick your music app, see where it streams Biggest thing: song picks aren’t Apple-only anymore. You choose YouTube Music, Spotify, or Apple Music once — Listen opens that app. Apple still uses the iTunes track link when we have it; otherwise it falls back to search like the others. The annoying bit: 30s previews were tied to card index, not the actual track. Fast re-runs or filtering could play the wrong snippet. Previews now key off track_id from iTunes so the audio matches the card you’re looking at. Also this round: Flatrate streaming badges on movie/show cards (Netflix, Crunchyroll, Max, etc.) via TMDB watch providers ~/aurawatch/... path crumbs instead of fake C:\AuraWatch\ strings in the desktop chrome Try it: aurawatch.org — Songs format → flip “Listen on” → hit preview on a couple results
Ships:
What I made: AuraWatch — a vibe finder for movies, TV, anime, and songs. You pick format/genres, optional “like these” titles, and a short mood note; it returns a few grounded picks with posters and where-to-watch / listen links. Problem: Picking something to watch (or play) usually means doomscrolling Netflix/Spotify until you give up. AuraWatch turns that into one short decision. 3 QoL improvements: Vibe + “similar to” in one place — no hopping between lists and search tabs. Region-aware Where to Watch — so you don’t get hyped for a title you can’t stream. Songs mode with listen links — same friction fix for music, not just video. Challenging: Gemini’s JSON was a mess (fences, trailing commas, truncations), so I added repair + key rotation and a local catalog fallback when APIs flake. Proud of: The dual path (TMDB similar vs Gemini concierge) and that it still works without keys. How to test: Open https://aura-watching.vercel.app/ → try Desktop + Minimal themes → pick Anime or Songs → add a “like” title and hit Get picks. Check providers/listen links on a result.
Ship #2: The Final Polish, Stable APIs & Custom Vibe Tuning 🚀 AuraWatch is finally in its most stable and customizable state yet! Over the last few sessions, I’ve completely overhauled how the app handles complex requests and edge cases based on your feedback. What’s New in this Ship: Rate Limit Resilience: Users noted missing posters for certain shows (like Yellowstone). I implemented API caching and a graceful UI fallback system. Now, if the TMDB or iTunes API rate-limits us, the UI stays beautiful with stylized fallback gradients instead of broken image icons. Match Priority Slider: You are no longer locked into the AI’s default weighting. You can now use a slider to explicitly tell the algorithm to favor your “Notes” (vibe) or the “Similar-to” titles. Smarter Music Routing: The iTunes API was failing on niche artists. I built a workaround that routes queries through Deezer/MusicBrainz to resolve the artist first, then pulls the correct track from Apple’s catalog. Hidden Easter Eggs: If you know, you know (try typing “surron” or “talaria” into the notes). Thanks to everyone who left feedback! The app is so much better because of it.
What did you make? I built a massive expansion for AuraWatch, turning it into a true routing engine rather than just a generic recommender. I completely overhauled the UI into a clean, light-mode brutalist aesthetic and added full gaming support with precise platform filtering and dynamic store links. What was challenging? Wrestling with the IGDB API to get accurate store buttons was a nightmare, especially for PC games. Writing the logic to properly map Steam, Epic, and GOG links, and creating a strict fallback to official websites when a game like Minecraft isn’t on a main store, took a lot of trial and error. It was also tough figuring out how to add advanced features like “Anti-Vibe” without cluttering the UI, which I solved with a collapsible drawer. What are you proud of? I’m really proud of the multi-store routing. If a game is on three different platforms you own, the UI dynamically generates a distinct button for every single storefront. I’m also hyped on the new “Anti-Vibe” filter that lets you strictly exclude elements you hate, and the overall terminal-like visual overhaul. What should people know so they can test your project? Switch to the Games format and test the new platform dropdown. Enter the specific consoles you own (like PC or Switch), type in a vibe in the Notes, and maybe throw something you hate into the Exclude filter. Check out how it gives you exact, clickable store buttons for the platforms you actually selected!
AuraWatch is for when you’ve been scrolling for 20 minutes and still have nothing to watch. You tell it the mood — genres, a decade, titles you already like, or just a sentence about what you’re after — and it gives you a handful of real picks with posters, trailers, and where to stream them. Movies, TV, anime, songs, games, books, manga, and board games. The hard part is that no single API covers all of that. Gemini is great at taste and terrible at valid JSON, so every format has its own path: songs go through iTunes, games through IGDB, books through Open Library with Google Books as backup, board games through BoardGameGeek’s XML API — which loves replying “202, try again later” instead of a cover. Auth ate a full hour by itself, mostly because Discord treats www.aurawatch.org and aurawatch.org as two completely different websites. The thing I’m most proud of is that it never shows you a blank pane. No cover? Skeleton, then initials on a gradient. No results? A fallback card with Surprise Me instead of an empty box. To test it: no login needed. Pick a format, describe a mood, hit Match — or just spam Surprise Me. Sign in with Discord or a username if you want to save picks into a playlist and share the link.
Shipped Group Vibe Rooms. You open a room, share the link, everyone types a vibe, the host hits Calculate — same picks for the whole group. Also made Match, Rooms, and Lists look and navigate the same, including on phone. Try it: aurawatch.org/room — make a room, join it in another tab, calculate.
Ship #6 — v0.5.0 AuraWatch used to hand you a pile of “here’s some stuff.” Now it picks one for tonight — hero card up top, a few “or these” under it, Decide for me / Not this when you’re still stuck. Also in this one: match %, local watchlist, era + runtime filters, soft “On my apps” (hard-filtering services was wiping songs/games/books — looked like Gemini died, was just me being dumb). Sign-in’s a popup now so /room doesn’t yeet you to a separate page. Live: https://aurawatch.org Code: https://github.com/Ander507/AuraWatch
Where-to-watch used to be a row of streaming logos and that was it. Rent and Buy were gone, prices never showed, and song “Listen on” chips mashed into one blob. This round puts the full panel back: Stream / Rent / Buy , with HD/4K under the logo and a short price under rent/buy ( 39 kr , not DKK 39.00 ). Stream is “you already pay for this.” Rent/Buy are pay-per-title. Same thing on the hero pick and the smaller cards. The annoying part wasn’t fetching JustWatch. It was the UI. First pass looked boxed and goofy. Fancy overlapping logos clipped titles into “Incept.” I ripped the extra chrome and just made the group labels huge so you can tell the three modes apart at a glance. Also: Listen-on for YouTube Music / Spotify / Apple Music has its own styles now, so those chips don’t steal CSS from the movie cards. Try it: aurawatch.org — no account. Movies or TV, set your region, hit Match. Scroll the hero + the “or these” cards. Songs format → flip Listen on → preview a couple tracks....
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learnova-v2 by @ranveergill | Stardance
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ranveergill
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T04:12:17Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "active recall is usually regraded as one of the best study methods of all time, and here you can practice it indefinitely! also, if you believe that your a better debater than ai/someone you know, you can challenge that here too! live at learnova.software :)", "repo": "https://github.com/ranveerlabs/learnova-v2", "demo": "https://www.learnova.software/"}, {"ship_num": 2, "ts": "2026-08-24T09:26:40Z", "hours": 19.0, "multiplier": 13.46, "payout": 259, "blessing": "neutral", "text": "Are you smarter than AI, your friends, or alone? Learnova is a study tool that only counts it as learned once you can say it back with no help. Multiple choice, then fill in the blank, then rebuild the explanation from pieces, then explain it cold, in your own words, with nothing to lean on. Most study tools stop testing you the moment you can recognize the right answer. This one starts there. The new part is who you’re up against. Debate Mode puts you against an AI opponent that argues the other side of whatever you just explained, four speeches, then a real judge call scores who actually held their ground. Or skip the AI and go against a friend instead, live, same format, one shared link, no accounts. The room exists the moment two people are in it and nothing else. Built this week: live 1v1 debate, real time, no database, a room is just two people and a shared connection. Rewrote how the grading talks to you, since a screen that quietly claims you contradicted a source that was never there does real damage to someone trying to learn. Killed the rating system twice over, first for hiding how different a study run and a debate round actually are, then for existing at all when neither needed to accumulate into a score. Rebuilt the whole color palette off the actual logo instead of picking colors that looked fine. None of it is graded on vibes. The AI opponent isn’t told to be nice or mean, it’s told to actually argue, and the judge is a second, separate model call that never sees what the first one said about itself. The score is out of ten, not a made up elo number a language model invented on the spot, because a model asked to do arithmetic will hand you a plausible number whether or not the arithmetic happened. Live at learnova.software. Open source. Built with Claude Code, over about five weeks of actual work, dates and all in the README because a repo that predates its own hackathon submission should say so plainly. Try it against yourself first. Then a friend. Then, if you’re feeling something, the AI.", "repo": "https://github.com/ranveerlabs/learnova-v2", "demo": "https://www.learnova.software/"}]...
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[{"post_id": 77995, "ts": "202 [{"post_id": 77995, "ts": "2026-10-09T04:10:10Z", "hours": 3.2511, "text": "no idea how i have this unlogged time lol"}, {"post_id": 63383, "ts": "2026-09-07T05:35:06Z", "hours": 0.5103, "text": "trimmed it down and tried to remove anything that could be potentially flagged as ai. i kinda think it looks better now, anyways running out of devlog content haha"}, {"post_id": 61640, "ts": "2026-09-04T17:09:45Z", "hours": 0.5211, "text": "recent rejection said round mode doesnt work i think it might have just been in an api rate limit thing as i wasnt able to find anything proving thats actually true"}, {"post_id": 60528, "ts": "2026-09-02T22:30:58Z", "hours": 0.2811, "text": "idk why i keep getting rejected for ai use my last rejection literally said “emojis in readme convey ai use”, ive never had any emojis in the readme ever. anyways devlogging cuz i wanna claim my 16 mins of skimming docs"}, {"post_id": 60017, "ts": "2026-09-02T03:38:18Z", "hours": 0.3928, "text": "claiming 23 minutes"}, {"post_id": 59412, "ts": "2026-09-01T07:12:15Z", "hours": 3.0644, "text": "everything is a window now whole app reskinned. every screen sits in a title bar and a paper body on a dark desktop, hard borders, no rounded corner left anywhere, 71 of those came out the token swap broke the landing immediately. –ink went #101010, –ground went #2b2b2b, and the headline sits straight on the ground, so LEARNOVA was black on near-black. wrapping screens in a window fixed it. i would have shipped that on the arithmetic two bugs turned out to be the same shape. the notes sheet had tape, punch holes and a pencil at -right-7, all deliberately outside the container, which nobody notices until a screen has a border. and the timer was a conic-gradient ring with a bg-ground disc punched out to make its hole, so once bg-ground became the desktop it drew a dark circle on a white toolbar /feed shipped. no CI on this repo, check-runs returns total_count: 0, so the build half is the deployments api. unauthenticated github is 60 an hour per ip and that ip is the whole deployment, so the answer sits on globalThis for 60 seconds the palette went round the houses. the title bar started as the blue off the reference screenshot, the only colour in the app from outside its own set, then charcoal which read as the old learnova, then mint, then cream warmed toward the star’s gold. i said the blue was gone twice before it actually was, cuz the first pass only moved the title bar and –accent-wash is what paints ::selection worst near miss: computeRoute(“/debate/live/QBTR”, {code:“QBTR”}) came back unmasked and i had most of a paragraph written abt room codes leaking to analytics. turnValueToRegExp wasnt in scope, so it hit the function’s own catch and handed the input straight back. with the helper in scope its /debate/live/[code] still emulated chrome on one machine. analytics loads but has never reported, that only happens off a deploy"}, {"post_id": 53640, "ts": "2026-08-24T09:20:45Z", "hours": 5.425, "text": "live rooms, and the rating that stopped existing live 1v1 debate shipped. two people, a four character code, no accounts the real decision was what a room even is. serverless functions dont share memory between instances, so a Map tracking whether a room exists lies abt half the time. host creates it on one instance, the guest’s join lands on another, and the guest gets told the room doesnt exist while the host is sat inside it. so nothing tracks existence any more. presence on an ably channel is the room two bugs that only turned up by testing it properly only the host’s browser calls the judge, so the ballot came back written entirely from the host’s side. both players read the host’s strengths and the host’s weaknesses in the second person. the judge writes both ballots now and mirror swaps them for the guest and a room was ending when the first person left instead of the last, which threw out whoever had stayed this reverses the last log, twice both elo modules got deleted. one number going up and down implies a round mode run and a debate round measure the same thing, and they dont. it became a plain record instead then the record got deleted too. a debate ends on its verdict and nothing counts up across rounds results were showing +1,380 of 2,280, a division you have to do in your head at the exact moment you want one answer. its a score out of ten now. anything above ten written by an older build gets dropped rather than converted, cuz converting needs a denominator that was never stored cut suggestion chips, which turned “name a topic” into “pick one of these”. three motions that typewrote themselves onto the debate note for no functional reason. /proof, which was a third way into a landing page arguing there are two. thirteen exported symbols nothing was calling and the “get the ballot” button. the eighth speech lands and the round goes to the judge on its own palette rebuilt off the logo. the dark ground is sampled straight out of the asset, and every neutral swapped for the grey at the same relative luminance, so the contrast ratios that were already tuned still hold. type warmed to the logo’s cream and the accent became the star’s gold two prompt bugs the voice instructions were teaching third person inside their own example. and the ballot voice used bare letters A and B, which now and then came out as “a flaw in A’s hanging out point” worst near miss of the session: the case insensitive fix for the letter A also matched the article “a”, and shipped “with they cheaper alternative” thru a live judge call before anybody caught it separate one, numbered lists were coming out as a single run-on line. fixed, and property tested against 200 random chunkings copy the unavailable message used to claim nothing youd typed had been lost, which this app has no way of knowing bigger one. every ai call was failing with a raw HTTP 402 on a student’s screen, telling them to retry something that was never going to work, cuz the shared key had run out of balance. it says plainly that retrying wont fix it now readme the status section had gone stale before, so it got corrected twice this session first pass: a full eight speech live debate across two real browsers, 1.6s to join, each speech reaching the other window in 423 to 1039ms, and a 15.2 second wait before a disconnect gets noticed, written down as measured rather than rounded down. the judge was stubbed that pass, the key had no balance second pass, once the key refilled: two real judge calls, two genuinely different ballots, no stray letters still open: a judge call made from inside a live room and mirrored to the guest has only ever been checked against a stub"}, {"post_id": 48684, "ts": "2026-08-17T06:00:05Z", "hours": 5.7667, "text": "debate mode, and the source that wasnt there biggest thing this session is a second mode. round mode’s ladder tops out at saying something in your own words. debate wants something else out of you, holding a position for four speeches while an opponent tries to take it off you. own route, rather than bolting a sixth round on the end the rating is arithmetic the judge hands back a winner, a margin and ten dimension scores. the elo change gets worked out from those in integer maths the model never sees. ask a model to update an elo directly and you get a number that looks like arithmetic, and you cant catch it going wrong cuz every value it gives you is plausible two tabs and they never mix. open debate is judged on whether the argument holds up. tournament prep gets judged against a tournament bar, where a dropped argument is conceded and 60 means mediocre rather than good for a beginner. format is required and never defaulted, a Public Forum ballot handed to somebody practising Lincoln-Douglas is worse than no ballot cuz theyll act on it tritoflex somebody ran a topic-only session on Tritoflex, a spray-on rubber roofing compound, and got told over and over that it was torch-applied. he caught it cuz he installs the stuff. anybody studying something new wouldnt have ask the model cold abt an obscure term and it comes back with a protein, an alpha helix, signal transduction, implicated in cancer. none of it true, none of it reading as invented, and it never once says it doesnt know the worst bit wasnt a missing disclaimer. on a topic-only round 4 the marking screen printed “Contradicts the source” under a heading reading “The notes”, in a session where the student pasted nothing and the server blanks every citation on the way out anyway. so somebody who wrote a true sentence got told they contradicted evidence that had never existed. it says “the model disagrees” now the header badge went from “AI-generated” to “AI, unchecked”. they typed the topic in themselves so they already know who wrote it. what they have no way to know is that nothing checked it. “AI” stays in the label cuz it outlives the moment, screenshots get shared and come back a week later runs leave something behind they used to die with the tab. honest enough abt the plumbing. but retrieval practice does its work thru spacing, and meeting a concept once, failing to explain it and never seeing it again is the half that only feels like studying the session already worked out the thing worth keeping, a map of which ideas you can recognise but cant say. computed it, showed it once, threw it away on the walk to the results. one standing per concept sticks around now and the front door leads with whats still unsaid the tests that tested nothing my first two boundary assertions both passed against the exact bugs they were written for. one compared trimmed pieces, and trimming erases the evidence, so it cant tell a mid-word cut from a clean one. the other ran on a sample that had collapsed to a single chunk, so there was no join left in it to get wrong only found out bcuz i reverted the fix to watch them fail and they sat there green status the green “strong” band is verified, which closes the open item from the last log. seen in a browser by somebody who knew the answers, rather than by a driver answering option 1 every time readme the privacy section had gone from cautious to false. “nothing is stored beyond the current session” stopped being true the moment runs started leaving a record behind. thats twice a claim in there has drifted while the product moved under it, so anything that stores something now drags a readme check into the same commit still no accounts. standings are per device and clearing site data wipes them"}, {"post_id": 43181, "ts": "2026-08-08T09:29:30Z", "hours": 4.9756, "text": "deleting the score biggest change this session was taking things out. round mode had points, a running total and a combo multiplier. all three gone!!! the argument lowk fell out as soon as i said it aloud. the number at the top of the results was the run time, and the quickest way thru a round is to answer everything wrong immediately. so the headline figure was paying you for the one behaviour the app exists to catch. points and combos were the same information twice over, worked out from how fast and how often you were right, then shown next to how fast and how often you were right whats there instead weights every answer by how little help it had. warm up counts once, round 1 three times, round 2 five, round 3 six, and saying a concept in your own words in round 4 is worth 150. speed isnt in the formula anywhere and two tests hold that down: the same answers given at wildly different speeds come out identical, and fast-and-wrong lands below slow-and-right it reads +615 of 2,120. a bare number says nothing when a short session and a long one have different ceilings round 3 the chip tray used to have wrong words mixed in, so the round was a hunt for what to avoid. now it holds the sentence’s own pieces and nothing else grading stopped being fussy abt list order. seven tests, four of them cases that still have to fail: “sugar traps light” for “light traps sugar”, a scrambled non-list, a missing chip, a changed verb round 4 cant be skipped any more. there was a “stop here and see the results” button sitting right in front of the only moment in the session with nothing on screen to lean on, which is where bailing is most tempting the interface stopped hiding the header used to empty itself during a round, on the theory that chrome at the edges competes with retrieval. thats true for one person at a desk. round mode gets passed round a room with several people reading one screen, so it stays up now locking the page to the viewport turned up two bugs. one of them clipped the verdict off the bottom on a short window, and the verdict is the line that tells you the answer the run clock was a nice one. it measured wall clock from the start of the run, so it counted loading and the between-round screens, and it disagreed with the time the results reported. header said 3:20 against a reported 1:08. built off the same splits the results use now the cold open prompt trimmed it after noticing it asked the model to write explanation lines nobody reads. a/b against the real proxy over 10 topics took median completion tokens from 397 to 266, abt 33%, on the one call every student sits and waits for setTimeout i overrode it in the harness to freeze auto-advance long enough to screenshot a verdict, and it swallowed the harness’s own sleeps. script hung and i captured the wrong state. keep a reference to the real function before you replace it status the assembled round is verified, which closes the open item from the last log. full ladder played end to end, in dev and against a production build"}, {"post_id": 41804, "ts": "2026-08-06T07:19:45Z", "hours": 3.1092, "text": "round mode, inspo is hackclub mail!!!! you type a topic and start guessing. five rounds, each one takes away more of the help: two options, four options, a sentence with the word missing, the same sentence in pieces you have to put back together, then nothing on screen at all and you just say it. the ladder runs recognise -> produce bcuz thats the direction the research points, retrieval beats rereading and producing beats picking anyway that part was already built. today was worse the scores were fake correct answers kept turning up in the first slot. felt wrong, so i wrote a script that generates questions thru the real route and counts where the answer actually lands warm up came back 5 of 5 at index 0. round 1 was 7 / 5 / 3 / 0 which means every score this app has ever shown anybody was inflated. you could do well without reading the question it was my own prompt doing it. every JSON example i handed the model had “answerIndex”: 0 sitting in it, so of course it learned that. placement happens on the server after generation now, for every format with ordered options, and that includes the chip tray, which had been shuffling in the browser where nothing could measure it 197 questions across four topics. chi-square under the 5% critical value on every format repeated questions are gone too. the dedupe compares what a question asks for rather than how its worded, so a rephrasing doesnt sneak past. when a topic runs dry the generator gets told to ask abt distinctions and consequences instead of drawing from the same pool twice three things a diff would never show drove headless chrome over all 21 presentations, cuz none of this is visible in code constellation’s stars stacked into a column. tailwind emits .relative after .absolute, and Pick set relative, so it beat the absolute that was being passed in doors swung 72 degrees, which turns the correct answer edge on at the exact moment you need to read it and a burst balloon faded to 0.25 opacity. so a wrong answer got softened by becoming unreadable. that one still bugs me, the marking is the one part that has to stay honest and it was quietly making the bad news harder to look at audio the generated pad sounded like fan noise. gone. its “8bit Dungeon Level” by Kevin MacLeod now, CC BY 4.0, credited in the app and in the repo on by default, the feel is half of why the mode works, and theres a mute for anyone sitting in a library autoplay turned into its own afternoon. no browser lets a page make noise before you touch it, so the track asks to play on mount, the rejection arms a listener, and your first click or keypress is what starts it testing that turned up a bug i had already talked myself out of. react batches state, so if the first thing you touched was the mute button, the listener fired while the value still read on, started the track, then paused it a frame later. a blip of music played at exactly the person switching it off. set synchronously now Two things from the test rig mattered more than the thing it was testing. element.click() doesnt grant user activation in chrome, so my first run looked like the whole feature was broken and was just the harness lying to me. and running chrome with a permissive autoplay flag meant the gesture fallback never fired once, so i was measuring nothing at all not done nobody has played the full ladder in a real browser yet. the presentations render, thats genuinely all i know. tomorrow"}]...
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Title: learnova-v2 by @ranveergill | Stardance
De Title: learnova-v2 by @ranveergill | Stardance
Devlogs:
round mode, inspo is hackclub mail!!!! you type a topic and start guessing. five rounds, each one takes away more of the help: two options, four options, a sentence with the word missing, the same sentence in pieces you have to put back together, then nothing on screen at all and you just say it. the ladder runs recognise -> produce bcuz thats the direction the research points, retrieval beats rereading and producing beats picking anyway that part was already built. today was worse the scores were fake correct answers kept turning up in the first slot. felt wrong, so i wrote a script that generates questions thru the real route and counts where the answer actually lands warm up came back 5 of 5 at index 0. round 1 was 7 / 5 / 3 / 0 which means every score this app has ever shown anybody was inflated. you could do well without reading the question it was my own prompt doing it. every JSON example i handed the model had “answerIndex”: 0 sitting in it, so of course it learned that. placement happens on the server after generation now, for every format with ordered options, and that includes the chip tray, which had been shuffling in the browser where nothing could measure it 197 questions across four topics. chi-square under the 5% critical value on every format repeated questions are gone too. the dedupe compares what a question asks for rather than how its worded, so a rephrasing doesnt sneak past. when a topic runs dry the generator gets told to ask abt distinctions and consequences instead of drawing from the same pool twice three things a diff would never show drove headless chrome over all 21 presentations, cuz none of this is visible in code constellation’s stars stacked into a column. tailwind emits .relative after .absolute, and Pick set relative, so it beat the absolute that was being passed in doors swung 72 degrees, which turns the correct answer edge on at the exact moment you need to read it and a burst balloon faded to 0.25 opacity. so a wrong answer got softened by becoming unreadable. that one still bugs me, the marking is the one part that has to stay honest and it was quietly making the bad news harder to look at audio the generated pad sounded like fan noise. gone. its “8bit Dungeon Level” by Kevin MacLeod now, CC BY 4.0, credited in the app and in the repo on by default, the feel is half of why the mode works, and theres a mute for anyone sitting in a library autoplay turned into its own afternoon. no browser lets a page make noise before you touch it, so the track asks to play on mount, the rejection arms a listener, and your first click or keypress is what starts it testing that turned up a bug i had already talked myself out of. react batches state, so if the first thing you touched was the mute button, the listener fired while the value still read on, started the track, then paused it a frame later. a blip of music played at exactly the person switching it off. set synchronously now Two things from the test rig mattered more than the thing it was testing. element.click() doesnt grant user activation in chrome, so my first run looked like the whole feature was broken and was just the harness lying to me. and running chrome with a permissive autoplay flag meant the gesture fallback never fired once, so i was measuring nothing at all not done nobody has played the full ladder in a real browser yet. the presentations render, thats genuinely all i know. tomorrow
deleting the score biggest change this session was taking things out. round mode had points, a running total and a combo multiplier. all three gone!!! the argument lowk fell out as soon as i said it aloud. the number at the top of the results was the run time, and the quickest way thru a round is to answer everything wrong immediately. so the headline figure was paying you for the one behaviour the app exists to catch. points and combos were the same information twice over, worked out from how fast and how often you were right, then shown next to how fast and how often you were right whats there instead weights every answer by how little help it had. warm up counts once, round 1 three times, round 2 five, round 3 six, and saying a concept in your own words in round 4 is worth 150. speed isnt in the formula anywhere and two tests hold that down: the same answers given at wildly different speeds come out identical, and fast-and-wrong lands below slow-and-right it reads +615 of 2,120. a bare number says nothing when a short session and a long one have different ceilings round 3 the chip tray used to have wrong words mixed in, so the round was a hunt for what to avoid. now it holds the sentence’s own pieces and nothing else grading stopped being fussy abt list order. seven tests, four of them cases that still have to fail: “sugar traps light” for “light traps sugar”, a scrambled non-list, a missing chip, a changed verb round 4 cant be skipped any more. there was a “stop here and see the results” button sitting right in front of the only moment in the session with nothing on screen to lean on, which is where bailing is most tempting the interface stopped hiding the header used to empty itself during a round, on the theory that chrome at the edges competes with retrieval. thats true for one person at a desk. round mode gets passed round a room with several people reading one screen, so it stays up now locking the page to the viewport turned up two bugs. one of them clipped the verdict off the bottom on a short window, and the verdict is the line that tells you the answer the run clock was a nice one. it measured wall clock from the start of the run, so it counted loading and the between-round screens, and it disagreed with the time the results reported. header said 3:20 against a reported 1:08. built off the same splits the results use now the cold open prompt trimmed it after noticing it asked the model to write explanation lines nobody reads. a/b against the real proxy over 10 topics took median completion tokens from 397 to 266, abt 33%, on the one call every student sits and waits for setTimeout i overrode it in the harness to freeze auto-advance long enough to screenshot a verdict, and it swallowed the harness’s own sleeps. script hung and i captured the wrong state. keep a reference to the real function before you replace it status the assembled round is verified, which closes the open item from the last log. full ladder played end to end, in dev and against a production build
debate mode, and the source that wasnt there biggest thing this session is a second mode. round mode’s ladder tops out at saying something in your own words. debate wants something else out of you, holding a position for four speeches while an opponent tries to take it off you. own route, rather than bolting a sixth round on the end the rating is arithmetic the judge hands back a winner, a margin and ten dimension scores. the elo change gets worked out from those in integer maths the model never sees. ask a model to update an elo directly and you get a number that looks like arithmetic, and you cant catch it going wrong cuz every value it gives you is plausible two tabs and they never mix. open debate is judged on whether the argument holds up. tournament prep gets judged against a tournament bar, where a dropped argument is conceded and 60 means mediocre rather than good for a beginner. format is required and never defaulted, a Public Forum ballot handed to somebody practising Lincoln-Douglas is worse than no ballot cuz theyll act on it tritoflex somebody ran a topic-only session on Tritoflex, a spray-on rubber roofing compound, and got told over and over that it was torch-applied. he caught it cuz he installs the stuff. anybody studying something new wouldnt have ask the model cold abt an obscure term and it comes back with a protein, an alpha helix, signal transduction, implicated in cancer. none of it true, none of it reading as invented, and it never once says it doesnt know the worst bit wasnt a missing disclaimer. on a topic-only round 4 the marking screen printed “Contradicts the source” under a heading reading “The notes”, in a session where the student pasted nothing and the server blanks every citation on the way out anyway. so somebody who wrote a true sentence got told they contradicted evidence that had never existed. it says “the model disagrees” now the header badge went from “AI-generated” to “AI, unchecked”. they typed the topic in themselves so they already know who wrote it. what they have no way to know is that nothing checked it. “AI” stays in the label cuz it outlives the moment, screenshots get shared and come back a week later runs leave something behind they used to die with the tab. honest enough abt the plumbing. but retrieval practice does its work thru spacing, and meeting a concept once, failing to explain it and never seeing it again is the half that only feels like studying the session already worked out the thing worth keeping, a map of which ideas you can recognise but cant say. computed it, showed it once, threw it away on the walk to the results. one standing per concept sticks around now and the front door leads with whats still unsaid the tests that tested nothing my first two boundary assertions both passed against the exact bugs they were written for. one compared trimmed pieces, and trimming erases the evidence, so it cant tell a mid-word cut from a clean one. the other ran on a sample that had collapsed to a single chunk, so there was no join left in it to get wrong only found out bcuz i reverted the fix to watch them fail and they sat there green status the green “strong” band is verified, which closes the open item from the last log. seen in a browser by somebody who knew the answers, rather than by a driver answering option 1 every time readme the privacy section had gone from cautious to false. “nothing is stored beyond the current session” stopped being true the moment runs started leaving a record behind. thats twice a claim in there has drifted while the product moved under it, so anything that stores something now drags a readme check into the same commit still no accounts. standings are per device and clearing site data wipes them
live rooms, and the rating that stopped existing live 1v1 debate shipped. two people, a four character code, no accounts the real decision was what a room even is. serverless functions dont share memory between instances, so a Map tracking whether a room exists lies abt half the time. host creates it on one instance, the guest’s join lands on another, and the guest gets told the room doesnt exist while the host is sat inside it. so nothing tracks existence any more. presence on an ably channel is the room two bugs that only turned up by testing it properly only the host’s browser calls the judge, so the ballot came back written entirely from the host’s side. both players read the host’s strengths and the host’s weaknesses in the second person. the judge writes both ballots now and mirror swaps them for the guest and a room was ending when the first person left instead of the last, which threw out whoever had stayed this reverses the last log, twice both elo modules got deleted. one number going up and down implies a round mode run and a debate round measure the same thing, and they dont. it became a plain record instead then the record got deleted too. a debate ends on its verdict and nothing counts up across rounds results were showing +1,380 of 2,280, a division you have to do in your head at the exact moment you want one answer. its a score out of ten now. anything above ten written by an older build gets dropped rather than converted, cuz converting needs a denominator that was never stored cut suggestion chips, which turned “name a topic” into “pick one of these”. three motions that typewrote themselves onto the debate note for no functional reason. /proof, which was a third way into a landing page arguing there are two. thirteen exported symbols nothing was calling and the “get the ballot” button. the eighth speech lands and the round goes to the judge on its own palette rebuilt off the logo. the dark ground is sampled straight out of the asset, and every neutral swapped for the grey at the same relative luminance, so the contrast ratios that were already tuned still hold. type warmed to the logo’s cream and the accent became the star’s gold two prompt bugs the voice instructions were teaching third person inside their own example. and the ballot voice used bare letters A and B, which now and then came out as “a flaw in A’s hanging out point” worst near miss of the session: the case insensitive fix for the letter A also matched the article “a”, and shipped “with they cheaper alternative” thru a live judge call before anybody caught it separate one, numbered lists were coming out as a single run-on line. fixed, and property tested against 200 random chunkings copy the unavailable message used to claim nothing youd typed had been lost, which this app has no way of knowing bigger one. every ai call was failing with a raw HTTP 402 on a student’s screen, telling them to retry something that was never going to work, cuz the shared key had run out of balance. it says plainly that retrying wont fix it now readme the status section had gone stale before, so it got corrected twice this session first pass: a full eight speech live debate across two real browsers, 1.6s to join, each speech reaching the other window in 423 to 1039ms, and a 15.2 second wait before a disconnect gets noticed, written down as measured rather than rounded down. the judge was stubbed that pass, the key had no balance second pass, once the key refilled: two real judge calls, two genuinely different ballots, no stray letters still open: a judge call made from inside a live room and mirrored to the guest has only ever been checked against a stub
everything is a window now whole app reskinned. every screen sits in a title bar and a paper body on a dark desktop, hard borders, no rounded corner left anywhere, 71 of those came out the token swap broke the landing immediately. –ink went #101010, –ground went #2b2b2b, and the headline sits straight on the ground, so LEARNOVA was black on near-black. wrapping screens in a window fixed it. i would have shipped that on the arithmetic two bugs turned out to be the same shape. the notes sheet had tape, punch holes and a pencil at -right-7, all deliberately outside the container, which nobody notices until a screen has a border. and the timer was a conic-gradient ring with a bg-ground disc punched out to make its hole, so once bg-ground became the desktop it drew a dark circle on a white toolbar /feed shipped. no CI on this repo, check-runs returns total_count: 0, so the build half is the deployments api. unauthenticated github is 60 an hour per ip and that ip is the whole deployment, so the answer sits on globalThis for 60 seconds the palette went round the houses. the title bar started as the blue off the reference screenshot, the only colour in the app from outside its own set, then charcoal which read as the old learnova, then mint, then cream warmed toward the star’s gold. i said the blue was gone twice before it actually was, cuz the first pass only moved the title bar and –accent-wash is what paints ::selection worst near miss: computeRoute(“/debate/live/QBTR”, {code:“QBTR”}) came back unmasked and i had most of a paragraph written abt room codes leaking to analytics. turnValueToRegExp wasnt in scope, so it hit the function’s own catch and handed the input straight back. with the helper in scope its /debate/live/[code] still emulated chrome on one machine. analytics loads but has never reported, that only happens off a deploy
claiming 23 minutes
idk why i keep getting rejected for ai use my last rejection literally said “emojis in readme convey ai use”, ive never had any emojis in the readme ever. anyways devlogging cuz i wanna claim my 16 mins of skimming docs
recent rejection said round mode doesnt work i think it might have just been in an api rate limit thing as i wasnt able to find anything proving thats actually true
trimmed it down and tried to remove anything that could be potentially flagged as ai. i kinda think it looks better now, anyways running out of devlog content haha
no idea how i have this unlogged time lol
Ships:
Are you smarter than AI, your friends, or alone? Learnova is a study tool that only counts it as learned once you can say it back with no help. Multiple choice, then fill in the blank, then rebuild the explanation from pieces, then explain it cold, in your own words, with nothing to lean on. Most study tools stop testing you the moment you can recognize the right answer. This one starts there. The new part is who you’re up against. Debate Mode puts you against an AI opponent that argues the other side of whatever you just explained, four speeches, then a real judge call scores who actually held their ground. Or skip the AI and go against a friend instead, live, same format, one shared link, no accounts. The room exists the moment two people are in it and nothing else. Built this week: live 1v1 debate, real time, no database, a room is just two people and a shared connection. Rewrote how the grading talks to you, since a screen that quietly claims you contradicted a source that was never there does real damage to someone trying to learn. Killed the rating system twice over, first for hiding how different a study run and a debate round actually are, then for existing at all when neither needed to accumulate into a score. Rebuilt the whole color palette off the actual logo instead of picking colors that looked fine. None of it is graded on vibes. The AI opponent isn’t told to be nice or mean, it’s told to actually argue, and the judge is a second, separate model call that never sees what the first one said about itself. The score is out of ten, not a made up elo number a language model invented on the spot, because a model asked to do arithmetic will hand you a plausible number whether or not the arithmetic happened. Live at learnova.software. Open source. Built with Claude Code, over about five weeks of actual work, dates and all in the README because a repo that predates its own hackathon submission should say so plainly. Try it against yourself first. Then a friend. Then, if you’re feeling something, the AI.
active recall is usually regraded as one of the best study methods of all time, and here you can practice it indefinitely! also, if you believe that your a better debater than ai/someone you know, you can challenge that here too! live at learnova.software :)...
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1793242203.372547
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1793328603.372547
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46712
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robotic arm by @thomas_thomas | Stardance
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thomas_thomas
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T16:39:00Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a completely costum 3 degrees of freedom robotic arm. It is based on an Arduino and can be controlled from your PC. I designed every single part of it myself, even designing the cycloidal drives myself. Especially the electronics were hard and often made me lose motivation (and money). But the cycloidal drive design wasnt easy as well at first. I learned many crucial skills (with this being my first electronics project): -Soldering -Proper 3d Printing and assembly oriented CAD design -How Stepper motors, Electrical circuits and many tools actually work -Documenting your work -Intuition as to what might work and what wont So may more things! This was my entry project into the world of engineering and I have so many more prejcts in mind that I would like to build someday.", "repo": "https://github.com/pommjes/robotic-arm", "demo": ""}]...
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[{"post_id": 73168, "ts": "202 [{"post_id": 73168, "ts": "2026-09-24T15:01:07Z", "hours": 0.6667, "text": "Working on the finishing touches rn. Just made this baseplate, which I dont have myself since I made mine out of a piece of wood. Its much easier that way but in case anyone doesnt have any wood or no tools for drilling etc I made this baseplate for them."}, {"post_id": 70714, "ts": "2026-09-19T17:15:57Z", "hours": 2.9667, "text": "This is getting pretty hard now… After basically finishing the rough hardware I started finishing the software. Added a zero function which I have to use for now since the homing isnt accurate at all yet and you basically always have to home it manually (using a level lol). But the main issue is the target point function since the arm seems to make up some random data and drifts like 20(!!) cm from the target point while being spot on on the other axis. But I’ll get there in the next few days… And guess what youre getting another screenshot bcs the real arm still looks like shit:"}, {"post_id": 69718, "ts": "2026-09-17T17:17:54Z", "hours": 1.5664, "text": "Finally installed a Nema 17 as the base motor for the arm. The old Nema 14 often struggled to move the correct number of steps due to too much load. The old one had 12Ncm while the new one has 45Ncm :D. I obviously dont have anymore problems with the base motor missing steps… Also the new base with the integrated magnet holder and bearing ring is way more practical than the old design. You wont notice a difference visually and its ugly af with all the cables so yall are getting another rendering:"}, {"post_id": 66780, "ts": "2026-09-12T17:45:13Z", "hours": 1.0597, "text": "Put all the mounts for the magnets and hall effect sensors on the main parts so less printing and no glueing is needed. Posting devlogs more frequently now"}, {"post_id": 66514, "ts": "2026-09-12T11:04:53Z", "hours": 2.0667, "text": "Im going to upgrade the stepper of joint 1 from a nema14 to a nema17. The nema14 just didnt have enough torque to spin the arm without shaking a lot and skipping like half of the steps… This is the new motor case for mounting it. It will now have the lower bearing cap attached to it for easyer printing and assembly. Also finished installing and connecting all the hall effect sensors to the arm and every joint is homeable now! Next will be installing the new motor and then calibrating the software and if everything goes according to plan (it wont) i’ll be done!!"}, {"post_id": 66030, "ts": "2026-09-11T15:56:14Z", "hours": 0.7333, "text": "Did a cfd analysis of the housing for my arduino and the cnc shield. It was pretty hard to figure out but also very fun and most of all a valuable skill to learn. This might be a bit overkill but it actually helped me improve the case for better airflow over the heatsinks of the motor drivers to ensure keeping them cool for when the arm will be working for longer periods of time and under higher loads. For anyone interested I did this in Simscale its very easy to use and you get 10 free simulations!"}, {"post_id": 65026, "ts": "2026-09-09T20:36:09Z", "hours": 10.3181, "text": "Worked a lot on the homing of my arm. Did a lot of software first off. Adding the homing buttons to the GUI, adding the commands which will be send to the arduino and adding the homing feature on the arduino itself were a lot of work but we got there in the end! Also added a section for error messages and stuff at the bottom. For the hardware side I glued all the hall effect sensor in place along with the magnets needed for the sensors. I glued them on but i plan on putting designated spots on the arm for the magnets and sensors so you wont have to glue them on if you decide to build the arm yourself. I then had to build a small board to allow all the sensors to recieve power from the cnc shield. I now also started connecting all the sensors to the arduino which takes a lot longer than expected actually. But ive been successful so far and both of the connected joints work as intended right now. Next up i have to finish connecting everything and then finish so software side so the arms get to the correct position once they’re homed. This is a lot for one devlog but its hard to define clear borders in this project since everything is connected with everything else so you are never “done” with one subproject because its only a small part and wont work without me working on the next thing. Also didnt add any pics of the arm with the sensors since you cant really notice a difference compared to the older photo on here except a few more wires…"}, {"post_id": 53970, "ts": "2026-08-24T17:58:02Z", "hours": 1.8, "text": "I cant belive I’m typing this, but it works. After intensively working on the software side the last few days while waiting for the last hardware pieces needed I assembled everything today. I put on the jumper caps to enable microstepping and installed the new cables for joint 3. When everything was done i just had to do a tiny bit of troubleshooting but after that it just worked! I can control all the joints and the software also doesnt really have any issues. The only thing that doesn’t fully work yet is the target point feature, since i cant home the arm yet. Some magnets will arrive in a few days and i’ll use them with hall effect sensors to home the arm. Then it’ll hopfuly work just as it should and i can get to documenting this whole thing for you guys!"}, {"post_id": 52250, "ts": "2026-08-22T10:52:49Z", "hours": 6.0089, "text": "Advanced the software side quite a bit. Waiting for some new parts rn so I used the time to finish the gui for now and calculate everything i need to to send to the arduino! You can now input the three values making up the target point and hit calculate. Then the angles of the three joints relative to their home position as well as the delta of the angles, which is the value which the joints need to move in order to reach the target position, are displayed below. These are the values which are going to be send to the arduino. I also added the function to ignore physically impossible positions of the arm and only show the possible ones. In theory I only have to add some kind of interface to send data to the arduino and the software would be done!"}, {"post_id": 45313, "ts": "2026-08-11T17:59:37Z", "hours": 1.41, "text": "Wrote the code to controll all 3 joints.did this to prepare and pass time while i wait for my cnc shield. once it arrives ill hopefully be able to fully control my arm for the first time ever! No new features (apart from the 3rd joint) where added, but i cleaned up the code from the last version a bit and removed some unused sections. I also added lots of comments to make editing and extending the code easier in the future."}, {"post_id": 45139, "ts": "2026-08-11T13:14:44Z", "hours": 0.3, "text": "New Joint 1 -> Base interface without wobbling like the one before."}]...
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Title: robotic arm by @thomas_thomas | Stardance
Title: robotic arm by @thomas_thomas | Stardance
Devlogs:
New Joint 1 -> Base interface without wobbling like the one before.
Wrote the code to controll all 3 joints.did this to prepare and pass time while i wait for my cnc shield. once it arrives ill hopefully be able to fully control my arm for the first time ever! No new features (apart from the 3rd joint) where added, but i cleaned up the code from the last version a bit and removed some unused sections. I also added lots of comments to make editing and extending the code easier in the future.
Advanced the software side quite a bit. Waiting for some new parts rn so I used the time to finish the gui for now and calculate everything i need to to send to the arduino! You can now input the three values making up the target point and hit calculate. Then the angles of the three joints relative to their home position as well as the delta of the angles, which is the value which the joints need to move in order to reach the target position, are displayed below. These are the values which are going to be send to the arduino. I also added the function to ignore physically impossible positions of the arm and only show the possible ones. In theory I only have to add some kind of interface to send data to the arduino and the software would be done!
I cant belive I’m typing this, but it works. After intensively working on the software side the last few days while waiting for the last hardware pieces needed I assembled everything today. I put on the jumper caps to enable microstepping and installed the new cables for joint 3. When everything was done i just had to do a tiny bit of troubleshooting but after that it just worked! I can control all the joints and the software also doesnt really have any issues. The only thing that doesn’t fully work yet is the target point feature, since i cant home the arm yet. Some magnets will arrive in a few days and i’ll use them with hall effect sensors to home the arm. Then it’ll hopfuly work just as it should and i can get to documenting this whole thing for you guys!
Worked a lot on the homing of my arm. Did a lot of software first off. Adding the homing buttons to the GUI, adding the commands which will be send to the arduino and adding the homing feature on the arduino itself were a lot of work but we got there in the end! Also added a section for error messages and stuff at the bottom. For the hardware side I glued all the hall effect sensor in place along with the magnets needed for the sensors. I glued them on but i plan on putting designated spots on the arm for the magnets and sensors so you wont have to glue them on if you decide to build the arm yourself. I then had to build a small board to allow all the sensors to recieve power from the cnc shield. I now also started connecting all the sensors to the arduino which takes a lot longer than expected actually. But ive been successful so far and both of the connected joints work as intended right now. Next up i have to finish connecting everything and then finish so software side so the arms get to the correct position once they’re homed. This is a lot for one devlog but its hard to define clear borders in this project since everything is connected with everything else so you are never “done” with one subproject because its only a small part and wont work without me working on the next thing. Also didnt add any pics of the arm with the sensors since you cant really notice a difference compared to the older photo on here except a few more wires…
Did a cfd analysis of the housing for my arduino and the cnc shield. It was pretty hard to figure out but also very fun and most of all a valuable skill to learn. This might be a bit overkill but it actually helped me improve the case for better airflow over the heatsinks of the motor drivers to ensure keeping them cool for when the arm will be working for longer periods of time and under higher loads. For anyone interested I did this in Simscale its very easy to use and you get 10 free simulations!
Im going to upgrade the stepper of joint 1 from a nema14 to a nema17. The nema14 just didnt have enough torque to spin the arm without shaking a lot and skipping like half of the steps… This is the new motor case for mounting it. It will now have the lower bearing cap attached to it for easyer printing and assembly. Also finished installing and connecting all the hall effect sensors to the arm and every joint is homeable now! Next will be installing the new motor and then calibrating the software and if everything goes according to plan (it wont) i’ll be done!!
Put all the mounts for the magnets and hall effect sensors on the main parts so less printing and no glueing is needed. Posting devlogs more frequently now
Finally installed a Nema 17 as the base motor for the arm. The old Nema 14 often struggled to move the correct number of steps due to too much load. The old one had 12Ncm while the new one has 45Ncm :D. I obviously dont have anymore problems with the base motor missing steps… Also the new base with the integrated magnet holder and bearing ring is way more practical than the old design. You wont notice a difference visually and its ugly af with all the cables so yall are getting another rendering:
This is getting pretty hard now… After basically finishing the rough hardware I started finishing the software. Added a zero function which I have to use for now since the homing isnt accurate at all yet and you basically always have to home it manually (using a level lol). But the main issue is the target point function since the arm seems to make up some random data and drifts like 20(!!) cm from the target point while being spot on on the other axis. But I’ll get there in the next few days… And guess what youre getting another screenshot bcs the real arm still looks like shit:
Working on the finishing touches rn. Just made this baseplate, which I dont have myself since I made mine out of a piece of wood. Its much easier that way but in case anyone doesnt have any wood or no tools for drilling etc I made this baseplate for them.
Ships:
It’s a completely costum 3 degrees of freedom robotic arm. It is based on an Arduino and can be controlled from your PC. I designed every single part of it myself, even designing the cycloidal drives myself. Especially the electronics were hard and often made me lose motivation (and money). But the cycloidal drive design wasnt easy as well at first. I learned many crucial skills (with this being my first electronics project): -Soldering -Proper 3d Printing and assembly oriented CAD design -How Stepper motors, Electrical circuits and many tools actually work -Documenting your work -Intuition as to what might work and what wont So may more things! This was my entry project into the world of engineering and I have so many more prejcts in mind that I would like to build someday....
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1793145100.6718552
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1793231500.6718552
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47090
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My (not so) Cool Site >:) by @vaito | Stardance
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vaito
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2
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27.0
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98
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T11:28:39Z", "hours": 14.0, "multiplier": 7.22, "payout": 98, "blessing": "neutral", "text": "I made a personal website :D so…. what changes Previously, I have made it with vanilla HTML and CSS to submit to Personal site quest. Now I have switched to Astro and TailwindCSS. I choose Astro because I just need SSG, no client-side code needed. Also, I added the education page where I yap about my schools. And I reworked the Projects page for cleaner looks Thats it :D P/s: Some of these images are clickable. wanna know more ._.? So the tech stack I use is: Astro + Vite, TailwindCSS for CSS things I use Github Pages (automated with Github Action) for hosting this site (thank you Github). But I’m planning to self-host it.", "repo": "https://github.com/VaitoSoi/vaito", "demo": "https://vaito.dev"}, {"ship_num": 2, "ts": "2026-08-17T09:12:59Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple site to introduce myself :D It has: the home, project and links section, as simple as that", "repo": "https://github.com/VaitoSoi/vaito", "demo": "https://vaito.dev"}]...
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[{"post_id": 77282, "ts": "202 [{"post_id": 77282, "ts": "2026-10-06T12:43:32Z", "hours": 0.4419, "text": "I just made some changes to adapt the normal scale on Windows browser :D"}, {"post_id": 77089, "ts": "2026-10-05T16:52:06Z", "hours": 0.7775, "text": "The UI for phone is quite complete now. But the responsive UI support of TailwindCSS is quite limited, so I can’t implement the UI for tablet yet. Also, if you have a bad experience with the UI, the elements are randomly placed, try to decrease the scale of your browser, it may fix the problem"}, {"post_id": 77077, "ts": "2026-10-05T15:55:27Z", "hours": 2.1472, "text": "I’m doing the responsive UI"}, {"post_id": 76751, "ts": "2026-10-04T14:19:38Z", "hours": 4.5711, "text": "Some updates here: I split the education into a separate part I have done the about me page. I think I have to reorganize the about me page because it looks a bit messy. I have done the projects page: Thats all"}, {"post_id": 75605, "ts": "2026-09-30T15:24:26Z", "hours": 5.5722, "text": "It is quite a long time from the last update, isn’t it >:) To sum up, I’m moving to Astro for SSG and TailwindCSS so I don’t have to manually do the CSS Also, I’m adding new section is about my life (or education )"}, {"post_id": 48342, "ts": "2026-08-16T17:32:09Z", "hours": 1.1739, "text": "My site is live now"}, {"post_id": 48252, "ts": "2026-08-16T15:36:17Z", "hours": 3.3483, "text": "I have done the projects section Sorry for a 3hr devlog ;-; My first design for this part is scroll sync-link (or whatever it called), meaning that when you scroll the site, instead of boring scroll like normal, the site will change itself based on the scroll. Sound cool right >:) Thats until you work on its. It took me so much time that I decided to move to the traditional, click to see method."}, {"post_id": 47931, "ts": "2026-08-16T06:14:21Z", "hours": 8.7872, "text": "I have done the hero section and moving to the projects section :D"}]...
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Title: My (not so) Cool Site >:) by @vaito | St Title: My (not so) Cool Site >:) by @vaito | Stardance
Devlogs:
I have done the hero section and moving to the projects section :D
I have done the projects section Sorry for a 3hr devlog ;-; My first design for this part is scroll sync-link (or whatever it called), meaning that when you scroll the site, instead of boring scroll like normal, the site will change itself based on the scroll. Sound cool right >:) Thats until you work on its. It took me so much time that I decided to move to the traditional, click to see method.
My site is live now
It is quite a long time from the last update, isn’t it >:) To sum up, I’m moving to Astro for SSG and TailwindCSS so I don’t have to manually do the CSS Also, I’m adding new section is about my life (or education )
Some updates here: I split the education into a separate part I have done the about me page. I think I have to reorganize the about me page because it looks a bit messy. I have done the projects page: Thats all
I’m doing the responsive UI
The UI for phone is quite complete now. But the responsive UI support of TailwindCSS is quite limited, so I can’t implement the UI for tablet yet. Also, if you have a bad experience with the UI, the elements are randomly placed, try to decrease the scale of your browser, it may fix the problem
I just made some changes to adapt the normal scale on Windows browser :D
Ships:
I made a simple site to introduce myself :D It has: the home, project and links section, as simple as that
I made a personal website :D so…. what changes Previously, I have made it with vanilla HTML and CSS to submit to Personal site quest. Now I have switched to Astro and TailwindCSS. I choose Astro because I just need SSG, no client-side code needed. Also, I added the education page where I yap about my schools. And I reworked the Projects page for cleaner looks Thats it :D P/s: Some of these images are clickable. wanna know more ._.? So the tech stack I use is: Astro + Vite, TailwindCSS for CSS things I use Github Pages (automated with Github Action) for hosting this site (thank you Github). But I’m planning to self-host it....
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1793220469.7194283
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1793306869.7194283
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51811
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Personal Site by @lantern | Stardance
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lantern
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2
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27.0
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110
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T05:58:17Z", "hours": 25.0, "multiplier": 4.48, "payout": 110, "blessing": "neutral", "text": "Finally calling it done and shipping this project! I wanted to build a portfolio that felt like an actual interactive tool rather than just another static resume page, so I spent the last several hours(27hrs to be exact) diving deep into modern vanilla JS to pull it together. What I Built: Terminal Overlay: Built a retro-modern CLI modal from scratch. You can hit keyboard shortcuts anywhere on the site to bring up an interactive terminal to navigate sections, run commands (help, projects, skills, clear, theme), and inspect site metadata with full keyboard focus locking. Live GitHub API Integration: Connected the site directly to GitHub’s REST API to dynamically fetch and build my project cards on the fly. Added local storage caching so it won’t hit unauthenticated rate limits. Web Audio Canvas Visualizer: Embedded a custom synth engine and visualizer that renders sound frequencies in real-time. Had to refactor the typed arrays in requestAnimationFrame to fix JavaScript garbage collection lag and keep rendering locked at 60fps. Glassmorphism UI Refactor: Upgraded the whole visual layout with crisp dark/light themes, smooth backdrop blurs, dynamic card hover elevations, and responsive mobile breakpoints.", "repo": "https://github.com/jigneshphalsawal-cloud/Personal-Site", "demo": "https://jigneshphalsawal-cloud.github.io/Personal-Site/"}, {"ship_num": 2, "ts": "2026-08-20T11:46:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first site as a standalone project i used HTML and CSS to build this site with the help of the guide in hackclub i hope you will like it✨ Features:- 1 photos 2 link to my hackclub profile 3 A nav bar (i will keep updating it) 4 changing image size", "repo": "https://github.com/jigneshphalsawal-cloud/Personal-Site", "demo": "https://jigneshphalsawal-cloud.github.io/Personal-Site/"}]...
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[{"post_id": 59767, "ts": "202 [{"post_id": 59767, "ts": "2026-09-01T18:15:56Z", "hours": 6.85, "text": "Progress….. Built a custom modal command palette from scratch in vanilla JSSupported commands include help, projects, skills, clear, theme, and contact with active autocomplete and history navigation (Up/Down arrow keys) Upgraded the static section panels to responsive glassmorphism containers utilizing backdrop-filter: blur(), dynamic hover glows, and crisp CSS variables for theme switching Added smooth scroll-triggered reveal animations for project cards, dynamic hover tilt states, and fixed mobile layout breaking points for the terminal modal .. the personal site is almost complete only a few UI modifications are left . I think i have used up all my thinking capability on adding stuff to it…I just hope this will turn out good!!"}, {"post_id": 59486, "ts": "2026-09-01T11:04:07Z", "hours": 8.5167, "text": "Progress So Far:- Built an async fetchProjects() module calling the GitHub REST API .It dynamically filters out forks, maps repo tags, and builds project cards automatically. 3)Handled GitHub’s unauthenticated rate limits (60 req/hr) by saving the payload to localStorage with a 1-hour expiration.(i actually hit GitHub’s 60-request hourly limit almost instantly because the fetch call was firing inside a component re-render) fixed it by wrapping the API call inside a strict initial load check and serving cached local JSON if rate-limited been working on this all night !!! just took last project review personally Next i want add to add a interactive terminal and make some changes to the theme"}, {"post_id": 58761, "ts": "2026-08-31T10:08:32Z", "hours": 1.5667, "text": "While reading my previous project reviews –>I found there is no value for normal project unless you have something extraordinary idea and i absolutely hate this because this program should motivate people to build projects and not demotivate them. –> Moving on (cause what can i even do) i decided do something “extraordinary “ and wanted to integrate something with my personal site as its a “basic mission”.( things i do for things i want )"}, {"post_id": 58712, "ts": "2026-08-31T07:56:42Z", "hours": 2.3167, "text": "Progress so far:- Built out a sticky top navbar with quick anchor links (About, Skills, Achievements, Projects, Contact) alongside a working dark mode toggle button. Designed custom card containers for the “Achievements & Recognition” section. Added hover shadow elevations, custom icon badges, and year tag Styled smooth scroll behavior across sections, cleaned up the overall CSS color palette"}, {"post_id": 57977, "ts": "2026-08-30T09:45:08Z", "hours": 3.2333, "text": "Developing the main page for the site!!!"}, {"post_id": 57872, "ts": "2026-08-30T06:04:54Z", "hours": 2.0833, "text": "Extending the site still in progress, so far i have added few new animations to the site and re-designed the footer with tabs"}, {"post_id": 50912, "ts": "2026-08-20T11:44:12Z", "hours": 0.3167, "text": "Personal Site Completed!!!!!"}, {"post_id": 50879, "ts": "2026-08-20T10:38:27Z", "hours": 1.8122, "text": "Html file completed for my site i added link to my profile ,a nav bar and photos"}]...
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Title: Personal Site by @lantern | Stardance
Devl Title: Personal Site by @lantern | Stardance
Devlogs:
Html file completed for my site i added link to my profile ,a nav bar and photos
Personal Site Completed!!!!!
Extending the site still in progress, so far i have added few new animations to the site and re-designed the footer with tabs
Developing the main page for the site!!!
Progress so far:- Built out a sticky top navbar with quick anchor links (About, Skills, Achievements, Projects, Contact) alongside a working dark mode toggle button. Designed custom card containers for the “Achievements & Recognition” section. Added hover shadow elevations, custom icon badges, and year tag Styled smooth scroll behavior across sections, cleaned up the overall CSS color palette
While reading my previous project reviews –>I found there is no value for normal project unless you have something extraordinary idea and i absolutely hate this because this program should motivate people to build projects and not demotivate them. –> Moving on (cause what can i even do) i decided do something “extraordinary “ and wanted to integrate something with my personal site as its a “basic mission”.( things i do for things i want )
Progress So Far:- Built an async fetchProjects() module calling the GitHub REST API .It dynamically filters out forks, maps repo tags, and builds project cards automatically. 3)Handled GitHub’s unauthenticated rate limits (60 req/hr) by saving the payload to localStorage with a 1-hour expiration.(i actually hit GitHub’s 60-request hourly limit almost instantly because the fetch call was firing inside a component re-render) fixed it by wrapping the API call inside a strict initial load check and serving cached local JSON if rate-limited been working on this all night !!! just took last project review personally Next i want add to add a interactive terminal and make some changes to the theme
Progress….. Built a custom modal command palette from scratch in vanilla JSSupported commands include help, projects, skills, clear, theme, and contact with active autocomplete and history navigation (Up/Down arrow keys) Upgraded the static section panels to responsive glassmorphism containers utilizing backdrop-filter: blur(), dynamic hover glows, and crisp CSS variables for theme switching Added smooth scroll-triggered reveal animations for project cards, dynamic hover tilt states, and fixed mobile layout breaking points for the terminal modal .. the personal site is almost complete only a few UI modifications are left . I think i have used up all my thinking capability on adding stuff to it…I just hope this will turn out good!!
Ships:
This is my first site as a standalone project i used HTML and CSS to build this site with the help of the guide in hackclub i hope you will like it✨ Features:- 1 photos 2 link to my hackclub profile 3 A nav bar (i will keep updating it) 4 changing image size
Finally calling it done and shipping this project! I wanted to build a portfolio that felt like an actual interactive tool rather than just another static resume page, so I spent the last several hours(27hrs to be exact) diving deep into modern vanilla JS to pull it together. What I Built: Terminal Overlay: Built a retro-modern CLI modal from scratch. You can hit keyboard shortcuts anywhere on the site to bring up an interactive terminal to navigate sections, run commands (help, projects, skills, clear, theme), and inspect site metadata with full keyboard focus locking. Live GitHub API Integration: Connected the site directly to GitHub’s REST API to dynamically fetch and build my project cards on the fly. Added local storage caching so it won’t hit unauthenticated rate limits. Web Audio Canvas Visualizer: Embedded a custom synth engine and visualizer that renders sound frequencies in real-time. Had to refactor the typed arrays in requestAnimationFrame to fix JavaScript garbage collection lag and keep rendering locked at 60fps. Glassmorphism UI Refactor: Upgraded the whole visual layout with crisp dark/light themes, smooth backdrop blurs, dynamic card hover elevations, and responsive mobile breakpoints....
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1792958060.4657242
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1793822060.4657242
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53492
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Modeling Assets for City of the Forgotten (my proj Modeling Assets for City of the Forgotten (my project) by @Ling | Stardance...
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Ling
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T01:51:43Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D Model for my Character For my Game City of the Forgotten I made The Texture the rig and the 3d model", "repo": "https://github.com/Miyamoto-web/Modeling-Assets-for-City-of-the-Forgotten-my-project-", "demo": "https://youtu.be/9ZU8_nbiwio"}]...
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[{"post_id": 69409, "ts": "202 [{"post_id": 69409, "ts": "2026-09-17T00:18:21Z", "hours": 1.785, "text": "README"}, {"post_id": 68934, "ts": "2026-09-16T02:13:42Z", "hours": 0.4, "text": "Making README Currently explaning the creative process"}, {"post_id": 66637, "ts": "2026-09-12T14:21:00Z", "hours": 1.05, "text": "Finshed rig"}, {"post_id": 65707, "ts": "2026-09-11T01:20:15Z", "hours": 0.5839, "text": "Making rig"}, {"post_id": 65097, "ts": "2026-09-10T00:07:21Z", "hours": 9.3428, "text": "Character done making meta rig"}, {"post_id": 61916, "ts": "2026-09-05T02:46:41Z", "hours": 7.9033, "text": "Modeling protagonist coat"}, {"post_id": 58114, "ts": "2026-08-30T13:49:19Z", "hours": 2.9789, "text": "Finaly modeling the first part of the characther"}, {"post_id": 57726, "ts": "2026-08-29T23:59:45Z", "hours": 1.4169, "text": "Character Image reference editing (He is a noir detective ww2 vet)"}, {"post_id": 54142, "ts": "2026-08-24T23:40:12Z", "hours": 1.5181, "text": "Learning Blender"}]...
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Title: Modeling Assets for City of the Forgotten ( Title: Modeling Assets for City of the Forgotten (my project) by @Ling | Stardance
Devlogs:
Learning Blender
Character Image reference editing (He is a noir detective ww2 vet)
Finaly modeling the first part of the characther
Modeling protagonist coat
Character done making meta rig
Making rig
Finshed rig
Making README Currently explaning the creative process
README
Ships:
I made a 3D Model for my Character For my Game City of the Forgotten I made The Texture the rig and the 3d model...
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1793152419.2040994
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1793238819.2040994
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53831
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contrast by @a-fun-gi | Stardance
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a-fun-gi
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2
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27.0
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291
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T19:24:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the second ship of the project, and the final ship to Stardance. I added most of the things people mentioned in review and a couple other things that will make development smoother in the future. I am planning on developing the full version of the game for another competition after stardance ends. Hopefully you guys had fun seeing this project evolve (ik i did :)) and follow my github or itch if you want to see how it goes!! Thank you!!", "repo": "https://github.com/a-fun-gi/contrast", "demo": "https://a-fun-gi.itch.io/contrast-demo"}, {"ship_num": 2, "ts": "2026-10-04T01:06:39Z", "hours": 24.0, "multiplier": 12.26, "payout": 291, "blessing": "neutral", "text": "Contrast Contrast is a monochrome metroidvania involving light, shadows, and getting lost in the dark built in Godot. The Idea I was once doodling in my journal and I made a cute little character that I liked. I was like, “hey I should put that into a video game!”. So I started to draw different iterations of it digitally, but one block I kept running into was that I wasn’t sure how to add color to it, because I always doodle in black and white. After thinking about that for quite a bit, I decided, “you know what? I don’t even need color, I’ll just make a completely monochrome game!” (not a real quote, but basically my train of thought). I eventually landed on a version that I drew in GIMP and animated using Skeleton2D in Godot. So at this point I had a character and… nothing else, but that was enough to build off of. The Development I knew I would be making the game in Godot from the start, because my computer would die if I tried running Unreal Engine, and I don’t know how to use Unity. After making the character I basically made the rest of the game as I went, adding bits of terrain, playing with shaders, and all of that fun stuff. What I learned Making this game felt very spiritual for me. I even started to have dreams set in the world of the game. And I learned SO MUCH. I feel like I was having to google something every other minute, but that’s okay because of the sheer amount of information I took in. Overall This was such an amazing journey and process, especially documenting my progress in Stardance. Whoever is reading this, thank you for rating my project!!!", "repo": "https://github.com/a-fun-gi/contrast", "demo": "https://a-fun-gi.itch.io/contrast-demo"}]...
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[{"post_id": 80779, "ts": "202 [{"post_id": 80779, "ts": "2026-10-18T19:18:43Z", "hours": 2.5447, "text": "Devlog # 5: Hi, I’m back Hello everyone, back with another devlog!! I loved reading everyone’s feedback so thank you to whoever rated my project! In this iteration I was mainly fixing all of the bugs that the raters mentioned with a couple additions of my own. Bug Fixes: I removed the debug function that brings your health down when you press space. I realise that that’s probably super confusing for people so sorry for that. On that note I also updated the controls to be much more intuitive, most common configurations should work. The pause menu also works in the last level now. Improvements: I removed the LoopManager nodes and transferred all of their functionality to the GameManager, which is less confusing for me and hopefully others too. I also added a focus, which means you don’t have to use a mouse to click the buttons. Additions: There were a few requests for a tutorial, so I expanded the first level a little bit and added hints of what to do. There was also a suggestion to add an option menu, so I did. So far there is only volume and another thing there, but I will add more in the future. While I was making that, I decided to tackle saving, just to save the settings, but now that I have that framework lain it will be easier development later on. Other News I made a web playable version! Hopefully it works well. Also, to whoever did this review: It is a classical platformer story elements would make it more interesting but as you said it is a first demo, the addition of the light/inverted bar thingi makes it a bit more original but there is still a lot to add like lore. I would like to see future additions in story area especially ?horror?. … GIVE ME LOOOREE! :)… I hear your pleas for lore (loud and clear), but it appears that I have… writer’s block???!??! Basically I can’t think of anything, but my purpose of saying this is to let whoever’s reading this know that my DMs are very open and I NEED ideas!!!"}, {"post_id": 76572, "ts": "2026-10-04T00:37:49Z", "hours": 8.7278, "text": "Devlog # 4: Possibly the final devlog!! Wow, I apologized for the length of the last devlog, and here I am with a 7 hour one!! The time just keeps on ticking… A lot has changed since the last devlog so bear with me. Improvements: I’ve added a source button to the title screen that redirects to the Github . There is now a pause menu when you press escape that can quit to the main menu. I successfully made the “unstable zone”, so there is a bar at the top of the hud that moves back and forth depending on whether the player is inverted or not. The idea is that you have to balance between light and dark. If the bar gets to one end, you get damaged every one second. Additions: I added a death animation so death actually happens now instead of an error that says you can’t have negative health . I also added a portal to go between levels and a whole second level with gpu particle rain!! I also improved the GameManager’s level switching so it’s much more adaptive now. There is also now an end, as this is just a demo. Bug fixes: Most bugs I had to fix were from the new additions and didn’t exist in the previous version of the game. So idk In other news… I have the game published on itch.io !!!!! Pleasepleaseplease check it out and leave a nice comment if you are capable!! 🙏 expect a ship soon and i love all of you guys sosososo much thank you everyone for an amazing event ❤️ ❤️ ❤️"}, {"post_id": 70915, "ts": "2026-09-20T01:06:40Z", "hours": 5.0072, "text": "Devlog # 3: Visual fx galore Hello everyone! I apologize for doing such a long devlog, but those hours really slip by Without further ado: let’s jump into it Improvements: I’ve added a few more moving elements to the terrain, but I’ve been mostly focusing on gameplay instead of actual length at this point. I also made the title screen look better and the “quit” button actually quit. I made the life counter actually work , for now it only goes down when you fall off the edge of something. You reset to the last safe place you were standing. Additions: I was having fun playing with shaders and added a glitch effect to the character when you enter/exit an inverted zone I also added a ripple shader that has no purpose at the moment but it will don’t worry No bug fixes this time What’s Next: Next I am planning on using that ripple shader to make sort of a “unstable zone” where you have to balance between light and dark. Stardance is ending soon though so we’ll see how much is done when I ship peace"}, {"post_id": 63194, "ts": "2026-09-06T21:16:06Z", "hours": 4.1097, "text": "Devlog # 2: Terrain, shaders, and a really annoying bug Improvements: I made the terrain much more flexible by using seperate objects that I could just place wherever, instead of the tilemap, but that was really just for showing that the character worked. Also I made a moving element. Additions: I added a title screen, a life counter (not implemented yet, but it’s there ), and a shader that inverts colors. The shader will probably be involved in a gameplay thingy later, but for now, it’s just to look nice. Making the shader was really hard, actually even though it was really simple… Bug Fixes: Sooo I was going to post this devlog yesterday, but then I realised that my whole scene loading everything was horrible and some really weird things happened. SO I spent another hour and a half fixing it . HOWEVER I did also learn some valuable lessons, and made a GameManager, so I don’t think it was a complete waste What’s Next Next up will be making the title screen look more interesting, and I have some ideas for game mechanics and new characters that I will explore. Stay tuned! (or not )"}, {"post_id": 56889, "ts": "2026-08-28T21:37:23Z", "hours": 5.8878, "text": "Devlog # 1: Back With a New Project What’s up folks! I am back with another project, having shipped the vent alien. This is a monochrome metroidvania involving light, shadows, and getting lost in the dark . (Clearly still need to figure out some lore) However, I finished drawing, rigging, and animating the main character in this devlog. I also made some mediocre background graphics to show the character moving. What’s Next Mainly worldbuilding, which will take a while. I am also planning on making a neat banner for the project! stay tuned!!"}]...
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Title: contrast by @a-fun-gi | Stardance
Devlogs: Title: contrast by @a-fun-gi | Stardance
Devlogs:
Devlog # 1: Back With a New Project What’s up folks! I am back with another project, having shipped the vent alien. This is a monochrome metroidvania involving light, shadows, and getting lost in the dark . (Clearly still need to figure out some lore) However, I finished drawing, rigging, and animating the main character in this devlog. I also made some mediocre background graphics to show the character moving. What’s Next Mainly worldbuilding, which will take a while. I am also planning on making a neat banner for the project! stay tuned!!
Devlog # 2: Terrain, shaders, and a really annoying bug Improvements: I made the terrain much more flexible by using seperate objects that I could just place wherever, instead of the tilemap, but that was really just for showing that the character worked. Also I made a moving element. Additions: I added a title screen, a life counter (not implemented yet, but it’s there ), and a shader that inverts colors. The shader will probably be involved in a gameplay thingy later, but for now, it’s just to look nice. Making the shader was really hard, actually even though it was really simple… Bug Fixes: Sooo I was going to post this devlog yesterday, but then I realised that my whole scene loading everything was horrible and some really weird things happened. SO I spent another hour and a half fixing it . HOWEVER I did also learn some valuable lessons, and made a GameManager, so I don’t think it was a complete waste What’s Next Next up will be making the title screen look more interesting, and I have some ideas for game mechanics and new characters that I will explore. Stay tuned! (or not )
Devlog # 3: Visual fx galore Hello everyone! I apologize for doing such a long devlog, but those hours really slip by Without further ado: let’s jump into it Improvements: I’ve added a few more moving elements to the terrain, but I’ve been mostly focusing on gameplay instead of actual length at this point. I also made the title screen look better and the “quit” button actually quit. I made the life counter actually work , for now it only goes down when you fall off the edge of something. You reset to the last safe place you were standing. Additions: I was having fun playing with shaders and added a glitch effect to the character when you enter/exit an inverted zone I also added a ripple shader that has no purpose at the moment but it will don’t worry No bug fixes this time What’s Next: Next I am planning on using that ripple shader to make sort of a “unstable zone” where you have to balance between light and dark. Stardance is ending soon though so we’ll see how much is done when I ship peace
Devlog # 4: Possibly the final devlog!! Wow, I apologized for the length of the last devlog, and here I am with a 7 hour one!! The time just keeps on ticking… A lot has changed since the last devlog so bear with me. Improvements: I’ve added a source button to the title screen that redirects to the Github . There is now a pause menu when you press escape that can quit to the main menu. I successfully made the “unstable zone”, so there is a bar at the top of the hud that moves back and forth depending on whether the player is inverted or not. The idea is that you have to balance between light and dark. If the bar gets to one end, you get damaged every one second. Additions: I added a death animation so death actually happens now instead of an error that says you can’t have negative health . I also added a portal to go between levels and a whole second level with gpu particle rain!! I also improved the GameManager’s level switching so it’s much more adaptive now. There is also now an end, as this is just a demo. Bug fixes: Most bugs I had to fix were from the new additions and didn’t exist in the previous version of the game. So idk In other news… I have the game published on itch.io !!!!! Pleasepleaseplease check it out and leave a nice comment if you are capable!! 🙏 expect a ship soon and i love all of you guys sosososo much thank you everyone for an amazing event ❤️ ❤️ ❤️
Devlog # 5: Hi, I’m back Hello everyone, back with another devlog!! I loved reading everyone’s feedback so thank you to whoever rated my project! In this iteration I was mainly fixing all of the bugs that the raters mentioned with a couple additions of my own. Bug Fixes: I removed the debug function that brings your health down when you press space. I realise that that’s probably super confusing for people so sorry for that. On that note I also updated the controls to be much more intuitive, most common configurations should work. The pause menu also works in the last level now. Improvements: I removed the LoopManager nodes and transferred all of their functionality to the GameManager, which is less confusing for me and hopefully others too. I also added a focus, which means you don’t have to use a mouse to click the buttons. Additions: There were a few requests for a tutorial, so I expanded the first level a little bit and added hints of what to do. There was also a suggestion to add an option menu, so I did. So far there is only volume and another thing there, but I will add more in the future. While I was making that, I decided to tackle saving, just to save the settings, but now that I have that framework lain it will be easier development later on. Other News I made a web playable version! Hopefully it works well. Also, to whoever did this review: It is a classical platformer story elements would make it more interesting but as you said it is a first demo, the addition of the light/inverted bar thingi makes it a bit more original but there is still a lot to add like lore. I would like to see future additions in story area especially ?horror?. … GIVE ME LOOOREE! :)… I hear your pleas for lore (loud and clear), but it appears that I have… writer’s block???!??! Basically I can’t think of anything, but my purpose of saying this is to let whoever’s reading this know that my DMs are very open and I NEED ideas!!!
Ships:
Contrast Contrast is a monochrome metroidvania involving light, shadows, and getting lost in the dark built in Godot. The Idea I was once doodling in my journal and I made a cute little character that I liked. I was like, “hey I should put that into a video game!”. So I started to draw different iterations of it digitally, but one block I kept running into was that I wasn’t sure how to add color to it, because I always doodle in black and white. After thinking about that for quite a bit, I decided, “you know what? I don’t even need color, I’ll just make a completely monochrome game!” (not a real quote, but basically my train of thought). I eventually landed on a version that I drew in GIMP and animated using Skeleton2D in Godot. So at this point I had a character and… nothing else, but that was enough to build off of. The Development I knew I would be making the game in Godot from the start, because my computer would die if I tried running Unreal Engine, and I don’t know how to use Unity. After making the character I basically made the rest of the game as I went, adding bits of terrain, playing with shaders, and all of that fun stuff. What I learned Making this game felt very spiritual for me. I even started to have dreams set in the world of the game. And I learned SO MUCH. I feel like I was having to google something every other minute, but that’s okay because of the sheer amount of information I took in. Overall This was such an amazing journey and process, especially documenting my progress in Stardance. Whoever is reading this, thank you for rating my project!!!
This is the second ship of the project, and the final ship to Stardance. I added most of the things people mentioned in review and a couple other things that will make development smoother in the future. I am planning on developing the full version of the game for another competition after stardance ends. Hopefully you guys had fun seeing this project evolve (ik i did :)) and follow my github or itch if you want to see how it goes!! Thank you!!...
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