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65217
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AmateurFriction by @amateur_tech_guy | Stardance
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amateur_tech_guy
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0
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24.01
|
0
|
[]
|
[{"post_id": 81466, "ts": "202 [{"post_id": 81466, "ts": "2026-10-21T11:24:35Z", "hours": 3.3531, "text": "final devlog: happy to announce this project is done! i submitted it to phantom so i will not be submitting it to stardance."}, {"post_id": 78178, "ts": "2026-10-09T21:39:31Z", "hours": 4.5606, "text": "devlog #2: been working on the header, the form and the help page, anyways theres a bit more to fix like making the form look good and the help button and then i can finally move on to the final step, making the AI responsive"}, {"post_id": 73945, "ts": "2026-09-26T11:54:15Z", "hours": 16.095, "text": "devlog #1: been so busy lately, first devlog in a long long time anyways i started small i wish i could do more to make it look better but unfortunately i lack time:( how yall been tho?"}]...
|
Title: AmateurFriction by @amateur_tech_guy | Star Title: AmateurFriction by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: been so busy lately, first devlog in a long long time anyways i started small i wish i could do more to make it look better but unfortunately i lack time:( how yall been tho?
devlog #2: been working on the header, the form and the help page, anyways theres a bit more to fix like making the form look good and the help button and then i can finally move on to the final step, making the AI responsive
final devlog: happy to announce this project is done! i submitted it to phantom so i will not be submitting it to stardance....
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1793084117.7690842
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1793688917.7690842
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633
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Guess The Brainrot! by @Rezz | Stardance
|
Rezz
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1
|
24.0
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71
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T21:50:20Z", "hours": 24.0, "multiplier": 3.03, "payout": 71, "blessing": "neutral", "text": "GUESS THE BRAINROT! Before making this I did not even know basic syntax and I had a lot of problems because of jumping directly into a project rather than starting from basics. I had to understand as the tutorial went and in the end I was not confident in anything. So I decided to tear it apart and rebuild it. After trying it a few times I could not do anything so I lost hope and stopped working on it for more than a month. After that I decided to use AI as a teacher to explain whatever is in the code and help me understand all the concepts I need to know to understand my code. It gave me a lot of exercises to do as well as questions and after all that I can understand everything in the code and can make something like this again without needing a tutorial. Due to procrastination there were multiple times when I forgot what I had learned and had to re learn it, that being the reason for the amount of time spent on this project. A lot more time was spent trying to learn about the code than what has been logged. The tutorial was a basic quiz game but I decided to add multiple new features after I understood the code. I decided to turn this into an Italian Brainrot quiz because I has a few ideas I could use with it which I have implemented. I added images of each brainrot getting rid of the text based questions. (I had a lot of trouble with it as I had procrastinated a lot before it so I kept breaking the code instead of adding the image) I added audio to signify whether the answer selected was correct or not. I added completion sound which is customised based on how many questions the user answered correctly. I added the audio of each brainrot which plays whenever the user hover overs an option. ( I thought this would take a lot of time to do but surprisingly I ran into the least amount of trouble doing this.) Fixed the issue of overlapping sound and made sure sound stops playing as the hover stops. Deployed it on GitHub Pages. Added preloading of images and sounds because they were taking to long to load when deployed. It took a lot of effort for me as a complete beginner to make this and learn this. I hope everyone likes this project and can have a little laugh with it. I will not stop here and start a new project.", "repo": "https://github.com/KartikeyaMishra-Ark/Quiz-Game", "demo": "https://kartikeyamishra-ark.github.io/Quiz-Game/"}]...
|
[{"post_id": 51937, "ts": "202 [{"post_id": 51937, "ts": "2026-08-21T21:27:04Z", "hours": 2.4336, "text": "I have finally completed my FIRST EVER HTML, CSS and JavaScript project. I did not know much coding before this and in terms of those three languages I did not even know the Syntax. But now I can confidently say I can make a project like this. I have added audio for correct and incorrect answers. Completion audio customised based on correct and incorrect answers. Added all the audios of the brainrots which play when you hover over the option. Changed the entire theme from before to match the brainrot theme. I see so many people have uploaded such great projects in the amount of time I took to make a simple one like this. But in the future I won’t procrastinate like I did before. Started this project on 1st June and now September is almost here. If I had not skipped for one month I could have completed it in less than ten hours. But here I am finally completing my first ever project and I am really excited to see what you all think of it."}, {"post_id": 51128, "ts": "2026-08-20T17:01:39Z", "hours": 3.0467, "text": "Finally figured out how to add images. Added the images into my answer state so it fit neatly into my quiz question object. I ran into a problem where the images were too large and clipping out of the screen. Most of my time was spent trying to figure the CSS out to contain them all inside the img I made for them. Made it so that the entire container including the answers, question and all other elements adapt to fit the image so it doesn’t look weird if the image is too wide or too thin. Re made all the questions to match the new theme. Fixed a few CSS bugs I created while trying to fit the image in. Next step is going to be adding sounds whenever an answer is clicked. I plan on adding the sound of the correct brainrot. After that I will change the colours to match match the theme. Hopefully this project will be completed soon after months. I started this as soon as this event started. And because of my procrastination I am here. Thank you for reading!"}, {"post_id": 44492, "ts": "2026-08-10T09:18:10Z", "hours": 5.8814, "text": "Sad update. I procrastinated a lot and forgot everything I had learnt up to now. I just skimmed through my code and decided it would be a great idea to add images and sounds to the quiz and make it into something a little more unique than a generic quiz game. But because I procrastinated for an entire month I did not remember anything I did or learnt which led to me breaking the code instead of adding any features. Thankfully I had a commit so it’s not like I lost everything but I had to re learn everything which has taken away so many hours. My aim from this is to be able to retain all the things I learn and so I will try to do that. I was unable to add anything and instead wasted hours just breaking and failing to fix. I have done a lot of revision and have revised everything related to my javascript code. I have used artificial intelligence and made it act as a teacher to explain the code to me. It kind of does an amazing job at explaining concepts. Of course no code was written by AI as what is the point of spending hours to learn something just to have AI do it. I could do a few changes in the existing code of the tutorial and ship the project but I will not give up until the learn everything about what I did in the project and make it completely my own. And I will make sure I add images and sounds to it as well. Also for some reason the project has started displaying a folder instead of directly opening when I use live server I don’t know why this has happened. Maybe because I opened the previous folder as well.🤧"}, {"post_id": 28618, "ts": "2026-07-14T23:43:23Z", "hours": 5.235, "text": "Well it has been a while since the last devlog. I got a new device to work on. Anyways now I completed the javascript part of the quiz. It was very complicated as I am a beginner and I am sure I won’t be able to replicate most of it if I tried blindly. Still I am going to try because why not? This is the point of the event anyway. A lot of logic was written a lot of things were used which I could not understand. I ran into a lot of bugs because my dumb brain thought it was a good idea to use my own variables instead of following the tutorial. Try out different things instead of doing what the tutorial said. Now I have made the commit and am going to break it all up and try to see how much I understood. Main goal will be to at least redo the UI and use my own themes and give it my touch through CSS and then I will change the questions and answers to a different topic then I will try to break the javascript and fix it. This is a bad idea but praise git. EDIT:Just realised videos are not working in devlogs so replaced it."}, {"post_id": 2359, "ts": "2026-06-04T20:18:01Z", "hours": 2.6528, "text": "The CSS part is turning out to be way easier than the html part. Maybe because most of it is just styling choices but i learnt a lot from this. I learnt that the browsers by default have their own margins so you first have to universally erase it. Then i learnt about the “box-sizing: border box” thing which is used so that the browser doesn’t increase the size of the box when padding is added. Then i learnt that we use the flex display to place the box perfectly in the centre. Then i experimented with the newly found units like rem, vh and px. Then i followed the tutorial to make the screen in the screenshot which is way better than what only html had to offer. Then i used AI to explain to me why the code was written this way and all the thoughts behind the decisions made. After that i remade everything on my own to see if i could think the way i am supposed to. After that i have also made the other screens like the question page, result page, the answer containers and a lot more. I learnt to add transition effect for hovering and also learnt how to adjust the media according to the pixels available which are supposed to be used but according to the tutorial we will see them only after we move on to JS so i am looking forward to it. The parts i have not seen are not really solidified into my memory yet as i have not seen the results my inputs are producing so i will re write that part myself after i complete the JS part so that i am able to decide what the size of everything should be on my own as i will be able to visualise the size. I have properly done the first screen tho. Next devlog after completing the JS part. :0 EDIT: Just realised the vids are not working anymore so added a SS"}, {"post_id": 1331, "ts": "2026-06-03T08:36:44Z", "hours": 4.2744, "text": "So this is the first time i have ever tried html. My mistake was i jumped directly into projects without any basic learning of HTML because i knew basic coding already. But damn was i wrong, i had to use AI to help me understand each and every command used by the tutorial. Took me an hour just to follow along the tutorial while pausing and asking AI to explain what just happened. Then I tried to erase the code and remake it myself. After a full afternoon of trying i have finally understood the concept and what a developer is supposed to think step by step and i created the entire HTML part alone without the help of anything else and am finally confident i can remake this. Though i am yet to explore all that is possible as this is a very simple project. Gonna move on to CSS next and see what is it about. Hopefully I don’t spend as much time on it as i did with HTML with a code this small. Next devlog after completing the CSS portion. PS:It’s kinda embarrassing that i only have this to show after four hours of work(it was way more than four hours as this doesn’t count me searching the internet and asking AI for explanations). I uploaded it because the resources said that i should upload once every 3 or 4 hours and i had finally completed the html part so i thought this is the time."}]...
|
Title: Guess The Brainrot! by @Rezz | Stardance
D Title: Guess The Brainrot! by @Rezz | Stardance
Devlogs:
So this is the first time i have ever tried html. My mistake was i jumped directly into projects without any basic learning of HTML because i knew basic coding already. But damn was i wrong, i had to use AI to help me understand each and every command used by the tutorial. Took me an hour just to follow along the tutorial while pausing and asking AI to explain what just happened. Then I tried to erase the code and remake it myself. After a full afternoon of trying i have finally understood the concept and what a developer is supposed to think step by step and i created the entire HTML part alone without the help of anything else and am finally confident i can remake this. Though i am yet to explore all that is possible as this is a very simple project. Gonna move on to CSS next and see what is it about. Hopefully I don’t spend as much time on it as i did with HTML with a code this small. Next devlog after completing the CSS portion. PS:It’s kinda embarrassing that i only have this to show after four hours of work(it was way more than four hours as this doesn’t count me searching the internet and asking AI for explanations). I uploaded it because the resources said that i should upload once every 3 or 4 hours and i had finally completed the html part so i thought this is the time.
The CSS part is turning out to be way easier than the html part. Maybe because most of it is just styling choices but i learnt a lot from this. I learnt that the browsers by default have their own margins so you first have to universally erase it. Then i learnt about the “box-sizing: border box” thing which is used so that the browser doesn’t increase the size of the box when padding is added. Then i learnt that we use the flex display to place the box perfectly in the centre. Then i experimented with the newly found units like rem, vh and px. Then i followed the tutorial to make the screen in the screenshot which is way better than what only html had to offer. Then i used AI to explain to me why the code was written this way and all the thoughts behind the decisions made. After that i remade everything on my own to see if i could think the way i am supposed to. After that i have also made the other screens like the question page, result page, the answer containers and a lot more. I learnt to add transition effect for hovering and also learnt how to adjust the media according to the pixels available which are supposed to be used but according to the tutorial we will see them only after we move on to JS so i am looking forward to it. The parts i have not seen are not really solidified into my memory yet as i have not seen the results my inputs are producing so i will re write that part myself after i complete the JS part so that i am able to decide what the size of everything should be on my own as i will be able to visualise the size. I have properly done the first screen tho. Next devlog after completing the JS part. :0 EDIT: Just realised the vids are not working anymore so added a SS
Well it has been a while since the last devlog. I got a new device to work on. Anyways now I completed the javascript part of the quiz. It was very complicated as I am a beginner and I am sure I won’t be able to replicate most of it if I tried blindly. Still I am going to try because why not? This is the point of the event anyway. A lot of logic was written a lot of things were used which I could not understand. I ran into a lot of bugs because my dumb brain thought it was a good idea to use my own variables instead of following the tutorial. Try out different things instead of doing what the tutorial said. Now I have made the commit and am going to break it all up and try to see how much I understood. Main goal will be to at least redo the UI and use my own themes and give it my touch through CSS and then I will change the questions and answers to a different topic then I will try to break the javascript and fix it. This is a bad idea but praise git. EDIT:Just realised videos are not working in devlogs so replaced it.
Sad update. I procrastinated a lot and forgot everything I had learnt up to now. I just skimmed through my code and decided it would be a great idea to add images and sounds to the quiz and make it into something a little more unique than a generic quiz game. But because I procrastinated for an entire month I did not remember anything I did or learnt which led to me breaking the code instead of adding any features. Thankfully I had a commit so it’s not like I lost everything but I had to re learn everything which has taken away so many hours. My aim from this is to be able to retain all the things I learn and so I will try to do that. I was unable to add anything and instead wasted hours just breaking and failing to fix. I have done a lot of revision and have revised everything related to my javascript code. I have used artificial intelligence and made it act as a teacher to explain the code to me. It kind of does an amazing job at explaining concepts. Of course no code was written by AI as what is the point of spending hours to learn something just to have AI do it. I could do a few changes in the existing code of the tutorial and ship the project but I will not give up until the learn everything about what I did in the project and make it completely my own. And I will make sure I add images and sounds to it as well. Also for some reason the project has started displaying a folder instead of directly opening when I use live server I don’t know why this has happened. Maybe because I opened the previous folder as well.🤧
Finally figured out how to add images. Added the images into my answer state so it fit neatly into my quiz question object. I ran into a problem where the images were too large and clipping out of the screen. Most of my time was spent trying to figure the CSS out to contain them all inside the img I made for them. Made it so that the entire container including the answers, question and all other elements adapt to fit the image so it doesn’t look weird if the image is too wide or too thin. Re made all the questions to match the new theme. Fixed a few CSS bugs I created while trying to fit the image in. Next step is going to be adding sounds whenever an answer is clicked. I plan on adding the sound of the correct brainrot. After that I will change the colours to match match the theme. Hopefully this project will be completed soon after months. I started this as soon as this event started. And because of my procrastination I am here. Thank you for reading!
I have finally completed my FIRST EVER HTML, CSS and JavaScript project. I did not know much coding before this and in terms of those three languages I did not even know the Syntax. But now I can confidently say I can make a project like this. I have added audio for correct and incorrect answers. Completion audio customised based on correct and incorrect answers. Added all the audios of the brainrots which play when you hover over the option. Changed the entire theme from before to match the brainrot theme. I see so many people have uploaded such great projects in the amount of time I took to make a simple one like this. But in the future I won’t procrastinate like I did before. Started this project on 1st June and now September is almost here. If I had not skipped for one month I could have completed it in less than ten hours. But here I am finally completing my first ever project and I am really excited to see what you all think of it.
Ships:
GUESS THE BRAINROT! Before making this I did not even know basic syntax and I had a lot of problems because of jumping directly into a project rather than starting from basics. I had to understand as the tutorial went and in the end I was not confident in anything. So I decided to tear it apart and rebuild it. After trying it a few times I could not do anything so I lost hope and stopped working on it for more than a month. After that I decided to use AI as a teacher to explain whatever is in the code and help me understand all the concepts I need to know to understand my code. It gave me a lot of exercises to do as well as questions and after all that I can understand everything in the code and can make something like this again without needing a tutorial. Due to procrastination there were multiple times when I forgot what I had learned and had to re learn it, that being the reason for the amount of time spent on this project. A lot more time was spent trying to learn about the code than what has been logged. The tutorial was a basic quiz game but I decided to add multiple new features after I understood the code. I decided to turn this into an Italian Brainrot quiz because I has a few ideas I could use with it which I have implemented. I added images of each brainrot getting rid of the text based questions. (I had a lot of trouble with it as I had procrastinated a lot before it so I kept breaking the code instead of adding the image) I added audio to signify whether the answer selected was correct or not. I added completion sound which is customised based on how many questions the user answered correctly. I added the audio of each brainrot which plays whenever the user hover overs an option. ( I thought this would take a lot of time to do but surprisingly I ran into the least amount of trouble doing this.) Fixed the issue of overlapping sound and made sure sound stops playing as the hover stops. Deployed it on GitHub Pages. Added preloading of images and sounds because they were taking to long to load when deployed. It took a lot of effort for me as a complete beginner to make this and learn this. I hope everyone likes this project and can have a little laugh with it. I will not stop here and start a new project....
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1793112548.0694041
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1793198948.0694041
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4153
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concept animation by @nyx_charbonneau | Stardance
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nyx_charbonneau
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1
|
24.0
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17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T22:07:53Z", "hours": 24.0, "multiplier": 1.16, "payout": 17, "blessing": "neutral", "text": "I made a concept animation of an idea I had a while ago! Feel free to use the blender file and rigging for fun!", "repo": "https://github.com/Btlrobot/conceptvid", "demo": "https://youtube.com/shorts/Gg6LPFUAXsw?feature=share"}]...
|
[{"post_id": 21186, "ts": "202 [{"post_id": 21186, "ts": "2026-07-03T00:15:10Z", "hours": 4.6128, "text": "worked on a bunch of stuff and managed to get it to export right (I think…?) I accidentally put 250 as end instead of 80 like intended, so i quickly set it to 83 to save it. I think the next step is to make sure it goes with the song correctly then finish!!"}, {"post_id": 19707, "ts": "2026-07-01T03:14:19Z", "hours": 19.1872, "text": "So far I’ve been working on rigging, making sure the rig actually functions, adding text, and just in general trying to learn how to make animations in blender, since I’m new to it."}]...
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Title: concept animation by @nyx_charbonneau | Sta Title: concept animation by @nyx_charbonneau | Stardance
Devlogs:
So far I’ve been working on rigging, making sure the rig actually functions, adding text, and just in general trying to learn how to make animations in blender, since I’m new to it.
worked on a bunch of stuff and managed to get it to export right (I think…?) I accidentally put 250 as end instead of 80 like intended, so i quickly set it to 83 to save it. I think the next step is to make sure it goes with the song correctly then finish!!
Ships:
I made a concept animation of an idea I had a while ago! Feel free to use the blender file and rigging for fun!...
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1793116204.0440938
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1793202604.0440938
|
|
4400
|
ACR (Astronomical Character Recognition) by @Hites ACR (Astronomical Character Recognition) by @Hitesh | Stardance...
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Hitesh
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1
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24.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T00:17:24Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a image classification model from scratch using TensorFlow and Keras. The model is optimized to find nebulae’s, galaxy’s, moon’s, and planet’s.", "repo": "https://github.com/hiteshv2603-ui/HyzeACR", "demo": "https://hyzeacr.netlify.app"}]...
|
[{"post_id": 3096, "ts": "2026 [{"post_id": 3096, "ts": "2026-06-06T00:15:36Z", "hours": 8.4486, "text": "Building the model turned out to be a lot tougher than I thought. I spent so many hours, sometimes whole days, planning, experimenting, and figuring out how everything would work. My main goal was to make the model bug free and working completely fine. There were times when I wasn’t sure if my code or project would actually work. Some of my friends had made fun of me for working so hard or thought the project was stupid, but I kept going anyway. I want to show them that hard work on even “stupid” projects can turn out good. The hardest parts weren’t technical. I struggled with wanting to give up, worrying I wouldn’t reach my goal, and hearing discouraging words from people close to me. Even so, I kept going. Visiting Hugging Face for inspiration and learning more about how the code worked helped me learn more about OCR and Image Classification models. I’ve learned a lot along the way ngl. After fixing some final bugs, I feel like I’m almost finished with my model. I just need to do a bit more research to make sure I’m headed in the right direction, and of course, I’ll keep posting these devlogs to share my progress/journey!"}, {"post_id": 1940, "ts": "2026-06-04T05:55:16Z", "hours": 15.9544, "text": "I actually timed myself here💀. Ok so there I was, trying to find data/images to train my image classification model, and I ran into a lot of problems😭. The biggest problem was the lack of suitable space images and astronomical text data. I tried Kaggle first, but that failed because most datasets weren’t specific to astronomy. Next I used Hugging Face for the images, and that also failed because most of them were either JSON files or plain text instead of actual space imagery. I finally settled on NASA’s Open Data Archive to get actual space images and train the model, and I even used an image scraper extension to scrape additional images to supplement my training data. I woke up at 4:30 in the morning because of my jetlag and spent those early hours trying to find good datasets, figure out which languages to use, and figure out how to actually get the datasets into my pipeline. After looking different things, I settled on Keras and TensorFlow to create the model since they are pretty good for deep learning and image classification and integrates with the language I’m good at, Python .For the demo and web interface, I used TensorFlow.js so I could deploy it directly in the browser. To make things a little bit simpler and faster, I used Teachable Machine’s scripts to get the model’s TensorFlow.js script by training the model again there, which saved me a lot of time on the export and conversion process. But I was extremely happy with the end result and was amazed at how good my model really was . Despite all the challenges from the jetlag affected morning coding sessions to the frustrating dataset search, the final result performed surprisingly well on astronomical images and I’m excited to keep improving it for my space and AI projects."}]...
|
Title: ACR (Astronomical Character Recognition) by Title: ACR (Astronomical Character Recognition) by @Hitesh | Stardance
Devlogs:
I actually timed myself here💀. Ok so there I was, trying to find data/images to train my image classification model, and I ran into a lot of problems😭. The biggest problem was the lack of suitable space images and astronomical text data. I tried Kaggle first, but that failed because most datasets weren’t specific to astronomy. Next I used Hugging Face for the images, and that also failed because most of them were either JSON files or plain text instead of actual space imagery. I finally settled on NASA’s Open Data Archive to get actual space images and train the model, and I even used an image scraper extension to scrape additional images to supplement my training data. I woke up at 4:30 in the morning because of my jetlag and spent those early hours trying to find good datasets, figure out which languages to use, and figure out how to actually get the datasets into my pipeline. After looking different things, I settled on Keras and TensorFlow to create the model since they are pretty good for deep learning and image classification and integrates with the language I’m good at, Python .For the demo and web interface, I used TensorFlow.js so I could deploy it directly in the browser. To make things a little bit simpler and faster, I used Teachable Machine’s scripts to get the model’s TensorFlow.js script by training the model again there, which saved me a lot of time on the export and conversion process. But I was extremely happy with the end result and was amazed at how good my model really was . Despite all the challenges from the jetlag affected morning coding sessions to the frustrating dataset search, the final result performed surprisingly well on astronomical images and I’m excited to keep improving it for my space and AI projects.
Building the model turned out to be a lot tougher than I thought. I spent so many hours, sometimes whole days, planning, experimenting, and figuring out how everything would work. My main goal was to make the model bug free and working completely fine. There were times when I wasn’t sure if my code or project would actually work. Some of my friends had made fun of me for working so hard or thought the project was stupid, but I kept going anyway. I want to show them that hard work on even “stupid” projects can turn out good. The hardest parts weren’t technical. I struggled with wanting to give up, worrying I wouldn’t reach my goal, and hearing discouraging words from people close to me. Even so, I kept going. Visiting Hugging Face for inspiration and learning more about how the code worked helped me learn more about OCR and Image Classification models. I’ve learned a lot along the way ngl. After fixing some final bugs, I feel like I’m almost finished with my model. I just need to do a bit more research to make sure I’m headed in the right direction, and of course, I’ll keep posting these devlogs to share my progress/journey!
Ships:
I made a image classification model from scratch using TensorFlow and Keras. The model is optimized to find nebulae’s, galaxy’s, moon’s, and planet’s....
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1793144847.8729608
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1793231247.8729608
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4513
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My new personal website! by @jonasvanleeuwen19 | S My new personal website! by @jonasvanleeuwen19 | Stardance...
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jonasvanleeuwen19
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3
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24.0
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321
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T09:13:21Z", "hours": 5.0, "multiplier": 14.43, "payout": 71, "blessing": "neutral", "text": "Added some updates to my website, small css and content updates, new badges section with 88x31 badges! (so cool!) I also added pages for projects and made a docker container to monitor my recent playing game on steam, to show it on a widget in the “What am I doing right now?” section!", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}, {"ship_num": 2, "ts": "2026-07-16T03:03:47Z", "hours": 12.0, "multiplier": 13.83, "payout": 163, "blessing": "neutral", "text": "This is my second ship on this project! The goal of this project is to create an personal site about me that isn’t boring and is made without AI. It’s already live on my domain (jonas.yixboost.dev). All the assets used like the background, the drawings for section borders, lines, the navbar, cards and buttons are made by me with GIMP and Inkscape, because it makes my site more special and I want to get better with these programs. Even the font used for headings (MyDamnFont) is my own hand writing (; Hope you all like it!", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}, {"ship_num": 3, "ts": "2026-06-17T16:18:05Z", "hours": 7.0, "multiplier": 13.41, "payout": 87, "blessing": "neutral", "text": "I made a redesign of my personal website, it’s a complete rebuild from scratch, I wanted to replace my personal website with one I completely made myself without AI. I have added some nice cards for my projects, Hackatime stats and an animated section about myself. I finally published it on https://jonas.yixboost.dev The background image is self-made with GIMP to improve my GIMP skills (that time is not logged, rip)", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}]...
|
[{"post_id": 70139, "ts": "202 [{"post_id": 70139, "ts": "2026-09-18T15:24:10Z", "hours": 0.8519, "text": "Added steam currently playing game to the “What am I doing right now?” section. It uses an API proxy for current playing games I made with python running in docker: https://git.tuxworld.nl/jonas/steam-now-playing"}, {"post_id": 66208, "ts": "2026-09-11T21:51:35Z", "hours": 1.4586, "text": "Added project information page with automatic loading from my JSON projects list. Also made some CSS and html changes to clean up like removing tags and better css positioning."}, {"post_id": 35427, "ts": "2026-07-26T20:38:36Z", "hours": 0.6267, "text": "Small CSS fixes, better README and updated screenshot"}, {"post_id": 29747, "ts": "2026-07-16T20:48:20Z", "hours": 1.9881, "text": "Added badges section Added some cool 88x31 badges to a section on my website! Including badges about the site, my favorite software, games and more!"}, {"post_id": 29278, "ts": "2026-07-16T02:54:55Z", "hours": 4.6006, "text": "Massive update today! To start with, I didn’t really like the morph sidebar I made last time, so I made the hard choice to remove it. I looked at some Hack Club event websites, and found out many of them are using custom image assets for things like container borders and buttons, I like that idea, it’s cool to make hand drawn assets and use them on your website, it gives your website something special. So of course I tried it myself, First I did some research on how it works and how you can make custom section borders, I found this guide: https://css-tricks.com/revisiting-css-border-image/ This guide explains very well how custom borders work and how you can use it Of course I saved it to my personal Readeck ;) I started with just drawing a simple square in GIMP (just because I already know how to use GIMP) and then I applied it with CSS to my sections like in the guide, this worked, but I didn’t look that good, so I removed the CSS blur effect from earlier and used image opacity in GIMP to create a blue semi-transparent section, and I added a thin extra line to the border to make it look better. I wanted to use this on my LastFM music widget as well, but that didn’t work because the background needs to be applied with CSS with colors from the currently playing songs cover image, so there I can’t use the same border image as background. The problem here is that the background is then going outside of the border lines, after MANY ways of trying to fix this I found the solution, I made a black and white version of the image and updated my javascript to replace the black and white with the correct colors and then inject THAT image. This works extremely good, it’s looks so good now! When that was finally done, I did some last changes, made assets for buttons, lines, the navbar, the other cards, etc, all the components do now have a custom drawn border. I ended with adding new fonts, all the normal text is now Jetbrains Mono Regular (cause why not, I use that everywhere) and the headings are my own handwriting! I used an online tool to make a hand drawn font and used that font on my site! (MyDamnFont)"}, {"post_id": 23702, "ts": "2026-07-06T20:13:08Z", "hours": 3.2211, "text": "Today is my longest devlog! (I needed time for centering a with CSS, lol) But now serious, I worked really long on my new desktop sidebar, first it’s the same navbar as earlier but if you scroll the navbar is first decreasing it’s width and then increasing it’s height until it’s a sidebar. It has fade animations for the content inside of it and on mobile it stays a navbar but with a hamburger menu. There are also some small changes, the links in the nav/sidebar are now buttons so it’s more clear you can click on them (thanks for the suggestion you random person from ship #1 rating) The site is also more mobile friendly, as I said, there’s nwo a better hamburger menu exclusive for mobile devices, and the links in the about section are big buttons on your phone. The allignment for the whole about section is fixed for mobile devices. Lastly, in many of the feedbacks people said that the hackatime widgets where going out of the section, that’s now fixed (;"}, {"post_id": 20677, "ts": "2026-07-02T10:29:24Z", "hours": 1.8083, "text": "I added an ‘What am I doing right now?’ section with a music widget that displays my now playing music, it auto-updates the background gradient and badge colors by getting the main colors from the songs cover image, it gets the now playing song from the Last.fm API, and my Last.fm profile is connected to my JellyFin server. I also added two extra projects to the carousel, “This website” and “The Jump 3000”"}, {"post_id": 12619, "ts": "2026-06-20T16:47:47Z", "hours": 1.3639, "text": "Today I added an animated pacman with ghost and pacman made with css animations, and I redesigned the Hackatime section widgets by looking at the documentation for the widgets"}, {"post_id": 12527, "ts": "2026-06-20T13:30:24Z", "hours": 0.8478, "text": "Made the Hackclub guy transparent and outline-only, made javascript to load projects from projects.json and I used swiper.js to put the project cards inside a 3D carousel"}, {"post_id": 10690, "ts": "2026-06-17T15:37:23Z", "hours": 1.2806, "text": "Today i added animations, typing effect, moving images, small content updates, and i added a better README, and most important! I published it on jonas.yixboost.dev!"}, {"post_id": 10017, "ts": "2026-06-16T15:44:39Z", "hours": 1.0206, "text": "Today I added some cool stuff! I started with designing a new background image with nicer colors, it’s self made in GIMP, the .xcf file is in the /assets/images folder Then I wanted to add something happy to the startpage, so i got an image of this Hack Club guy with a flag and added it to the right of the ‘Who am I?’ section (terrible positioning a div is not so fun to do), by the way, I renamed that, it was called the ‘About’ section, but that’s boring…. To make the ‘Who am I?’ section even nicer, I added an CSS shimmer effect to my name, I can use this effect everywhere now by adding the “shimmer” class to an html tag. In the top right corner of the ’’My Projects” section (renamed from “Projects”) I added a link to all my repositories, to put it in the corner I needed to use the bootstrap “d-flex” class. Because of the new background the scroll to top button was less visible, so i made it light gray Lastly, I edited some text content."}, {"post_id": 6397, "ts": "2026-06-10T19:15:23Z", "hours": 0.6267, "text": "Today I did not have that much time, but I gave the navbar a nice blurred glass effect, added an scroll to top button that appears when you scroll down (Credits: https://github.com/mdbootstrap/bootstrap-back-to-top-button ), I also made the buttons inside the project cards nicer. Some small changes everywhere, but every minute counts!"}, {"post_id": 5568, "ts": "2026-06-09T12:13:38Z", "hours": 1.4839, "text": "Today added many small changes! To start I added a Favicon (simple but needed) I did some content changes, and I added a brand new “Hackatime Stats” section, because i think it’s cool if you can see real time data, this works perfect, I added programming language stats, 356 day activity and a button to my Hackatime profile, another thing I did was making the project section nice, I added real content, the right images, hand-written descriptions and buttons and links, I added Yixboost Games, ChessOverAPI and JustTitanium."}, {"post_id": 5124, "ts": "2026-06-08T20:14:47Z", "hours": 0.555, "text": "I added an logo to the navbar and made the beginning of my Projects section, i’m completing that section later."}, {"post_id": 887, "ts": "2026-06-02T16:40:35Z", "hours": 1.0392, "text": "I made the allignment better, made the navbar dark and I made the about section a real (visible) container and gave it a blur effect, next I added a cool background"}, {"post_id": 807, "ts": "2026-06-02T14:09:13Z", "hours": 0.5267, "text": "I started the project by making a simple bootstrap structure"}]...
|
Title: My new personal website! by @jonasvanleeuwe Title: My new personal website! by @jonasvanleeuwen19 | Stardance
Devlogs:
I started the project by making a simple bootstrap structure
I made the allignment better, made the navbar dark and I made the about section a real (visible) container and gave it a blur effect, next I added a cool background
I added an logo to the navbar and made the beginning of my Projects section, i’m completing that section later.
Today added many small changes! To start I added a Favicon (simple but needed) I did some content changes, and I added a brand new “Hackatime Stats” section, because i think it’s cool if you can see real time data, this works perfect, I added programming language stats, 356 day activity and a button to my Hackatime profile, another thing I did was making the project section nice, I added real content, the right images, hand-written descriptions and buttons and links, I added Yixboost Games, ChessOverAPI and JustTitanium.
Today I did not have that much time, but I gave the navbar a nice blurred glass effect, added an scroll to top button that appears when you scroll down (Credits: https://github.com/mdbootstrap/bootstrap-back-to-top-button ), I also made the buttons inside the project cards nicer. Some small changes everywhere, but every minute counts!
Today I added some cool stuff! I started with designing a new background image with nicer colors, it’s self made in GIMP, the .xcf file is in the /assets/images folder Then I wanted to add something happy to the startpage, so i got an image of this Hack Club guy with a flag and added it to the right of the ‘Who am I?’ section (terrible positioning a div is not so fun to do), by the way, I renamed that, it was called the ‘About’ section, but that’s boring…. To make the ‘Who am I?’ section even nicer, I added an CSS shimmer effect to my name, I can use this effect everywhere now by adding the “shimmer” class to an html tag. In the top right corner of the ’’My Projects” section (renamed from “Projects”) I added a link to all my repositories, to put it in the corner I needed to use the bootstrap “d-flex” class. Because of the new background the scroll to top button was less visible, so i made it light gray Lastly, I edited some text content.
Today i added animations, typing effect, moving images, small content updates, and i added a better README, and most important! I published it on jonas.yixboost.dev!
Made the Hackclub guy transparent and outline-only, made javascript to load projects from projects.json and I used swiper.js to put the project cards inside a 3D carousel
Today I added an animated pacman with ghost and pacman made with css animations, and I redesigned the Hackatime section widgets by looking at the documentation for the widgets
I added an ‘What am I doing right now?’ section with a music widget that displays my now playing music, it auto-updates the background gradient and badge colors by getting the main colors from the songs cover image, it gets the now playing song from the Last.fm API, and my Last.fm profile is connected to my JellyFin server. I also added two extra projects to the carousel, “This website” and “The Jump 3000”
Today is my longest devlog! (I needed time for centering a with CSS, lol) But now serious, I worked really long on my new desktop sidebar, first it’s the same navbar as earlier but if you scroll the navbar is first decreasing it’s width and then increasing it’s height until it’s a sidebar. It has fade animations for the content inside of it and on mobile it stays a navbar but with a hamburger menu. There are also some small changes, the links in the nav/sidebar are now buttons so it’s more clear you can click on them (thanks for the suggestion you random person from ship #1 rating) The site is also more mobile friendly, as I said, there’s nwo a better hamburger menu exclusive for mobile devices, and the links in the about section are big buttons on your phone. The allignment for the whole about section is fixed for mobile devices. Lastly, in many of the feedbacks people said that the hackatime widgets where going out of the section, that’s now fixed (;
Massive update today! To start with, I didn’t really like the morph sidebar I made last time, so I made the hard choice to remove it. I looked at some Hack Club event websites, and found out many of them are using custom image assets for things like container borders and buttons, I like that idea, it’s cool to make hand drawn assets and use them on your website, it gives your website something special. So of course I tried it myself, First I did some research on how it works and how you can make custom section borders, I found this guide: https://css-tricks.com/revisiting-css-border-image/ This guide explains very well how custom borders work and how you can use it Of course I saved it to my personal Readeck ;) I started with just drawing a simple square in GIMP (just because I already know how to use GIMP) and then I applied it with CSS to my sections like in the guide, this worked, but I didn’t look that good, so I removed the CSS blur effect from earlier and used image opacity in GIMP to create a blue semi-transparent section, and I added a thin extra line to the border to make it look better. I wanted to use this on my LastFM music widget as well, but that didn’t work because the background needs to be applied with CSS with colors from the currently playing songs cover image, so there I can’t use the same border image as background. The problem here is that the background is then going outside of the border lines, after MANY ways of trying to fix this I found the solution, I made a black and white version of the image and updated my javascript to replace the black and white with the correct colors and then inject THAT image. This works extremely good, it’s looks so good now! When that was finally done, I did some last changes, made assets for buttons, lines, the navbar, the other cards, etc, all the components do now have a custom drawn border. I ended with adding new fonts, all the normal text is now Jetbrains Mono Regular (cause why not, I use that everywhere) and the headings are my own handwriting! I used an online tool to make a hand drawn font and used that font on my site! (MyDamnFont)
Added badges section Added some cool 88x31 badges to a section on my website! Including badges about the site, my favorite software, games and more!
Small CSS fixes, better README and updated screenshot
Added project information page with automatic loading from my JSON projects list. Also made some CSS and html changes to clean up like removing tags and better css positioning.
Added steam currently playing game to the “What am I doing right now?” section. It uses an API proxy for current playing games I made with python running in docker: https://git.tuxworld.nl/jonas/steam-now-playing
Ships:
I made a redesign of my personal website, it’s a complete rebuild from scratch, I wanted to replace my personal website with one I completely made myself without AI. I have added some nice cards for my projects, Hackatime stats and an animated section about myself. I finally published it on https://jonas.yixboost.dev The background image is self-made with GIMP to improve my GIMP skills (that time is not logged, rip)
This is my second ship on this project! The goal of this project is to create an personal site about me that isn’t boring and is made without AI. It’s already live on my domain (jonas.yixboost.dev). All the assets used like the background, the drawings for section borders, lines, the navbar, cards and buttons are made by me with GIMP and Inkscape, because it makes my site more special and I want to get better with these programs. Even the font used for headings (MyDamnFont) is my own hand writing (; Hope you all like it!
Added some updates to my website, small css and content updates, new badges section with 88x31 badges! (so cool!) I also added pages for projects and made a docker container to monitor my recent playing game on steam, to show it on a widget in the “What am I doing right now?” section!...
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1793112469.8100212
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1793198869.8100212
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5624
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Connect 4 180 by @Tyson_rottie | Stardance
|
Tyson_rottie
|
1
|
24.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T03:15:06Z", "hours": 24.0, "multiplier": 6.22, "payout": 150, "blessing": "neutral", "text": "I made connect 4 but the board flips every 6 turns, this is my first python project that uses imports something from another file so I had to learn how to do that, getting the board to accurately flip was the hardest part of this project, this is my first time using pygame so I had to learn how to display text, images and sounds, in order to run the project you need to run the main.py file", "repo": "https://github.com/tyson587/connect-4-Flip", "demo": "https://codeconqueror0209.itch.io/connect-4-flip"}]...
|
[{"post_id": 28681, "ts": "202 [{"post_id": 28681, "ts": "2026-07-15T02:32:37Z", "hours": 9.0661, "text": "Finished the game, added a settings menu which allows you to select different options such as, if you can see the countdown, how many turns in between flips, and if the turns between flips should be random, also fixed bugs where the player or ai could drop pieces while other pieces were falling and fixed bug where a false win would be detected"}, {"post_id": 25019, "ts": "2026-07-08T22:57:24Z", "hours": 4.6103, "text": "Finally got the AI to work, for a while the AI would just go filling roles from left to right without making any smart decisions or it just wouldn’t make a decision at all. I realized the problem was that one of my numbers that should’ve been negative was positive, whoops. I was also able to get board flipping to work so now after 6 turns it will flip. What I am adding: settings menu to change how often the board flips. Animation of the pieces falling."}, {"post_id": 22491, "ts": "2026-07-04T23:54:40Z", "hours": 6.2117, "text": "Added - win detection now fully working, main menu, and updated visuals. I am currently working on getting the board to flip and an AI to play against."}, {"post_id": 20291, "ts": "2026-07-01T20:58:35Z", "hours": 4.2628, "text": "Got pieces falling into place correctly and horizontal win detection working, currently need to implement vertical and diagonal win detection"}]...
|
Title: Connect 4 180 by @Tyson_rottie | Stardance
Title: Connect 4 180 by @Tyson_rottie | Stardance
Devlogs:
Got pieces falling into place correctly and horizontal win detection working, currently need to implement vertical and diagonal win detection
Added - win detection now fully working, main menu, and updated visuals. I am currently working on getting the board to flip and an AI to play against.
Finally got the AI to work, for a while the AI would just go filling roles from left to right without making any smart decisions or it just wouldn’t make a decision at all. I realized the problem was that one of my numbers that should’ve been negative was positive, whoops. I was also able to get board flipping to work so now after 6 turns it will flip. What I am adding: settings menu to change how often the board flips. Animation of the pieces falling.
Finished the game, added a settings menu which allows you to select different options such as, if you can see the countdown, how many turns in between flips, and if the turns between flips should be random, also fixed bugs where the player or ai could drop pieces while other pieces were falling and fixed bug where a false win would be detected
Ships:
I made connect 4 but the board flips every 6 turns, this is my first python project that uses imports something from another file so I had to learn how to do that, getting the board to accurately flip was the hardest part of this project, this is my first time using pygame so I had to learn how to display text, images and sounds, in order to run the project you need to run the main.py file...
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1793263954.9673686
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1793350354.9673686
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7541
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rc car by @jonathanwillner | Stardance
|
jonathanwillner
|
0
|
24.0
|
0
|
[]
|
[{"post_id": 3227, "ts": "2026 [{"post_id": 3227, "ts": "2026-06-06T01:48:55Z", "hours": 24.0, "text": "e"}]...
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Title: rc car by @jonathanwillner | Stardance
Dev Title: rc car by @jonathanwillner | Stardance
Devlogs:
e...
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1792954161.0555346
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1793818161.0555346
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7840
|
CrashLink by @GhOsT_ | Stardance
|
GhOsT_
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0
|
24.0
|
0
|
[]
|
[{"post_id": 8937, "ts": "2026 [{"post_id": 8937, "ts": "2026-06-14T21:06:44Z", "hours": 2.0, "text": "Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT"}, {"post_id": 8422, "ts": "2026-06-14T00:11:21Z", "hours": 6.0, "text": "Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node"}, {"post_id": 8064, "ts": "2026-06-13T13:56:36Z", "hours": 2.0, "text": "Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics"}, {"post_id": 7747, "ts": "2026-06-12T22:50:16Z", "hours": 4.0, "text": "Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM."}, {"post_id": 4631, "ts": "2026-06-08T00:50:41Z", "hours": 6.0, "text": "PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo."}, {"post_id": 3076, "ts": "2026-06-05T23:37:31Z", "hours": 3.0, "text": "designed schematics and pcb for vehicle node( not a final design..it need some more work)"}, {"post_id": 2694, "ts": "2026-06-05T12:03:55Z", "hours": 1.0, "text": "working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md"}]...
|
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md
designed schematics and pcb for vehicle node( not a final design..it need some more work)
PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo.
Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM.
Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics
Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node
Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT...
|
1792918421.8760757
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1793782421.8760757
|
|
9555
|
HelioGuard AI by @nero_404 | Stardance
|
nero_404
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:30:06Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After around 24 hours of work across 8 devlogs, I made HelioGuard AI — an educational space risk intelligence dashboard that turns NASA public asteroid and space weather data into understandable risk scores, object reports, and student-friendly mission briefings. I built the project because NASA open data is very powerful, but the raw JSON can be difficult for students and non-experts to understand. HelioGuard fetches near-Earth object data from NASA NeoWs and space weather events from NASA DONKI, cleans the data, calculates risk scores, and presents everything through a responsive arcade-inspired interface. The risk system is transparent instead of being a black box. Each asteroid is scored using its estimated diameter, velocity, miss distance, and NASA hazardous classification: Asteroid Risk = 100 × clamp( 0.30 × diameter score + 0.20 × velocity score + 0.35 × closeness score + 0.15 × hazardous flag ) The final HelioGuard Index combines asteroid and space weather conditions: HelioGuard Index = 0.45 × Asteroid Risk + 0.55 × Space Weather Risk The most challenging part was combining different NASA APIs and turning very different scientific values into one understandable system. I also had to handle API failures safely, create loading and fallback states, design a rule-based ORBIT-01 briefing engine, and make the full landing page and detailed dashboard work on both desktop and mobile. I am most proud that this became more than a simple API wrapper. The project includes a complete visual experience, a documented mathematical model, asteroid reports, space weather summaries, educational explanations, transparent limitations, and a full research proposal. Research PDF: https://github.com/BeBecpp/helioguard-ai/blob/main/docs/HelioGuard_AI_Research_Proposal.pdf Research notes: https://github.com/BeBecpp/helioguard-ai/blob/main/docs/RESEARCH.md When trying the project, click Launch App, explore the top asteroid reports, open the risk explanation, and read the ORBIT-01 mission briefing. HelioGuard AI uses NASA public data, but its scores are an educational mathematical model. It is not an official NASA or NOAA product and must not be used as an emergency warning system.", "repo": "https://github.com/BeBecpp/helioguard-ai", "demo": "https://bebecpp.github.io/helioguard-ai/"}]...
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[{"post_id": 40788, "ts": "202 [{"post_id": 40788, "ts": "2026-08-04T15:24:34Z", "hours": 2.2217, "text": "Today I spent around 2 hours and 13 minutes doing the final testing and polish for HelioGuard AI before shipping.I tested the live NASA data again, fixed and checked the API connection, and confirmed that the asteroid and space weather sections are loading correctly. I also tested the landing page, Launch App flow, detailed dashboard, risk scores, asteroid cards, ORBIT-01 mission briefing, animations, and mobile responsive layout.I cleaned up the final UI, checked the GitHub repository, README, research PDF, live demo links, and educational disclaimer. HelioGuard AI now feels like a complete student space learning experience instead of only a simple API dashboard.The project uses NASA public data, mathematical risk scoring, and AI-style mission briefings to help students understand asteroid and space weather information in a fun arcade-inspired interface.This is my final devlog before shipping. Next, I am submitting HelioGuard AI for review and continuing to improve it based on feedback."}, {"post_id": 6020, "ts": "2026-06-10T02:51:43Z", "hours": 10.1667, "text": "I spent about 10 hours working on HelioGuard AI, focusing on the premium arcade-style frontend, the Launch App dashboard flow, NASA public data presentation, and student-friendly explanations. I improved how the project explains the HelioGuard Index, asteroid risk scores, space weather summaries, and ORBIT-01 mission briefings. I also worked on the README, research PDF links, GitHub cleanup, deployment preparation, and overall project presentation so reviewers can understand the project more easily. This session helped HelioGuard AI feel more like a complete educational space learning tool instead of just a simple API dashboard. Next, I’m going to keep testing the live demo, polish screenshots, improve dashboard details, and prepare the project for shipping after identity verification."}, {"post_id": 5712, "ts": "2026-06-09T16:40:03Z", "hours": 5.5694, "text": "I spent about 5 hours and 30 minutes continuing work on HelioGuard AI. This was a bigger polish session where I focused on improving both the project presentation and the actual user experience. I worked on the frontend direction, the premium arcade-style layout, and the flow between the landing page and the detailed dashboard. I also kept refining how the project explains NASA public data, the HelioGuard Index, asteroid risk scores, and mission briefings in a way that students can understand without reading raw API data. One important part of this session was making the project feel more complete and serious: I worked on the README, research PDF links, project cleanup, and making sure the live demo and GitHub repo are easier for reviewers to understand. My goal is to make HelioGuard AI feel like a real educational space learning tool, not just a quick API demo. Next, I’m going to keep testing the live demo, improve screenshots, clean up the final GitHub presentation, and prepare the project for shipping once identity verification is complete."}, {"post_id": 4171, "ts": "2026-06-07T12:05:12Z", "hours": 0.4714, "text": "Today I continued polishing HelioGuard AI and improved the project presentation for Stardance. I worked on making the frontend feel more like a premium arcade-style space learning experience, with a cleaner landing page, stronger mission visuals, and a better flow from the homepage into the detailed dashboard. I also prepared the research side of the project so it feels more serious and explainable. HelioGuard AI is not just a visual dashboard — it uses NASA public data, a mathematical risk scoring model, and AI-style mission briefings to help students understand asteroid and space weather information. I added a research PDF that explains the project motivation, data sources, system architecture, mathematical risk model, limitations, and educational purpose. Research PDF: https://github.com/BeBecpp/helioguard-ai/blob/main/docs/HelioGuard_AI_Research_Proposal.pdf Next, I’m going to keep testing the live demo, improve screenshots, and continue polishing the detailed dashboard so the project is ready for shipping after identity verification."}, {"post_id": 4149, "ts": "2026-06-07T11:09:46Z", "hours": 0.7278, "text": "cheacking the design"}, {"post_id": 4130, "ts": "2026-06-07T10:11:07Z", "hours": 2.6983, "text": "I spent about 2 hours and 40 minutes continuing work on HelioGuard AI. This session focused on making the project feel more like a real educational space mission tool instead of just a normal dashboard. I worked on improving the visual direction, organizing the NASA data into a more understandable structure, and refining the student-friendly explanation flow. The project now feels more connected: real NASA public data comes in, the risk model turns it into scores, and the mission briefing explains what the data means for students. Next, I’m going to keep polishing the interface, improve the asteroid object reports, and make the HelioGuard Index easier to understand with clearer explanations and better screenshots."}, {"post_id": 3903, "ts": "2026-06-07T00:33:19Z", "hours": 1.9711, "text": "I spent about 1.5 hours setting up the first working version of HelioGuard AI. I focused on building the core structure of the project: connecting the NASA data idea, planning the risk scoring system, and creating the first dashboard layout. The main goal of this session was to turn the concept into something real instead of just an idea. I worked on the React/TypeScript structure, the NASA API direction, the HelioGuard Index concept, and the first version of the student-friendly mission briefing. Next, I want to improve the UI so it feels less like a normal dashboard and more like a space learning lab for students."}, {"post_id": 3525, "ts": "2026-06-06T14:38:13Z", "hours": 0.6094, "text": "WELCOME TO HELIOGUARD_AI NASA-data-powered AI dashboard for asteroid and space weather risk intelligence."}]...
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Title: HelioGuard AI by @nero_404 | Stardance
Dev Title: HelioGuard AI by @nero_404 | Stardance
Devlogs:
WELCOME TO HELIOGUARD_AI NASA-data-powered AI dashboard for asteroid and space weather risk intelligence.
I spent about 1.5 hours setting up the first working version of HelioGuard AI. I focused on building the core structure of the project: connecting the NASA data idea, planning the risk scoring system, and creating the first dashboard layout. The main goal of this session was to turn the concept into something real instead of just an idea. I worked on the React/TypeScript structure, the NASA API direction, the HelioGuard Index concept, and the first version of the student-friendly mission briefing. Next, I want to improve the UI so it feels less like a normal dashboard and more like a space learning lab for students.
I spent about 2 hours and 40 minutes continuing work on HelioGuard AI. This session focused on making the project feel more like a real educational space mission tool instead of just a normal dashboard. I worked on improving the visual direction, organizing the NASA data into a more understandable structure, and refining the student-friendly explanation flow. The project now feels more connected: real NASA public data comes in, the risk model turns it into scores, and the mission briefing explains what the data means for students. Next, I’m going to keep polishing the interface, improve the asteroid object reports, and make the HelioGuard Index easier to understand with clearer explanations and better screenshots.
cheacking the design
Today I continued polishing HelioGuard AI and improved the project presentation for Stardance. I worked on making the frontend feel more like a premium arcade-style space learning experience, with a cleaner landing page, stronger mission visuals, and a better flow from the homepage into the detailed dashboard. I also prepared the research side of the project so it feels more serious and explainable. HelioGuard AI is not just a visual dashboard — it uses NASA public data, a mathematical risk scoring model, and AI-style mission briefings to help students understand asteroid and space weather information. I added a research PDF that explains the project motivation, data sources, system architecture, mathematical risk model, limitations, and educational purpose. Research PDF: https://github.com/BeBecpp/helioguard-ai/blob/main/docs/HelioGuard_AI_Research_Proposal.pdf Next, I’m going to keep testing the live demo, improve screenshots, and continue polishing the detailed dashboard so the project is ready for shipping after identity verification.
I spent about 5 hours and 30 minutes continuing work on HelioGuard AI. This was a bigger polish session where I focused on improving both the project presentation and the actual user experience. I worked on the frontend direction, the premium arcade-style layout, and the flow between the landing page and the detailed dashboard. I also kept refining how the project explains NASA public data, the HelioGuard Index, asteroid risk scores, and mission briefings in a way that students can understand without reading raw API data. One important part of this session was making the project feel more complete and serious: I worked on the README, research PDF links, project cleanup, and making sure the live demo and GitHub repo are easier for reviewers to understand. My goal is to make HelioGuard AI feel like a real educational space learning tool, not just a quick API demo. Next, I’m going to keep testing the live demo, improve screenshots, clean up the final GitHub presentation, and prepare the project for shipping once identity verification is complete.
I spent about 10 hours working on HelioGuard AI, focusing on the premium arcade-style frontend, the Launch App dashboard flow, NASA public data presentation, and student-friendly explanations. I improved how the project explains the HelioGuard Index, asteroid risk scores, space weather summaries, and ORBIT-01 mission briefings. I also worked on the README, research PDF links, GitHub cleanup, deployment preparation, and overall project presentation so reviewers can understand the project more easily. This session helped HelioGuard AI feel more like a complete educational space learning tool instead of just a simple API dashboard. Next, I’m going to keep testing the live demo, polish screenshots, improve dashboard details, and prepare the project for shipping after identity verification.
Today I spent around 2 hours and 13 minutes doing the final testing and polish for HelioGuard AI before shipping.I tested the live NASA data again, fixed and checked the API connection, and confirmed that the asteroid and space weather sections are loading correctly. I also tested the landing page, Launch App flow, detailed dashboard, risk scores, asteroid cards, ORBIT-01 mission briefing, animations, and mobile responsive layout.I cleaned up the final UI, checked the GitHub repository, README, research PDF, live demo links, and educational disclaimer. HelioGuard AI now feels like a complete student space learning experience instead of only a simple API dashboard.The project uses NASA public data, mathematical risk scoring, and AI-style mission briefings to help students understand asteroid and space weather information in a fun arcade-inspired interface.This is my final devlog before shipping. Next, I am submitting HelioGuard AI for review and continuing to improve it based on feedback.
Ships:
After around 24 hours of work across 8 devlogs, I made HelioGuard AI — an educational space risk intelligence dashboard that turns NASA public asteroid and space weather data into understandable risk scores, object reports, and student-friendly mission briefings. I built the project because NASA open data is very powerful, but the raw JSON can be difficult for students and non-experts to understand. HelioGuard fetches near-Earth object data from NASA NeoWs and space weather events from NASA DONKI, cleans the data, calculates risk scores, and presents everything through a responsive arcade-inspired interface. The risk system is transparent instead of being a black box. Each asteroid is scored using its estimated diameter, velocity, miss distance, and NASA hazardous classification: Asteroid Risk = 100 × clamp( 0.30 × diameter score + 0.20 × velocity score + 0.35 × closeness score + 0.15 × hazardous flag ) The final HelioGuard Index combines asteroid and space weather conditions: HelioGuard Index = 0.45 × Asteroid Risk + 0.55 × Space Weather Risk The most challenging part was combining different NASA APIs and turning very different scientific values into one understandable system. I also had to handle API failures safely, create loading and fallback states, design a rule-based ORBIT-01 briefing engine, and make the full landing page and detailed dashboard work on both desktop and mobile. I am most proud that this became more than a simple API wrapper. The project includes a complete visual experience, a documented mathematical model, asteroid reports, space weather summaries, educational explanations, transparent limitations, and a full research proposal. Research PDF: https://github.com/BeBecpp/helioguard-ai/blob/main/docs/HelioGuard_AI_Research_Proposal.pdf Research notes: https://github.com/BeBecpp/helioguard-ai/blob/main/docs/RESEARCH.md When trying the project, click Launch App, explore the top asteroid reports, open the risk explanation, and read the ORBIT-01 mission briefing. HelioGuard AI uses NASA public data, but its scores are an educational mathematical model. It is not an official NASA or NOAA product and must not be used as an emergency warning system....
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1792878612.978165
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1793742612.978165
|
|
10021
|
personal website by @orangishcat | Stardance
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orangishcat
|
1
|
24.0
|
223
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T23:32:43Z", "hours": 24.0, "multiplier": 9.16, "payout": 223, "blessing": "neutral", "text": "My favorite project, and also the best one I’ve ever made! Please read my devlog for more details and easter eggs: https://orangishcat.neocities.org/blog/personal-website/", "repo": "https://github.com/orangishcat/orangishcat.github.io", "demo": "https://orangishcat.neocities.org/"}]...
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[{"post_id": 37935, "ts": "202 [{"post_id": 37935, "ts": "2026-07-30T23:20:23Z", "hours": 4.6331, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ Just some small changes since then. I’ve made the background less orange and instead blue. The orange theme was making the orange background look terrible, so I changed it to blue, which matches better with the color of a night sky. Updated the games list. As it turns out, there’s a lot of cool games out there! Added more links to the Links part of the sidebar."}, {"post_id": 29631, "ts": "2026-07-16T18:04:57Z", "hours": 4.1481, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ everything is done!!! I added background art with the Moon and stars, and added my blog posts to the right sidebar! it took like an hour to debug all the issues with the MDX integration and UI layout, but it was mostly successful and super worth it!"}, {"post_id": 28554, "ts": "2026-07-14T21:34:02Z", "hours": 8.9608, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ the website is pretty much done! All the content and whatnot is complete, I just need to add some blog posts to fill up the blog space!"}, {"post_id": 22210, "ts": "2026-07-04T15:57:11Z", "hours": 1.5711, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ after spending like 15 hours drawing assets and staring at a wall trying to think of stuff, i have finally started coding. not all the assets are done yet, but i need to start coding so i don’t keep staring at a wall… anyway, ima talk about coding. css grid is so cool! you can do all sorts of layouts so easily, and tailwindcss + css grid tricks make developing quite a breeze. really cool stuff!"}, {"post_id": 4717, "ts": "2026-06-08T04:25:47Z", "hours": 5.0586, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ First devlog! I’ve never made a personal website before, so I want to do it right. I’m planning to go heavy with lots of art and web design. This is my first time ever doing art, and I quickly decided to do pixel art as it’s a lot easier than digital painting. I’ve made a few assets and am planning to do a lot more! In the beginning it was quite rough and my drawings looked terrible, but after a few days it turned out much better than I was expecting, and I even applied some Minecraft building concepts! Like, for example: Outline first, then color, then details. The final result won’t look good if the shape isn’t right. Details are what turns a good Minecraft build (or drawing, in this case) great. Once you think you’re done, think about what details you could add. Then repeat. You should be able to do this a lot more times than you think, and it’s how you improve your technique. The cat asset below took ~20 revisions. Use a reference image, or multiple. Don’t reinvent the wheel. Learn basic color theory, it’s really useful. Other than that, it just took some creativity and some trial and error."}]...
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Title: personal website by @orangishcat | Stardanc Title: personal website by @orangishcat | Stardance
Devlogs:
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ First devlog! I’ve never made a personal website before, so I want to do it right. I’m planning to go heavy with lots of art and web design. This is my first time ever doing art, and I quickly decided to do pixel art as it’s a lot easier than digital painting. I’ve made a few assets and am planning to do a lot more! In the beginning it was quite rough and my drawings looked terrible, but after a few days it turned out much better than I was expecting, and I even applied some Minecraft building concepts! Like, for example: Outline first, then color, then details. The final result won’t look good if the shape isn’t right. Details are what turns a good Minecraft build (or drawing, in this case) great. Once you think you’re done, think about what details you could add. Then repeat. You should be able to do this a lot more times than you think, and it’s how you improve your technique. The cat asset below took ~20 revisions. Use a reference image, or multiple. Don’t reinvent the wheel. Learn basic color theory, it’s really useful. Other than that, it just took some creativity and some trial and error.
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ after spending like 15 hours drawing assets and staring at a wall trying to think of stuff, i have finally started coding. not all the assets are done yet, but i need to start coding so i don’t keep staring at a wall… anyway, ima talk about coding. css grid is so cool! you can do all sorts of layouts so easily, and tailwindcss + css grid tricks make developing quite a breeze. really cool stuff!
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ the website is pretty much done! All the content and whatnot is complete, I just need to add some blog posts to fill up the blog space!
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ everything is done!!! I added background art with the Moon and stars, and added my blog posts to the right sidebar! it took like an hour to debug all the issues with the MDX integration and UI layout, but it was mostly successful and super worth it!
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ Just some small changes since then. I’ve made the background less orange and instead blue. The orange theme was making the orange background look terrible, so I changed it to blue, which matches better with the color of a night sky. Updated the games list. As it turns out, there’s a lot of cool games out there! Added more links to the Links part of the sidebar.
Ships:
My favorite project, and also the best one I’ve ever made! Please read my devlog for more details and easter eggs: https://orangishcat.neocities.org/blog/personal-website/...
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1793271071.2049718
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1793357471.2049718
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16918
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Aperture Online Store by @NexBlade-Studios | Stard Aperture Online Store by @NexBlade-Studios | Stardance...
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NexBlade-Studios
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1
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24.0
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284
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T18:58:19Z", "hours": 24.0, "multiplier": 11.69, "payout": 284, "blessing": "neutral", "text": "I have created Aperture Online store, which is a fictional website that sells items from the Portal franchise as if they were real products. I came up with this idea initially as part of a school project, but it slowly expanded beyond that and became a fully fledged website. I themed the website around the signature Aperture Science design, with its dull greys and bright white surfaces. I even made sure to add a custom cursor and favicon to match the design. I thought it would be more interesting if I add some humour and charm so I made sure to include lots of references to the Portal franchise throughout, especially in the reviews section where I have some of the characters from the game giving reviews on products. I also made sure to implement responsive design so whenever the page is resized or viewed on a different device, the key information is always visible. Overall, the experience was quite a fun one, since it not only improved my website design skills but I also got to research deeper into the backstory of the Portal franchise.", "repo": "https://github.com/NexBlade-Studios/Aperture-Online-Store", "demo": "https://nexblade-studios.github.io/Aperture-Online-Store/index.html"}]...
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[{"post_id": 51207, "ts": "202 [{"post_id": 51207, "ts": "2026-08-20T18:48:52Z", "hours": 7.1514, "text": "The website is finally complete! This last chunk of progress has been about rounding out the final features. Particularly working on responsive design which is something that I am not very experienced with, so it was interesting to see the different strategies I had to use in order to best represent the information while also maintaining the visual style of the website. Getting the website to this point has been a really amazing opportunity to work on my website design skills which I hope to apply more in the future."}, {"post_id": 50388, "ts": "2026-08-19T15:36:16Z", "hours": 3.6647, "text": "I’m in the final stretch of development now, with the completion of the product pages and the about section. The website is really feeling like something that could be found in the Portal universe, but again if there’s anything you think I should add please let me know."}, {"post_id": 46265, "ts": "2026-08-13T11:48:17Z", "hours": 9.0111, "text": "The project has been moving along quite nicely, although it has been a while since I have made a devlog. I have been working on perfecting the aesthetic of the product page, which is the key part of the website. For that, I recreated the test chamber sign, making it act as the label for the product, with each of the symbols representing actions related to it. I have also added a short description taking inspirations and dialogue snippets from various Portal media. The main thing that has inspired this is the Aperture Investment Opportunity videos where some of the products I am “selling” were also shown. Please give some ideas on what I should add to the website!"}, {"post_id": 11590, "ts": "2026-06-18T21:34:01Z", "hours": 4.4481, "text": "This is my first devlog for Aperture Online Store, a website I am developing where the fictional items from the Portal universe are sold as if they were real commercial products. Before starting I already had the majority of the main homepage and top header created. What I aimed to add was a reviews page where you could really see the personality of characters like GLADOS and Wheatley. I kept Chell’s review blank because… well she can’t talk however it does look a bit empty so if you have any ideas how I could make it better let me know. I have some big plans for this website’s future, so be sure to send feedback and drop a follow."}]...
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Title: Aperture Online Store by @NexBlade-Studios Title: Aperture Online Store by @NexBlade-Studios | Stardance
Devlogs:
This is my first devlog for Aperture Online Store, a website I am developing where the fictional items from the Portal universe are sold as if they were real commercial products. Before starting I already had the majority of the main homepage and top header created. What I aimed to add was a reviews page where you could really see the personality of characters like GLADOS and Wheatley. I kept Chell’s review blank because… well she can’t talk however it does look a bit empty so if you have any ideas how I could make it better let me know. I have some big plans for this website’s future, so be sure to send feedback and drop a follow.
The project has been moving along quite nicely, although it has been a while since I have made a devlog. I have been working on perfecting the aesthetic of the product page, which is the key part of the website. For that, I recreated the test chamber sign, making it act as the label for the product, with each of the symbols representing actions related to it. I have also added a short description taking inspirations and dialogue snippets from various Portal media. The main thing that has inspired this is the Aperture Investment Opportunity videos where some of the products I am “selling” were also shown. Please give some ideas on what I should add to the website!
I’m in the final stretch of development now, with the completion of the product pages and the about section. The website is really feeling like something that could be found in the Portal universe, but again if there’s anything you think I should add please let me know.
The website is finally complete! This last chunk of progress has been about rounding out the final features. Particularly working on responsive design which is something that I am not very experienced with, so it was interesting to see the different strategies I had to use in order to best represent the information while also maintaining the visual style of the website. Getting the website to this point has been a really amazing opportunity to work on my website design skills which I hope to apply more in the future.
Ships:
I have created Aperture Online store, which is a fictional website that sells items from the Portal franchise as if they were real products. I came up with this idea initially as part of a school project, but it slowly expanded beyond that and became a fully fledged website. I themed the website around the signature Aperture Science design, with its dull greys and bright white surfaces. I even made sure to add a custom cursor and favicon to match the design. I thought it would be more interesting if I add some humour and charm so I made sure to include lots of references to the Portal franchise throughout, especially in the reviews section where I have some of the characters from the game giving reviews on products. I also made sure to implement responsive design so whenever the page is resized or viewed on a different device, the key information is always visible. Overall, the experience was quite a fun one, since it not only improved my website design skills but I also got to research deeper into the backstory of the Portal franchise....
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1793138319.7231011
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1793224719.7231011
|
|
24254
|
Miniature Mars Rover by @PRIKLY | Stardance
|
PRIKLY
|
1
|
24.0
|
451
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T05:02:28Z", "hours": 24.0, "multiplier": 18.84, "payout": 451, "blessing": "neutral", "text": "I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like I’ve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work I’ve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!", "repo": "https://github.com/PriklyParthiki/Mars-Rover", "demo": "https://makerworld.com/en/models/3211802-miniature-mars-rover"}]...
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[{"post_id": 45016, "ts": "202 [{"post_id": 45016, "ts": "2026-08-11T04:51:22Z", "hours": 0.3517, "text": "Mini Mars Rover It’s shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Let’s start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) —a tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ’lil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the rover’s body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D"}, {"post_id": 44763, "ts": "2026-08-10T19:15:54Z", "hours": 0.5322, "text": "Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!"}, {"post_id": 42742, "ts": "2026-08-07T16:47:54Z", "hours": 4.0042, "text": "DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldn’t turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!"}, {"post_id": 42098, "ts": "2026-08-06T17:42:07Z", "hours": 3.8094, "text": "Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL “Rocker-Bogie” system. What is a “Rocker-Bogie” system? “A specialized, spring-less suspension arrangement used on wheeled vehicles—most famously NASA’s Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,” (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Here’s how it turned out!"}, {"post_id": 40353, "ts": "2026-08-03T20:01:04Z", "hours": 4.3903, "text": "DEVLOG 3 Hi everyone! How are y’all doing? I’m keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldn’t fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once I’m done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didn’t ) work"}, {"post_id": 39684, "ts": "2026-08-02T20:21:59Z", "hours": 3.0975, "text": "😭😭😭 I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , that’s how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isn’t logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! 😭😭😭 genuinely what is this BTW:this is devlog #3"}, {"post_id": 30088, "ts": "2026-07-17T12:01:50Z", "hours": 3.56, "text": "DEVLOG: 02 HI GUYS!! How are y’all doing? For those who don’t know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called “Perseverance”, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! “YAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!” Yes, I know, I know guys, thanks for your compliments😏😏!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldn’t update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who don’t use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldn’t stick on the weird cylindrical surface, and I couldn’t add a mate connector because… well I still don’t know, but what’s a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called “Replace Instance” which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, that’s it, and here are some pics!!!😆😆😆"}, {"post_id": 18854, "ts": "2026-06-30T01:49:27Z", "hours": 4.1825, "text": "Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldn’t be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Mars’s environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D"}]...
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Title: Miniature Mars Rover by @PRIKLY | Stardance Title: Miniature Mars Rover by @PRIKLY | Stardance
Devlogs:
Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldn’t be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Mars’s environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D
DEVLOG: 02 HI GUYS!! How are y’all doing? For those who don’t know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called “Perseverance”, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! “YAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!” Yes, I know, I know guys, thanks for your compliments😏😏!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldn’t update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who don’t use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldn’t stick on the weird cylindrical surface, and I couldn’t add a mate connector because… well I still don’t know, but what’s a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called “Replace Instance” which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, that’s it, and here are some pics!!!😆😆😆
😭😭😭 I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , that’s how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isn’t logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! 😭😭😭 genuinely what is this BTW:this is devlog #3
DEVLOG 3 Hi everyone! How are y’all doing? I’m keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldn’t fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once I’m done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didn’t ) work
Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL “Rocker-Bogie” system. What is a “Rocker-Bogie” system? “A specialized, spring-less suspension arrangement used on wheeled vehicles—most famously NASA’s Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,” (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Here’s how it turned out!
DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldn’t turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!
Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!
Mini Mars Rover It’s shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Let’s start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) —a tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ’lil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the rover’s body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D
Ships:
I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like I’ve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work I’ve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!...
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MULTI by @Henrik_Eriksen | Stardance
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Henrik_Eriksen
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1
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24.0
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386
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T01:07:43Z", "hours": 24.0, "multiplier": 13.28, "payout": 386, "blessing": "neutral", "text": "Over the span of about 23 hours i have made a Arduino multi tasking game that is based very loosely upon the contraption you see in the picture to the left, the Schuhfried Universal Response panel. the panel is used when taking different tests to get your private/commercial pilots license. The gameplay loop revolves around multitasking 3 different things at once, they are as follows: ensure that you always press middle button when an x shows up on the middle screen, ensure that the potentiometer is always pointed at the lit up led(its the one to the left in the second picture) and lasty press the corresponding button combo when up and down are shown on the lower half of the lcd, you do this by pressing left and right buttons. This project has been a major challenge to me since i barely knew how to code (and arguably still dont know how write good code) when i started this project. The reason for me shipping this as software and not hardware as originally intended is since i want to get the ISS question in the shop. The question timeline would have expired before hardware starts to get reviewed. I am highly aware that my code might be very inefficient but i have been coding and learning to for about 20 days. I will now try to explain my code. The first part of the before setup is just labeling booleans and integers that will be used later(i am using integers to keep track of many things that i could use booleans for but i wasn’t aware of booleans until about 1/3 of the code was already written and i didn’t want to rewrite everything already using integers), the part of the code that i would say i am most proud of is is my fail system since it constantly works every time and i think the way i did it was a clever solution. For context the fail system works by clearing the LCD then printing YOU FAILED! Reset Arduino, the way that it ensures the Arduino is reset is by setting a delay on the code that lasts indefinitely until the Arduino is reset. A bit explanation about how the different game modes: For the upper lcd screen: An random number between 1 and 13 is generated every time the reaction time game is completed(by pressing middle button when x shows on lcd), it also gets an random number between 150ms and 500ms that determines how fast the numbers will be printed on the lcd screen. This effects your time to react and leaves it at somewhere between 450ms and 1.5s. Led minigame: a number between 1 and 2 is picked randomly, this decides what led is going to light up, it then determines if the potentiometer potentiometer is pointed at the lit up LED(i am a bit unsure if this works perfectly on pc). i determined the correct position for potentiometer my pointing it at at the leds to see what angles would work for minimum and max, this is also why i am a bit unsure as to if this works fully on pc since i dont know if the potentiometer outputs the same angle, i haven’t experienced anything indicating that this is doesn’t work on pc though during my playtesting. If you want to try my game in your web browser click the demo link and click the big green button in the top right that says start the simulation when you hover over it. And when you fail to multitask press the square in the top right of the window to stop the simulation (very important do not pause it, you have to stop it!). The controls for the minigame are as follows: 1 = leftmost button, when an X appears on the lcd screen press the middle button to complete and restart it, if the bottom half of the lcd say down press the left most button and if the lcd says up press the rightmost button(combine those inputs if up then down and down then up) and lastly for the red led lights just point the potentiometer towards it. If you find the game very hard to play on pc it is because this wasn’t designed for it, i have fully built it using my own Arduino uno and parts that come with the Arduino starter kit and verified that it works irl. Cant write more, text limit.", "repo": "https://github.com/Onlysubhenrik/multi-tasking-minigame-on-arduino-minigame-on-Arduino", "demo": "https://app.cirkitdesigner.com/project/d06255aa-6f98-41b6-9677-e4eba724c674"}]...
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[{"post_id": 25030, "ts": "202 [{"post_id": 25030, "ts": "2026-07-08T23:30:58Z", "hours": 2.9031, "text": "Posting this devlog right before ship. The news things i have done is i scrapped the flight minigame entirely, I have reworked the reaction time mingame that plays on the upper part of the lcd. The minigame now has more variety and it is now random when the time window to press the middle button appears and random how long it lasts. (another cat picture since i have nothing else to show a picture of)"}, {"post_id": 23856, "ts": "2026-07-07T01:25:23Z", "hours": 2.32, "text": "HELLO PEOPLE, as i promised about 3 hours ago (sleep is something you can do after you have shipped) I have ported my Arduino project into web, it is now fully functional and you can try it. before you try here are the controls: 1 = leftbutton 2 = rightbutton Up = right You press the middle button when there is an x showing on the lcd screen Down = left When the left led is lit up point the potentiometer at it, and when the right led is lit up turn the potentiometer to face that. (no cat photo since i have something to show off) (btw flight is not yet implemented) (btw btw flight to start and restart the Arduino press the square and green button in the up right corner, in order to properly reset it you have to stop the simulation not pause it) As for the coding i have done i am still rewriting the up and down feature. LINK: https://app.cirkitdesigner.com/project/d06255aa-6f98-41b6-9677-e4eba724c674"}, {"post_id": 23775, "ts": "2026-07-06T22:13:04Z", "hours": 2.5831, "text": "Decided that i am going to be rewriting all the code involving the up down minigame, i will also be changing this project from hardware to software soon so in hopes of getting an ISS message in time before they sell out or the time expires. Due to me changing it from hardware to software not very much will change other than me providing a working build each devlog after this one that YOU can play by using an Arduino emulator link. I will also keep updating my GitHub when major changes are done. . (since nothing changed on the breadboard layout and nothing will change anytime in the future i will be placing a cat photo of one my cats in its place) (this photo is of Jupiter)"}, {"post_id": 21446, "ts": "2026-07-03T12:22:53Z", "hours": 4.0481, "text": "This is the biggest change i have made so far, the new things in the game are as follows: the 2 new buttons serve a purpose, new minigame where it says up, down, down then up or up then down, this minigame uses the 2 new buttons, added a new start menu where it prompts you to right button for multi and left button for a new minigame that will only be using the LCD screen, i changed the led color from green to red, and the last major change is that i made is removing useless old code. , My planned changes are making a new minigame using the lcd as the main part, and looking into if i can get the lcd backlight to work."}, {"post_id": 20423, "ts": "2026-07-02T00:47:56Z", "hours": 1.8517, "text": "Removed every bug i encountered in about 10 minutes of playtime. Removed the “good action” led because i see it as unnecessary when more minigames are added, removed unneeded parts of the code and rewrote some of it to make it less confusing. I also made and coded in 2 new buttons to be used in the future. the possibilities you have when 3 side by side buttons are available is endless. I also made the parts that decide how little time you have in the reaction time game random so that they vary from half a second to 2/3 of a second per character. Means that your time window to react will fluctuate between 1.5 and 1 second. I also made the time it takes to fail the turn minigame vary from 3-2 seconds. , my vision for the 2 new buttons so far is that they will be clicked when a prompt shows up on the bottom part of the lcd (for example left, right or a combination of the 2) might even remove the old reaction time minigame entirely and replace it with something that uses all 3 buttons. (look at picture for current breadboard layout) (i wont post code due to there being very minor changes) (open picture in its own tab to view it fully)"}, {"post_id": 20109, "ts": "2026-07-01T17:11:18Z", "hours": 3.2031, "text": "Now i have finalized the 2 main multitasking games, one of them has an LCD screen that displays an time window of 1.5 seconds. in that timeframe you have to click a button to reset the timer to 8 seconds. so for 1.5 out of those 8 seconds you have to click the button. The other feature that i made is an potentiometer that grabs a random direction (left or right) and you have 3 seconds to turn the potentiometer to the correct side. you can see the correct side by looking at the 2 leds close to it (you can guess what sides they are on). The features i intent to add now are a second minigame on the screen (utilizing the lower part of the screen and 1 or more buttons) as for what i am going to do with that minigame in terms of functionality i have not yet decided. (picture has to be opened in its own tab for it to properly show)"}, {"post_id": 19567, "ts": "2026-06-30T21:59:06Z", "hours": 4.8067, "text": "The main feature that i will use for my Multitasking game is complete, the LCD screen that displays if you loose and that has a reaction time feature and an LED that lights green once you have completed a correct action. the game revolves around you having to click an button within a 3 second timeframe, if you fail to do then the entire Arduino freezes and the LCD displays a message about how you lost and that you must restart your Arduino to reset the minigame. The way that i am making this work is by using lots of integers. an example from the code is this: int lcdx = 0; if (digitalRead(switchPin) == HIGH){ if(lcdx >=14 && lcdx <= 16){ good++; lcd.clear(); digitalWrite(goodled, HIGH); delay(1000); digitalWrite(goodled, LOW); lcdx = 0; } This is how i register if the button was pressed within the timeframe, if it was pressed within the timeframe the “goodled” lights up and the minigame pauses for a second. My insiration for this project is the multitasking deivces you have to use to get your ppl (private pilots lisence) (picture is a pilot Multitasking test device)"}, {"post_id": 18793, "ts": "2026-06-30T00:27:19Z", "hours": 0.9042, "text": "I wanted to learn how an tilt sensor works and how to practically apply it to code since i was thinking about using it for my multitasking game. when i coded up the tilt sensor based digital hourglass i discovered that the tilt sensor legs are way to short to fit properly into the socket. after discovering this i thought i would still post a develog since i spent about an hours doing this. i would say that i generally advanced my coding knowledge with this"}, {"post_id": 18683, "ts": "2026-06-29T21:26:21Z", "hours": 0.5981, "text": "just Learned the second thing needed for this project, i learned how to make a buzzer and subsequently use buttons to turn it into an keyboard instrument of sorts. here is the code: int notes[] = {262, 294, 330, 349};void setup(){ Serial.begin(9600);}void loop(){ int keyVal = analogRead(A0); Serial.println(keyVal); if (keyVal == 1023){ tone(8, notes[0]); } else if(keyVal >= 990 && keyVal <=1010){ tone(8, notes[1]); } else if (keyVal >=505 && keyVal <= 1010){ tone(8, notes[2]); } else if (keyVal >= 5 && keyVal <= 10){ tone(8, notes[3]); } else { noTone(8); }} image is still wrongly cropped, to see the whole creation open the image in its own tab"}, {"post_id": 18626, "ts": "2026-06-29T20:27:57Z", "hours": 1.0003, "text": "The first of the many Arduino skills i will have to learn. I now understand how to control an potentiometer and an servo motor. The things that i still have to learn are: How to control an lcd, how to control an tilt sensor, how to make it so that your lcd has a high score and timer on it and much more. Here is the code i am using to controll the servo via potentiometer #include <Servo.h>Servo myServo;int const potPin = A0;int potVal;int angle;void setup(){ myServo.attach(9); Serial.begin(9600);}void loop(){ potVal = analogRead(potPin); Serial.print(“potVal: “); Serial.print(potVal); angle = map(potVal, 0, 1023, 0, 179); myServo.write(angle); delay(15);} image is getting cropped incorectly"}]...
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Title: MULTI by @Henrik_Eriksen | Stardance
Devlo Title: MULTI by @Henrik_Eriksen | Stardance
Devlogs:
The first of the many Arduino skills i will have to learn. I now understand how to control an potentiometer and an servo motor. The things that i still have to learn are: How to control an lcd, how to control an tilt sensor, how to make it so that your lcd has a high score and timer on it and much more. Here is the code i am using to controll the servo via potentiometer #include <Servo.h>Servo myServo;int const potPin = A0;int potVal;int angle;void setup(){ myServo.attach(9); Serial.begin(9600);}void loop(){ potVal = analogRead(potPin); Serial.print(“potVal: “); Serial.print(potVal); angle = map(potVal, 0, 1023, 0, 179); myServo.write(angle); delay(15);} image is getting cropped incorectly
just Learned the second thing needed for this project, i learned how to make a buzzer and subsequently use buttons to turn it into an keyboard instrument of sorts. here is the code: int notes[] = {262, 294, 330, 349};void setup(){ Serial.begin(9600);}void loop(){ int keyVal = analogRead(A0); Serial.println(keyVal); if (keyVal == 1023){ tone(8, notes[0]); } else if(keyVal >= 990 && keyVal <=1010){ tone(8, notes[1]); } else if (keyVal >=505 && keyVal <= 1010){ tone(8, notes[2]); } else if (keyVal >= 5 && keyVal <= 10){ tone(8, notes[3]); } else { noTone(8); }} image is still wrongly cropped, to see the whole creation open the image in its own tab
I wanted to learn how an tilt sensor works and how to practically apply it to code since i was thinking about using it for my multitasking game. when i coded up the tilt sensor based digital hourglass i discovered that the tilt sensor legs are way to short to fit properly into the socket. after discovering this i thought i would still post a develog since i spent about an hours doing this. i would say that i generally advanced my coding knowledge with this
The main feature that i will use for my Multitasking game is complete, the LCD screen that displays if you loose and that has a reaction time feature and an LED that lights green once you have completed a correct action. the game revolves around you having to click an button within a 3 second timeframe, if you fail to do then the entire Arduino freezes and the LCD displays a message about how you lost and that you must restart your Arduino to reset the minigame. The way that i am making this work is by using lots of integers. an example from the code is this: int lcdx = 0; if (digitalRead(switchPin) == HIGH){ if(lcdx >=14 && lcdx <= 16){ good++; lcd.clear(); digitalWrite(goodled, HIGH); delay(1000); digitalWrite(goodled, LOW); lcdx = 0; } This is how i register if the button was pressed within the timeframe, if it was pressed within the timeframe the “goodled” lights up and the minigame pauses for a second. My insiration for this project is the multitasking deivces you have to use to get your ppl (private pilots lisence) (picture is a pilot Multitasking test device)
Now i have finalized the 2 main multitasking games, one of them has an LCD screen that displays an time window of 1.5 seconds. in that timeframe you have to click a button to reset the timer to 8 seconds. so for 1.5 out of those 8 seconds you have to click the button. The other feature that i made is an potentiometer that grabs a random direction (left or right) and you have 3 seconds to turn the potentiometer to the correct side. you can see the correct side by looking at the 2 leds close to it (you can guess what sides they are on). The features i intent to add now are a second minigame on the screen (utilizing the lower part of the screen and 1 or more buttons) as for what i am going to do with that minigame in terms of functionality i have not yet decided. (picture has to be opened in its own tab for it to properly show)
Removed every bug i encountered in about 10 minutes of playtime. Removed the “good action” led because i see it as unnecessary when more minigames are added, removed unneeded parts of the code and rewrote some of it to make it less confusing. I also made and coded in 2 new buttons to be used in the future. the possibilities you have when 3 side by side buttons are available is endless. I also made the parts that decide how little time you have in the reaction time game random so that they vary from half a second to 2/3 of a second per character. Means that your time window to react will fluctuate between 1.5 and 1 second. I also made the time it takes to fail the turn minigame vary from 3-2 seconds. , my vision for the 2 new buttons so far is that they will be clicked when a prompt shows up on the bottom part of the lcd (for example left, right or a combination of the 2) might even remove the old reaction time minigame entirely and replace it with something that uses all 3 buttons. (look at picture for current breadboard layout) (i wont post code due to there being very minor changes) (open picture in its own tab to view it fully)
This is the biggest change i have made so far, the new things in the game are as follows: the 2 new buttons serve a purpose, new minigame where it says up, down, down then up or up then down, this minigame uses the 2 new buttons, added a new start menu where it prompts you to right button for multi and left button for a new minigame that will only be using the LCD screen, i changed the led color from green to red, and the last major change is that i made is removing useless old code. , My planned changes are making a new minigame using the lcd as the main part, and looking into if i can get the lcd backlight to work.
Decided that i am going to be rewriting all the code involving the up down minigame, i will also be changing this project from hardware to software soon so in hopes of getting an ISS message in time before they sell out or the time expires. Due to me changing it from hardware to software not very much will change other than me providing a working build each devlog after this one that YOU can play by using an Arduino emulator link. I will also keep updating my GitHub when major changes are done. . (since nothing changed on the breadboard layout and nothing will change anytime in the future i will be placing a cat photo of one my cats in its place) (this photo is of Jupiter)
HELLO PEOPLE, as i promised about 3 hours ago (sleep is something you can do after you have shipped) I have ported my Arduino project into web, it is now fully functional and you can try it. before you try here are the controls: 1 = leftbutton 2 = rightbutton Up = right You press the middle button when there is an x showing on the lcd screen Down = left When the left led is lit up point the potentiometer at it, and when the right led is lit up turn the potentiometer to face that. (no cat photo since i have something to show off) (btw flight is not yet implemented) (btw btw flight to start and restart the Arduino press the square and green button in the up right corner, in order to properly reset it you have to stop the simulation not pause it) As for the coding i have done i am still rewriting the up and down feature. LINK: https://app.cirkitdesigner.com/project/d06255aa-6f98-41b6-9677-e4eba724c674
Posting this devlog right before ship. The news things i have done is i scrapped the flight minigame entirely, I have reworked the reaction time mingame that plays on the upper part of the lcd. The minigame now has more variety and it is now random when the time window to press the middle button appears and random how long it lasts. (another cat picture since i have nothing else to show a picture of)
Ships:
Over the span of about 23 hours i have made a Arduino multi tasking game that is based very loosely upon the contraption you see in the picture to the left, the Schuhfried Universal Response panel. the panel is used when taking different tests to get your private/commercial pilots license. The gameplay loop revolves around multitasking 3 different things at once, they are as follows: ensure that you always press middle button when an x shows up on the middle screen, ensure that the potentiometer is always pointed at the lit up led(its the one to the left in the second picture) and lasty press the corresponding button combo when up and down are shown on the lower half of the lcd, you do this by pressing left and right buttons. This project has been a major challenge to me since i barely knew how to code (and arguably still dont know how write good code) when i started this project. The reason for me shipping this as software and not hardware as originally intended is since i want to get the ISS question in the shop. The question timeline would have expired before hardware starts to get reviewed. I am highly aware that my code might be very inefficient but i have been coding and learning to for about 20 days. I will now try to explain my code. The first part of the before setup is just labeling booleans and integers that will be used later(i am using integers to keep track of many things that i could use booleans for but i wasn’t aware of booleans until about 1/3 of the code was already written and i didn’t want to rewrite everything already using integers), the part of the code that i would say i am most proud of is is my fail system since it constantly works every time and i think the way i did it was a clever solution. For context the fail system works by clearing the LCD then printing YOU FAILED! Reset Arduino, the way that it ensures the Arduino is reset is by setting a delay on the code that lasts indefinitely until the Arduino is reset. A bit explanation about how the different game modes: For the upper lcd screen: An random number between 1 and 13 is generated every time the reaction time game is completed(by pressing middle button when x shows on lcd), it also gets an random number between 150ms and 500ms that determines how fast the numbers will be printed on the lcd screen. This effects your time to react and leaves it at somewhere between 450ms and 1.5s. Led minigame: a number between 1 and 2 is picked randomly, this decides what led is going to light up, it then determines if the potentiometer potentiometer is pointed at the lit up LED(i am a bit unsure if this works perfectly on pc). i determined the correct position for potentiometer my pointing it at at the leds to see what angles would work for minimum and max, this is also why i am a bit unsure as to if this works fully on pc since i dont know if the potentiometer outputs the same angle, i haven’t experienced anything indicating that this is doesn’t work on pc though during my playtesting. If you want to try my game in your web browser click the demo link and click the big green button in the top right that says start the simulation when you hover over it. And when you fail to multitask press the square in the top right of the window to stop the simulation (very important do not pause it, you have to stop it!). The controls for the minigame are as follows: 1 = leftmost button, when an X appears on the lcd screen press the middle button to complete and restart it, if the bottom half of the lcd say down press the left most button and if the lcd says up press the rightmost button(combine those inputs if up then down and down then up) and lastly for the red led lights just point the potentiometer towards it. If you find the game very hard to play on pc it is because this wasn’t designed for it, i have fully built it using my own Arduino uno and parts that come with the Arduino starter kit and verified that it works irl. Cant write more, text limit....
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1793227723.3449945
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1793314123.3449945
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28564
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Dodge The Spikes by @vindognz | Stardance
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vindognz
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1
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24.0
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323
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T10:11:14Z", "hours": 24.0, "multiplier": 13.34, "payout": 323, "blessing": "neutral", "text": "I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!", "repo": "https://github.com/vindognz/dodge-the-spikes", "demo": "https://vindognz.github.io/dodge-the-spikes/"}]...
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[{"post_id": 80848, "ts": "202 [{"post_id": 80848, "ts": "2026-10-19T00:31:27Z", "hours": 2.6886, "text": "It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!"}, {"post_id": 76872, "ts": "2026-10-04T21:50:40Z", "hours": 1.1408, "text": "Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish."}, {"post_id": 75849, "ts": "2026-10-01T10:37:06Z", "hours": 3.24, "text": "HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!"}, {"post_id": 75140, "ts": "2026-09-29T08:47:13Z", "hours": 9.0861, "text": "Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages."}, {"post_id": 22405, "ts": "2026-07-04T21:24:46Z", "hours": 5.9817, "text": "Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!"}, {"post_id": 18960, "ts": "2026-06-30T04:16:26Z", "hours": 1.7533, "text": "I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!"}, {"post_id": 18846, "ts": "2026-06-30T01:30:24Z", "hours": 0.3053, "text": "First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!"}]...
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Title: Dodge The Spikes by @vindognz | Stardance
Title: Dodge The Spikes by @vindognz | Stardance
Devlogs:
First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!
I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!
Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!
Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages.
HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!
Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish.
It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!
Ships:
I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!...
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1793156024.3225598
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1793242424.3225598
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30390
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Attendance 2.0 by @wingnovel | Stardance
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wingnovel
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1
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24.0
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34
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T13:16:11Z", "hours": 24.0, "multiplier": 1.74, "payout": 34, "blessing": "neutral", "text": "This project helped me make my first tkinter software from an empty script. This is the first time I did not use claude or chatGPT to start the project, instead I only used it to find the bugs I had left after I was done. The system allows teachers to take attendance and to find out a simple report of the general school attendance.", "repo": "https://github.com/raghav03102008/Attendance-system", "demo": "https://github.com/raghav03102008/Attendance-system/releases/tag/v1"}]...
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[{"post_id": 28279, "ts": "202 [{"post_id": 28279, "ts": "2026-07-14T13:04:00Z", "hours": 9.7156, "text": "This session I added the colour pallet and to fix all the bugs in the system."}, {"post_id": 24830, "ts": "2026-07-08T17:21:36Z", "hours": 13.8667, "text": "In this session i worked on the backend of the system. And some part of the front end without the colour themes"}]...
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Title: Attendance 2.0 by @wingnovel | Stardance
D Title: Attendance 2.0 by @wingnovel | Stardance
Devlogs:
In this session i worked on the backend of the system. And some part of the front end without the colour themes
This session I added the colour pallet and to fix all the bugs in the system.
Ships:
This project helped me make my first tkinter software from an empty script. This is the first time I did not use claude or chatGPT to start the project, instead I only used it to find the bugs I had left after I was done. The system allows teachers to take attendance and to find out a simple report of the general school attendance....
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1793234899.6112187
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1793321299.6112187
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30393
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StudyOS by @zhal | Stardance
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zhal
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1
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24.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T17:29:04Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built StudyOS, an AI-powered student dashboard that connects with Google Calendar to display upcoming events and generate personalized daily briefings. Instead of checking multiple apps, students get a single dashboard with their schedule, upcoming deadlines, and AI-generated advice for the day. (AI is still in beta) What was challenging? The biggest challenge was integrating multiple technologies together. Setting up Google OAuth, retrieving events from every calendar, deploying the website, and running a local AI model with Ollama all required debugging and learning new tools. I also had to figure out how to make the AI generate useful daily briefings instead of generic responses. What are you proud of? I’m most proud that the project actually works end-to-end. Users can sign in with Google, view all of their upcoming calendar events, and receive an AI-generated morning briefing based on their real schedule. What should people know so they can test it? The live demo is available here: https://study-website-88jo-4xbo1kols-zhal8403s-projects.vercel.app/ To fully test the project: Sign in with a Google account. Allow Calendar permissions. Make sure your Google Calendar has a few upcoming events. The dashboard will display your upcoming events and generate a personalized daily briefing based on your schedule. Note: The AI runs locally using Ollama, so the hosted demo currently uses a placeholder briefing. Running the project locally with Ollama enabled provides the full AI experience.", "repo": "https://github.com/zhal8403/Study-Website", "demo": "https://study-website-941c.vercel.app/"}]...
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[{"post_id": 28392, "ts": "202 [{"post_id": 28392, "ts": "2026-07-14T16:58:52Z", "hours": 1.3714, "text": "Dev Log #6 – Local AI Integration with Ollama Overview Today I addeed a completely local AI model using Ollama . I researched local large language models and decided to integrate the Llama 3.2 3B model through Ollama. What I Worked On Installed Ollama and downloaded the llama3.2:3b model. Fixed the issue where PowerShell could not recognize the ollama command by updating my system PATH . Learned that Ollama automatically starts its own server, so running ollama serve again caused a port conflict. Created a Node.js backend using Express and CORS . Connected the backend to Ollama’s local API. Updated the React frontend to send AI requests to my local backend instead of OpenRouter. Removed the dependency on paid AI APIs. Challenges One of the biggest challenges was getting the backend running correctly. I accidentally tried to run server.js before creating the file, which caused a MODULE_NOT_FOUND error. After creating the server and installing the required packages, I was able to start it successfully. Another challenge was that the AI initially hallucinated events like holidays and birthdays that weren’t actually on my calendar. To fix this, I rewrote the prompt to clearly instruct the model to only use the calendar events provided and never invent additional information. Improvements I redesigned the AI briefing prompt so it now: Uses only events from the next 7 days . Creates a structured daily briefing. Highlights upcoming due dates, tests, meetings, and deadlines. Suggests what to focus on for the day. Ends with a short motivational message. Avoids generating fake events. Result The AI summary feature now runs entirely on my own computer with: No API keys No usage limits Faster response times Better privacy because calendar data never leaves my computer. The morning briefing is much more useful and feels like a real student assistant instead of a generic chatbot."}, {"post_id": 25646, "ts": "2026-07-10T01:49:24Z", "hours": 3.4958, "text": "Devlog #5 — Calendar event control complete I focused on finishing the calendar management system for StudyOS. My goal was to make it possible to fully manage Google Calendar events without leaving the app. Building the Event Modal The first major feature I completed was the New Event Modal . Users can now enter: Event title Description Location Start date and time End date and time I originally built the modal using a standard HTML form, but I ran into issues where React would disconnect the form before it could submit. Instead of continuing to fight that problem, I redesigned the modal to use React state and button click handlers. This made creating events much more reliable. Editing and Deleting Events After creating events worked, I added the ability to edit them. Clicking an event now opens the same modal with all of the event information already filled in. Users can: Update event information Delete the event Cancel without making changes This required connecting the app to the Google Calendar Update and Delete API endpoints and refreshing the calendar after every change so the UI always stays up to date. Multiple Calendar Support One feature I really wanted was support for multiple calendars. Instead of always saving events in the primary calendar, the app now retrieves every calendar connected to the user’s Google account. A dropdown menu allows users to choose exactly where a new event should be saved. Bug Fixes Along the way I fixed several issues: Fixed React form submission problems by replacing the form with state-based inputs. Fixed the event modal not updating correctly when switching between events. Fixed the calendar not refreshing after creating, editing, or deleting events. Fixed event selection in the Today , Week , and Month views. Fixed creating events in calendars other than the primary calendar. Current Features The calendar now supports: Today , Week , and Month views Searching events Creating new events Editing existing events Deleting events Selecting which Google Calendar an event belongs to Automatic refresh after every change Next Steps Add recurring event support Add event color customization Add reminders and notifications Improve the calendar interface Add drag-and-drop scheduling I’m really happy with how this update turned out because the calendar has gone from being a read-only viewer to a fully functional event manager."}, {"post_id": 25103, "ts": "2026-07-09T02:57:29Z", "hours": 7.4456, "text": "Devlog #4 – Gmail, Google Classroom, and Calendar Improvements What I Worked On I focused on connecting more Google services to StudyOS and improving how calendar data is displayed. Google Classroom I created a new Classroom page that automatically loads my Google Classroom courses and displays assignments from each class. Features Added Connected to the Google Classroom API. Loaded all enrolled courses. Retrieved coursework from every class. Combined assignments into one list. Sorted assignments by due date. Displayed the class name with each assignment. Problems Solved Fixed OAuth authentication issues. Added the required Google Classroom scopes. Debugged 401 Unauthorized and 403 Permission Denied errors. Learned that teachers can restrict API access to coursework, causing some assignments to be unavailable. Gmail I continued improving Gmail integration. Improvements Better loading of Gmail messages. More reliable Google authentication. Cleaner organization for displaying emails. Google Calendar The calendar received several major improvements. Features Added Combined events from every calendar instead of only the primary calendar. Added search functionality. Added Today, Week, and Month views. Added Previous, Next, and Today navigation buttons. Added support for changing weeks and months without reloading. Sorted all events by date. Bug Fixes Fixed missing events caused by incorrect API parameters. Fixed events not appearing from shared calendars. Fixed date filtering logic. Corrected React state issues with currentDate . Fixed navigation bugs while switching between calendar views. Next Steps Create and edit calendar events directly from StudyOS. Add assignment completion tracking. Display Gmail labels and unread counts. Improve the calendar UI with drag-and-drop support. Connect Google Drive files to assignments."}, {"post_id": 22805, "ts": "2026-07-05T11:55:48Z", "hours": 9.0164, "text": "Devlog #3 — Making the Calendar Page and Dashboard This week, I worked on two of the biggest parts of StudyOS so far: the Calendar page and the Dashboard . Calendar Page I started turning the Calendar page into something more useful than a simple event list. I added different views for Today , Week , and Month , making it easier to see upcoming events in different ways. I also improved how events are displayed by adding: Expandable event descriptions A cleaner event layout A structure that’s easier to build on with more features later These changes make the calendar feel much closer to a real productivity app. Dashboard I also redesigned the Dashboard to work more like a student command center. One of the biggest improvements was turning the upcoming events section into a scrollable card . This keeps the dashboard clean even when there are lots of events and prevents long lists from stretching the page. This new layout also leaves room for future dashboard widgets, such as: AI daily briefing Assignment priority Recent activity What’s Next? Next, I plan to continue improving the Calendar page by adding: Creating events Editing events Deleting events After that, I’ll begin building more dashboard widgets to make StudyOS feel like a true all-in-one student workspace."}, {"post_id": 21852, "ts": "2026-07-04T00:14:51Z", "hours": 2.0331, "text": "Devlog #2 – Switching to React & Adding Google Authentication Today I upgraded StudyOS from a basic HTML/CSS/JavaScript project into a React (Vite) application, and then added Google Sign-In authentication. This was a major step toward turning StudyOS into a real student productivity platform instead of just a static UI. StudyOS is designed as a Student Command Center, where students can eventually manage Gmail, Google Calendar, Drive, Classroom, and assignments all in one place. Part 1 – Switching to React I migrated the project into React using Vite to make it more scalable and closer to how real production apps are built. What I changed Converted project from HTML/CSS/JS → React (Vite) Broke UI into reusable components: Sidebar Header Pages (Dashboard, Gmail, Calendar, etc.) Implemented single-page navigation (no page reloads) Why I switched React makes it much easier to: Manage multiple pages (like Gmail + Calendar + Drive) Handle user login state Build dynamic dashboards Scale the project into a real app Part 2 – Google Authentication After setting up React, I integrated Google Sign-In so users can log into StudyOS using their Google account. What I implemented Installed @react-oauth /google Added JWT decoding to extract user info Configured Google OAuth in React Created login flow using Google Identity Services Fixed OAuth issues including: Displayed user profile after login: Name Profile picture Restricted app access until user is signed in What works now Sidebar navigation between pages Dashboard layout structure Google Sign-In authentication system User session state (logged in / logged out) Profile display in header after login Challenges The biggest issue was Google OAuth configuration. I initially encountered: Error 400: origin_mismatch This happened because the correct localhost URLs were not added in the Google Cloud Console. Fix Added the following to Authorized JavaScript origins: http://localhost:5173 http://127.0.0.1:5173 After fixing this, Google Sign-In worked successfully. Next steps Connect Google Calendar API (real events) Connect Gmail API (inbox preview) Connect Google Drive API (file access) Build Assignment Workspace system Add AI Daily Briefing (smart planning system) Implement “Stay signed in” persistence Improve UI with modern styling (glassmorphism + animations)"}, {"post_id": 21721, "ts": "2026-07-03T20:14:35Z", "hours": 0.7917, "text": "Devlog #1 - Building the Base of StudyOS Time Spent: 45 minutes Today I started building StudyOS , a student productivity app that combines Google Classroom, Gmail, Calendar, Drive, and other Google services into one place. My goal is to reduce the number of tabs students need to keep open and make staying organized much easier. What I accomplished Created the project in VS Code. Built the basic dashboard layout. Added a sidebar for navigation. Created a top navigation bar with a search bar and a placeholder Google Sign-In button. Designed the first dashboard cards: Today’s Summary AI Briefing Focus Session Challenges I spent some time deciding how I wanted the app to be organized. Instead of making another simple dashboard, I decided to build it like a Student Command Center where everything can eventually be managed from one place. Next Steps Create a login page. Add Google Sign-In. Keep users signed in if they choose. Connect Google Calendar. Connect Gmail. Add the AI Daily Briefing. Begin building the Assignment Workspace. I’m really happy with the progress so far. Even though it’s only the first version, I now have a solid foundation to build on. Next I’ll start adding real functionality instead of placeholder content."}]...
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Title: StudyOS by @zhal | Stardance
Devlogs:
Devl Title: StudyOS by @zhal | Stardance
Devlogs:
Devlog #1 - Building the Base of StudyOS Time Spent: 45 minutes Today I started building StudyOS , a student productivity app that combines Google Classroom, Gmail, Calendar, Drive, and other Google services into one place. My goal is to reduce the number of tabs students need to keep open and make staying organized much easier. What I accomplished Created the project in VS Code. Built the basic dashboard layout. Added a sidebar for navigation. Created a top navigation bar with a search bar and a placeholder Google Sign-In button. Designed the first dashboard cards: Today’s Summary AI Briefing Focus Session Challenges I spent some time deciding how I wanted the app to be organized. Instead of making another simple dashboard, I decided to build it like a Student Command Center where everything can eventually be managed from one place. Next Steps Create a login page. Add Google Sign-In. Keep users signed in if they choose. Connect Google Calendar. Connect Gmail. Add the AI Daily Briefing. Begin building the Assignment Workspace. I’m really happy with the progress so far. Even though it’s only the first version, I now have a solid foundation to build on. Next I’ll start adding real functionality instead of placeholder content.
Devlog #2 – Switching to React & Adding Google Authentication Today I upgraded StudyOS from a basic HTML/CSS/JavaScript project into a React (Vite) application, and then added Google Sign-In authentication. This was a major step toward turning StudyOS into a real student productivity platform instead of just a static UI. StudyOS is designed as a Student Command Center, where students can eventually manage Gmail, Google Calendar, Drive, Classroom, and assignments all in one place. Part 1 – Switching to React I migrated the project into React using Vite to make it more scalable and closer to how real production apps are built. What I changed Converted project from HTML/CSS/JS → React (Vite) Broke UI into reusable components: Sidebar Header Pages (Dashboard, Gmail, Calendar, etc.) Implemented single-page navigation (no page reloads) Why I switched React makes it much easier to: Manage multiple pages (like Gmail + Calendar + Drive) Handle user login state Build dynamic dashboards Scale the project into a real app Part 2 – Google Authentication After setting up React, I integrated Google Sign-In so users can log into StudyOS using their Google account. What I implemented Installed @react-oauth /google Added JWT decoding to extract user info Configured Google OAuth in React Created login flow using Google Identity Services Fixed OAuth issues including: Displayed user profile after login: Name Profile picture Restricted app access until user is signed in What works now Sidebar navigation between pages Dashboard layout structure Google Sign-In authentication system User session state (logged in / logged out) Profile display in header after login Challenges The biggest issue was Google OAuth configuration. I initially encountered: Error 400: origin_mismatch This happened because the correct localhost URLs were not added in the Google Cloud Console. Fix Added the following to Authorized JavaScript origins: http://localhost:5173 http://127.0.0.1:5173 After fixing this, Google Sign-In worked successfully. Next steps Connect Google Calendar API (real events) Connect Gmail API (inbox preview) Connect Google Drive API (file access) Build Assignment Workspace system Add AI Daily Briefing (smart planning system) Implement “Stay signed in” persistence Improve UI with modern styling (glassmorphism + animations)
Devlog #3 — Making the Calendar Page and Dashboard This week, I worked on two of the biggest parts of StudyOS so far: the Calendar page and the Dashboard . Calendar Page I started turning the Calendar page into something more useful than a simple event list. I added different views for Today , Week , and Month , making it easier to see upcoming events in different ways. I also improved how events are displayed by adding: Expandable event descriptions A cleaner event layout A structure that’s easier to build on with more features later These changes make the calendar feel much closer to a real productivity app. Dashboard I also redesigned the Dashboard to work more like a student command center. One of the biggest improvements was turning the upcoming events section into a scrollable card . This keeps the dashboard clean even when there are lots of events and prevents long lists from stretching the page. This new layout also leaves room for future dashboard widgets, such as: AI daily briefing Assignment priority Recent activity What’s Next? Next, I plan to continue improving the Calendar page by adding: Creating events Editing events Deleting events After that, I’ll begin building more dashboard widgets to make StudyOS feel like a true all-in-one student workspace.
Devlog #4 – Gmail, Google Classroom, and Calendar Improvements What I Worked On I focused on connecting more Google services to StudyOS and improving how calendar data is displayed. Google Classroom I created a new Classroom page that automatically loads my Google Classroom courses and displays assignments from each class. Features Added Connected to the Google Classroom API. Loaded all enrolled courses. Retrieved coursework from every class. Combined assignments into one list. Sorted assignments by due date. Displayed the class name with each assignment. Problems Solved Fixed OAuth authentication issues. Added the required Google Classroom scopes. Debugged 401 Unauthorized and 403 Permission Denied errors. Learned that teachers can restrict API access to coursework, causing some assignments to be unavailable. Gmail I continued improving Gmail integration. Improvements Better loading of Gmail messages. More reliable Google authentication. Cleaner organization for displaying emails. Google Calendar The calendar received several major improvements. Features Added Combined events from every calendar instead of only the primary calendar. Added search functionality. Added Today, Week, and Month views. Added Previous, Next, and Today navigation buttons. Added support for changing weeks and months without reloading. Sorted all events by date. Bug Fixes Fixed missing events caused by incorrect API parameters. Fixed events not appearing from shared calendars. Fixed date filtering logic. Corrected React state issues with currentDate . Fixed navigation bugs while switching between calendar views. Next Steps Create and edit calendar events directly from StudyOS. Add assignment completion tracking. Display Gmail labels and unread counts. Improve the calendar UI with drag-and-drop support. Connect Google Drive files to assignments.
Devlog #5 — Calendar event control complete I focused on finishing the calendar management system for StudyOS. My goal was to make it possible to fully manage Google Calendar events without leaving the app. Building the Event Modal The first major feature I completed was the New Event Modal . Users can now enter: Event title Description Location Start date and time End date and time I originally built the modal using a standard HTML form, but I ran into issues where React would disconnect the form before it could submit. Instead of continuing to fight that problem, I redesigned the modal to use React state and button click handlers. This made creating events much more reliable. Editing and Deleting Events After creating events worked, I added the ability to edit them. Clicking an event now opens the same modal with all of the event information already filled in. Users can: Update event information Delete the event Cancel without making changes This required connecting the app to the Google Calendar Update and Delete API endpoints and refreshing the calendar after every change so the UI always stays up to date. Multiple Calendar Support One feature I really wanted was support for multiple calendars. Instead of always saving events in the primary calendar, the app now retrieves every calendar connected to the user’s Google account. A dropdown menu allows users to choose exactly where a new event should be saved. Bug Fixes Along the way I fixed several issues: Fixed React form submission problems by replacing the form with state-based inputs. Fixed the event modal not updating correctly when switching between events. Fixed the calendar not refreshing after creating, editing, or deleting events. Fixed event selection in the Today , Week , and Month views. Fixed creating events in calendars other than the primary calendar. Current Features The calendar now supports: Today , Week , and Month views Searching events Creating new events Editing existing events Deleting events Selecting which Google Calendar an event belongs to Automatic refresh after every change Next Steps Add recurring event support Add event color customization Add reminders and notifications Improve the calendar interface Add drag-and-drop scheduling I’m really happy with how this update turned out because the calendar has gone from being a read-only viewer to a fully functional event manager.
Dev Log #6 – Local AI Integration with Ollama Overview Today I addeed a completely local AI model using Ollama . I researched local large language models and decided to integrate the Llama 3.2 3B model through Ollama. What I Worked On Installed Ollama and downloaded the llama3.2:3b model. Fixed the issue where PowerShell could not recognize the ollama command by updating my system PATH . Learned that Ollama automatically starts its own server, so running ollama serve again caused a port conflict. Created a Node.js backend using Express and CORS . Connected the backend to Ollama’s local API. Updated the React frontend to send AI requests to my local backend instead of OpenRouter. Removed the dependency on paid AI APIs. Challenges One of the biggest challenges was getting the backend running correctly. I accidentally tried to run server.js before creating the file, which caused a MODULE_NOT_FOUND error. After creating the server and installing the required packages, I was able to start it successfully. Another challenge was that the AI initially hallucinated events like holidays and birthdays that weren’t actually on my calendar. To fix this, I rewrote the prompt to clearly instruct the model to only use the calendar events provided and never invent additional information. Improvements I redesigned the AI briefing prompt so it now: Uses only events from the next 7 days . Creates a structured daily briefing. Highlights upcoming due dates, tests, meetings, and deadlines. Suggests what to focus on for the day. Ends with a short motivational message. Avoids generating fake events. Result The AI summary feature now runs entirely on my own computer with: No API keys No usage limits Faster response times Better privacy because calendar data never leaves my computer. The morning briefing is much more useful and feels like a real student assistant instead of a generic chatbot.
Ships:
What did you make? I built StudyOS, an AI-powered student dashboard that connects with Google Calendar to display upcoming events and generate personalized daily briefings. Instead of checking multiple apps, students get a single dashboard with their schedule, upcoming deadlines, and AI-generated advice for the day. (AI is still in beta) What was challenging? The biggest challenge was integrating multiple technologies together. Setting up Google OAuth, retrieving events from every calendar, deploying the website, and running a local AI model with Ollama all required debugging and learning new tools. I also had to figure out how to make the AI generate useful daily briefings instead of generic responses. What are you proud of? I’m most proud that the project actually works end-to-end. Users can sign in with Google, view all of their upcoming calendar events, and receive an AI-generated morning briefing based on their real schedule. What should people know so they can test it? The live demo is available here: https://study-website-88jo-4xbo1kols-zhal8403s-projects.vercel.app/ To fully test the project: Sign in with a Google account. Allow Calendar permissions. Make sure your Google Calendar has a few upcoming events. The dashboard will display your upcoming events and generate a personalized daily briefing based on your schedule. Note: The AI runs locally using Ollama, so the hosted demo currently uses a placeholder briefing. Running the project locally with Ollama enabled provides the full AI experience....
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1793220699.4509747
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1793307099.4509747
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31014
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RockBuild by @prajithvishnur | Stardance
|
prajithvishnur
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2
|
24.0
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T18:42:23Z", "hours": 15.0, "multiplier": 15.61, "payout": 145, "blessing": "neutral", "text": "I created a rocket building sim. At the beginning AI helped me a lot but then I learned and reworked the app on my own. I feel it is a lot better now and I hope you all enjoy!", "repo": "https://github.com/prajith-vishnu/stardance-rocket-builder", "demo": "https://stardance-rocket-builder.vercel.app"}, {"ship_num": 2, "ts": "2026-07-06T15:05:41Z", "hours": 9.0, "multiplier": 6.64, "payout": 8, "blessing": "neutral", "text": "I made a basic rocket sim for people to build and test their own rockets. The hardest part was trying to get the physics right and writing the code.", "repo": "https://github.com/prajith-vishnu/stardance-rocket-builder", "demo": "https://stardance-rocket-builder.vercel.app"}]...
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[{"post_id": 25447, "ts": "202 [{"post_id": 25447, "ts": "2026-07-09T18:41:35Z", "hours": 6.0172, "text": "I reworked a lot of the code on my own and redid the physics to make the rockets fly a little higher. I think it’s getting better now. Thank you all for the feedback from the first ship!"}, {"post_id": 24815, "ts": "2026-07-08T16:52:59Z", "hours": 5.5656, "text": "worked on making changes. added a countdown timer, height counter, etc."}, {"post_id": 24120, "ts": "2026-07-07T14:11:25Z", "hours": 0.9336, "text": "Changed the colors to make it more unique. :)"}, {"post_id": 23829, "ts": "2026-07-07T00:13:01Z", "hours": 1.1783, "text": "Improved rocket and game design. my goal is to make this as realistic as possible"}, {"post_id": 23683, "ts": "2026-07-06T19:52:45Z", "hours": 0.3119, "text": "Created a background, I now want to work on making it more realistic."}, {"post_id": 23659, "ts": "2026-07-06T19:27:13Z", "hours": 0.4708, "text": "I dont like how bland it looks so I am going to start wokring on building a world for it."}, {"post_id": 23545, "ts": "2026-07-06T15:58:38Z", "hours": 0.5797, "text": "Created a start screen and made some visual changes."}, {"post_id": 23507, "ts": "2026-07-06T15:04:30Z", "hours": 9.3619, "text": "Finished the demo. going to work on polishing the project."}]...
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Title: RockBuild by @prajithvishnur | Stardance
D Title: RockBuild by @prajithvishnur | Stardance
Devlogs:
Finished the demo. going to work on polishing the project.
Created a start screen and made some visual changes.
I dont like how bland it looks so I am going to start wokring on building a world for it.
Created a background, I now want to work on making it more realistic.
Improved rocket and game design. my goal is to make this as realistic as possible
Changed the colors to make it more unique. :)
worked on making changes. added a countdown timer, height counter, etc.
I reworked a lot of the code on my own and redid the physics to make the rockets fly a little higher. I think it’s getting better now. Thank you all for the feedback from the first ship!
Ships:
I made a basic rocket sim for people to build and test their own rockets. The hardest part was trying to get the physics right and writing the code.
I created a rocket building sim. At the beginning AI helped me a lot but then I learned and reworked the app on my own. I feel it is a lot better now and I hope you all enjoy!...
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1793108972.333667
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1793195372.333667
|
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31244
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Black Hole sim (Warmup) by @AustinB | Stardance
|
AustinB
|
1
|
24.0
|
119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T14:39:45Z", "hours": 24.0, "multiplier": 5.51, "payout": 119, "blessing": "neutral", "text": "Hey Yall, this is my first project on stardance and i have learned alot already. Coming into this my background is very much in python, but ive dabbled with unity before, so i wanted to do a quick project to get used to the c#/c++ syntax. There are many things i would like to add, however the project i have planned for next had a much wider scope and I want to get to designing the architecture fast. This is poorly optimised, but ive setup a example render on itch.io. (Be warned if you tab out of the page it seems to stop working?). This was also my first interaction with Github and itch.io and im so happy ive learned how to use these. Ive always steered clear of GitHub and publishing my works online due to the complexity of it, but to my suprise the process is smooth. Like its not ‘fun’ to do, but its got a nice learning curve. Ive attached a render from my code below (the green blob is a star, ive checked and i think that that is how it should look witht the lensing of the black hole) Hope you find this intersting, and have a great Day!", "repo": "https://github.com/Nerd9854/Black-Hole", "demo": "https://austinb8.itch.io/black-hole-simulation"}]...
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[{"post_id": 24130, "ts": "202 [{"post_id": 24130, "ts": "2026-07-07T14:31:52Z", "hours": 3.5667, "text": "Final Devlog. Boom its finished, there is so much more i would want to do with this, but I need to move onto my actual main project. The Black hole sim was more of a exisie in my translating maths/ideas to code skills, not ui or speed. And ild day it went pretty well. This is genuinely such a fun project to try and i would recommend you to have a go after this challenge is over (but please don’t use unity, its not built for this and it is not needed) Im looking forward to seeing you in my devlogs for my next project"}, {"post_id": 24038, "ts": "2026-07-07T10:13:05Z", "hours": 12.5, "text": "I made my first Unity GitHub Repsository today. TBH I was expecting it to be an absolute nightmare to deal with. But no its downloading a few apps and waiting for a bit whist unity compiles your code. Quick tip for anyone reading this, dont do what i did and do not delete the .git folder, its not a good idea 😭😭. Also I managed to get it onto Itch.io too, which was again much smoother then i was expecting. I Will probably ship the project soon and yall will be able to have a look. (although its pretty slowww), also i dropped one of my renders below (the green blob is a star, I chose a really weird colour for it now i think aobut it)"}, {"post_id": 23554, "ts": "2026-07-06T16:12:58Z", "hours": 7.9417, "text": "Getting used to the workflow of Stardance Going pretty well so far, will post devlogs of my actual main project soon once ive finished this one."}]...
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Title: Black Hole sim (Warmup) by @AustinB | Stard Title: Black Hole sim (Warmup) by @AustinB | Stardance
Devlogs:
Getting used to the workflow of Stardance Going pretty well so far, will post devlogs of my actual main project soon once ive finished this one.
I made my first Unity GitHub Repsository today. TBH I was expecting it to be an absolute nightmare to deal with. But no its downloading a few apps and waiting for a bit whist unity compiles your code. Quick tip for anyone reading this, dont do what i did and do not delete the .git folder, its not a good idea 😭😭. Also I managed to get it onto Itch.io too, which was again much smoother then i was expecting. I Will probably ship the project soon and yall will be able to have a look. (although its pretty slowww), also i dropped one of my renders below (the green blob is a star, I chose a really weird colour for it now i think aobut it)
Final Devlog. Boom its finished, there is so much more i would want to do with this, but I need to move onto my actual main project. The Black hole sim was more of a exisie in my translating maths/ideas to code skills, not ui or speed. And ild day it went pretty well. This is genuinely such a fun project to try and i would recommend you to have a go after this challenge is over (but please don’t use unity, its not built for this and it is not needed) Im looking forward to seeing you in my devlogs for my next project
Ships:
Hey Yall, this is my first project on stardance and i have learned alot already. Coming into this my background is very much in python, but ive dabbled with unity before, so i wanted to do a quick project to get used to the c#/c++ syntax. There are many things i would like to add, however the project i have planned for next had a much wider scope and I want to get to designing the architecture fast. This is poorly optimised, but ive setup a example render on itch.io. (Be warned if you tab out of the page it seems to stop working?). This was also my first interaction with Github and itch.io and im so happy ive learned how to use these. Ive always steered clear of GitHub and publishing my works online due to the complexity of it, but to my suprise the process is smooth. Like its not ‘fun’ to do, but its got a nice learning curve. Ive attached a render from my code below (the green blob is a star, ive checked and i think that that is how it should look witht the lensing of the black hole) Hope you find this intersting, and have a great Day!...
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1793271336.3373513
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1793357736.3373513
|
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31628
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aesthetica by @axell | Stardance
|
axell
|
1
|
24.0
|
99
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T22:38:37Z", "hours": 24.0, "multiplier": 4.15, "payout": 99, "blessing": "neutral", "text": "Okay, i think i have all the base features down now. Aesthetica is essentially a stripped down version of the pinterest web client. I’ve built two different web scrapers for this to work, one against pinterest’s “resource” api and one against their graphql endpoint. Aesthetica is written in golang and uses htmx to avoid heavy work on the client. It allows you to search, view/download pins, see related pins, see random pins from a random aesthetic (home page) and change themes.", "repo": "https://github.com/axellse/aesthetica", "demo": "https://aesthetica.axell.me/"}]...
|
[{"post_id": 34857, "ts": "202 [{"post_id": 34857, "ts": "2026-07-25T22:00:32Z", "hours": 3.3536, "text": "frutiger aero theme done, video also shows live theme switching."}, {"post_id": 33228, "ts": "2026-07-22T23:05:28Z", "hours": 5.8361, "text": "Viewing pins now work! i had to write a new scraper for pinterest’s graphql endpoint which was a bit difficult, as well as integrate the new pin/item viewing functionality into the layout engine, but i think it works alright. I’m still having some issues with my scraper though, where the pinterest endpoint returns an error. I think that im seeing rate-limiting from pinterest, but that’s another problem i will have to try to tackle. I’ve been thinking about making aesthetica a wails-based desktop app instead so my server does not have to handle all requests to pinterest, because my requests will start being blocked if more users join. I’ve now also started hosting the project on https://aesthetica.axell.me"}, {"post_id": 30758, "ts": "2026-07-18T16:20:34Z", "hours": 1.2067, "text": "I removed the experimental thing where the feed would always display the result for searching “takanaka” and now it displays search results for the name of a random aesthetic scraped from aesthetics wiki. i also added search functionality."}, {"post_id": 28325, "ts": "2026-07-14T14:39:21Z", "hours": 0.9758, "text": "I managed to come up with a pretty clever solution to keep the pagination history. Every time you press next, a htmx page link that brings up the current page gets added to a div. Using CSS’s :nth-last-child(2), only the page link that links to the previous page is shown. You can see this working if you look at the DOM tree in this video."}, {"post_id": 28277, "ts": "2026-07-14T13:02:20Z", "hours": 7.2147, "text": "Because I don’t want to use javascript to calculate the layout, I’ve written a server side layouting engine that places the items based on viewport height, meaning i can calculate the layout for any device. I’ve integrated this into the pagination system, but i will need to build a little more abstractions on the scraper around Pinterest’s pagination system to get the previous button to work properly. Also styling of course."}, {"post_id": 23780, "ts": "2026-07-06T22:24:16Z", "hours": 5.2847, "text": "I’ve started the project and worked on some basics. I have a functioning crawler for Pinterest and I’ve started on the frontend. Even though I’ve done it a lot i kind of hate web development, especially React. I’ve recently started learning about htmx and the idea of hypermedia, managing state on the server and writing interactivity in HTML instead of using JS or bullshit like jsx that compile to 500mb+ of JS anyway really spoke to me. It feels a lot more clean and “pure”. As for the server, i am developing my own little abstractions around Go’s absolutely fantastic standard library (especially html/template) alongside this project. In the screenshot, the crawler is grabbing the first five results for searching “takanaka” on Pinterest."}]...
|
Title: aesthetica by @axell | Stardance
Devlogs:
Title: aesthetica by @axell | Stardance
Devlogs:
I’ve started the project and worked on some basics. I have a functioning crawler for Pinterest and I’ve started on the frontend. Even though I’ve done it a lot i kind of hate web development, especially React. I’ve recently started learning about htmx and the idea of hypermedia, managing state on the server and writing interactivity in HTML instead of using JS or bullshit like jsx that compile to 500mb+ of JS anyway really spoke to me. It feels a lot more clean and “pure”. As for the server, i am developing my own little abstractions around Go’s absolutely fantastic standard library (especially html/template) alongside this project. In the screenshot, the crawler is grabbing the first five results for searching “takanaka” on Pinterest.
Because I don’t want to use javascript to calculate the layout, I’ve written a server side layouting engine that places the items based on viewport height, meaning i can calculate the layout for any device. I’ve integrated this into the pagination system, but i will need to build a little more abstractions on the scraper around Pinterest’s pagination system to get the previous button to work properly. Also styling of course.
I managed to come up with a pretty clever solution to keep the pagination history. Every time you press next, a htmx page link that brings up the current page gets added to a div. Using CSS’s :nth-last-child(2), only the page link that links to the previous page is shown. You can see this working if you look at the DOM tree in this video.
I removed the experimental thing where the feed would always display the result for searching “takanaka” and now it displays search results for the name of a random aesthetic scraped from aesthetics wiki. i also added search functionality.
Viewing pins now work! i had to write a new scraper for pinterest’s graphql endpoint which was a bit difficult, as well as integrate the new pin/item viewing functionality into the layout engine, but i think it works alright. I’m still having some issues with my scraper though, where the pinterest endpoint returns an error. I think that im seeing rate-limiting from pinterest, but that’s another problem i will have to try to tackle. I’ve been thinking about making aesthetica a wails-based desktop app instead so my server does not have to handle all requests to pinterest, because my requests will start being blocked if more users join. I’ve now also started hosting the project on https://aesthetica.axell.me
frutiger aero theme done, video also shows live theme switching.
Ships:
Okay, i think i have all the base features down now. Aesthetica is essentially a stripped down version of the pinterest web client. I’ve built two different web scrapers for this to work, one against pinterest’s “resource” api and one against their graphql endpoint. Aesthetica is written in golang and uses htmx to avoid heavy work on the client. It allows you to search, view/download pins, see related pins, see random pins from a random aesthetic (home page) and change themes....
|
1793119937.4984412
|
1793206337.4984412
|
|
33693
|
Project Watt Cubed by @guahlg | Stardance
|
guahlg
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T17:46:20Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created a local-network multiplayer voxel sandbox game focused on freedom, community building and moddability. The current version includes a voxel world, multiplayer, crafting, inventory systems and the foundations of a deeply integrated modding API. The hardest part of developing it has been learning Vulkan and the underlying graphics technologies required to build the game. Although much of the code was generated with the assistance of AI, it has still taken a great deal of time, experimentation and debugging to make the different systems work together correctly. The vision for the game has always been clear to me, but turning that vision into actual mechanics and documentation has also been a major challenge. I had very little experience writing documentation before starting the project, and much of the current documentation still resembles my thought process rather than a finalized design. One of the main goals moving forward is therefore to turn the vauge snippets of random thoughts that the current documentation is made of into a more professional and finalized desciption of the game I have had a lot of fun working on this project, and I want to continue developing it for a long time because I genuinely believe in its vision. I think it could become more than just another game: it could become a space for innovation, creativity, community and experimentation. Like Minecraft, I want it to give players a world in which they can create things far beyond what the original developers imagined. Unlike Minecraft, I want openness and extensibility to be fundamental parts of the project from the beginning. By making the game open source, accessible and designed around modding, I hope it can grow into something much larger than I could build alone. I hope bringing open source into games can make us achieve something truly powerful in this way. Thank you for reading and supporting the project. I hope you are as excited about this as I am.", "repo": "https://github.com/gusahlg/project_watt_cubed", "demo": "https://gusahlg.itch.io/project-watt-cubed"}]...
|
[{"post_id": 34144, "ts": "202 [{"post_id": 34144, "ts": "2026-07-24T17:24:09Z", "hours": 4.9006, "text": "Project Watt Cubed Devlog #3 Good day people! I have been taking a bit of time off from this project for the past few days. Today has been a final surge of progress before I take another (although involuntary) break. Next week I will be away and therefore not able to work on any of my projects so this devlog is a temporary goodbye. I have fixed an issue regarding chunk loading causing a lot of lag when moving at high speeds. The fix was to make the chunk loading scheduling system smarter by having it not try as hard when it won’t be able to load chunks in quickly enough anyway. I also fixed the audio system and added in some simple placeholder sounds. Some small additions have also been made to the documentation regarding the crafting system."}, {"post_id": 31174, "ts": "2026-07-19T11:07:14Z", "hours": 10.3225, "text": "Devlog #2 Hello everyone I hope you are all doing well! Big things have happened since last time, we have worked hard on improving the architecture, fixing bugs, improving the UI, optimizing and writing down more features into the documentation. With some of these changes in place we are approaching a stage where we could call it a demo version. One of the biggest changes is that graphics related logic in project_watt_cubed has been moved to voxel_engine. This enables a higher level of control and optimization by interacting directly with Vulkan. More specifically this meant adding in compute-shader culling and replacing per-frame terrain draw submission with GPU mesh records that stay from frame to frame (I am not listing everything to save some time). I thank RestitutorOrbis for this contribution. During the same session audio infrastructure was added in as well. A few days later I did some testing on my own and found a bug with the chunk loading queue. The bug occured when the player was flying quickly away from chunks that were in the process of being loaded. Going away from them quickly made the process of loading them stop suddenly and corrupted the chunk loading queue. This resulted in a lot of lag and weird LODs artifacts. I also discovered that lighting seemed to not be very performant (I discovered this by disabling the sunlight setting and discovering that it made my FPS increase by 15000 lol). I gave clear instructions and advice to claude to solve this and it did, yay. Whilst flying around and testing I also decided to make chunk loading not make the chunk go transparent but instead keep the lower detail LODs look until it is done. This makes it seem like there’s just a less sharp version of the terrain there until it is fully loaded in. Documentation The essence of this task is to try to translate the initial vision into concepts and mechanics that can be implemented into the game. One of the hardest mechanics to figure out has been crafting. In this game crafting has to be different from other games, I do not want a crafter block that does some magic and then outputs a new block. The whole is to base features on clear rules, a crafter would be bad since it’s an arbitrary abstraction. To be able to understand the solution I came up with you have to understand some of the fundamentals of how this game is structured. Here’s the short version: There are many different elements, they have different properties. There are two different kinds of blocks, natural blocks and configuration blocks. Blocks inherit the properties of the elements that they contain. Natural blocks are an equal blend of a collection of elements. Configuration blocks are also mixtures of elements but the elements exact position in the block can be determined by placing them out in a small voxel grid inside of the block. The solution is to add in a blueprint block. When a blueprint block collides with a natural block the elements that the natural block is made of get placed according to the blueprint inside of the blueprint block, essentially filling it in according to its configuration. The blueprints are consumed after having gotten enough resources to complete the configuration. If further edits are to be made to the block another blueprint can be placed inside of and resources can once again be added. Blueprints can be crafted by the player without spending any resources (and maybe also autocrafted later on). There should also be a way to name blueprints things and save them for later but that will probably be through a mod. NOTE: Much of this is not 100% decided upon yet and not all details have been discussed here. There is much more information available on github. That’s about it for this time! Here’s some pictures of the game for you to enjoy!"}, {"post_id": 27859, "ts": "2026-07-13T19:13:05Z", "hours": 8.2914, "text": "Devlog #1 Hello everyone! I hope everyone reading this is doing well and feeling as excited about the Stardance challenge as I am. I have been working on a game for some time, and it is gradually becoming my dream game. Right now, we have a voxel game running at up to 4,000 FPS on an RTX 3070 at a 20-chunk render distance on low settings. It already includes crafting, distinct world generation, an inventory system, local-network multiplayer, and a fairly elaborate modding API. Like many teenagers, Minecraft was a major part of my childhood. Its possibilities fascinated me, and I spent a lot of time talking with friends about inventions and projects we could build together. Eventually, though, I began to find parts of the game tedious, limiting, and unrewarding. Around the same time, I got into programming. I became interested in open-source software, customization, optimization, and strong design philosophies. That made me think again about what I had actually loved about Minecraft. I also started learning Vulkan, probably the hardest technical subject I have attempted so far. After about half a year, I had built a renderer capable of drawing simple shapes with vertex and index buffers, along with swapchain recreation for window resizing. Then something clicked: I wanted to build the game I had wanted Minecraft to be. I realized that what I loved most about Minecraft came down to two things. The first was invention: building, experimenting, and uncovering your own world. The second was people. Multiplayer gave everything meaning through conversations, pranks, alliances, wars, and large collaborative plans. My goal became to create a focused multiplayer sandbox built around creativity, invention, and meaningful interaction. The game should be defined by a simple and enjoyable ruleset—not tedious simulation, but a foundation for experimentation and freedom. Implemented: Open source Procedural generation across all three axes Extensive moddability, including menus and game mechanics Strong performance Element-based blocks that derive properties from their materials Cross-platform graphics through Vulkan In progress: More multiplayer-focused features Physics and simulation optimized for fun Distinct scenery that is rewarding to explore Both the game and its custom Vulkan renderer are written in Rust. The renderer uses Ash, a set of Rust bindings for Vulkan. Rust is a good fit because it is fast, modern, and memory-safe. An important disclaimer is that much of the implementation has been produced with help from AI models such as Claude and ChatGPT. I created the central concept, design direction, documentation, and early renderer work, including roughly the first twenty commits. I also make technical decisions, review and test the results, and coordinate the project. A friend has helped with some of the more recent development. The next devlog will be faster-paced and more technical, with more focus on the actual development process and recent progress. Thanks for reading!"}]...
|
Title: Project Watt Cubed by @guahlg | Stardance
Title: Project Watt Cubed by @guahlg | Stardance
Devlogs:
Devlog #1 Hello everyone! I hope everyone reading this is doing well and feeling as excited about the Stardance challenge as I am. I have been working on a game for some time, and it is gradually becoming my dream game. Right now, we have a voxel game running at up to 4,000 FPS on an RTX 3070 at a 20-chunk render distance on low settings. It already includes crafting, distinct world generation, an inventory system, local-network multiplayer, and a fairly elaborate modding API. Like many teenagers, Minecraft was a major part of my childhood. Its possibilities fascinated me, and I spent a lot of time talking with friends about inventions and projects we could build together. Eventually, though, I began to find parts of the game tedious, limiting, and unrewarding. Around the same time, I got into programming. I became interested in open-source software, customization, optimization, and strong design philosophies. That made me think again about what I had actually loved about Minecraft. I also started learning Vulkan, probably the hardest technical subject I have attempted so far. After about half a year, I had built a renderer capable of drawing simple shapes with vertex and index buffers, along with swapchain recreation for window resizing. Then something clicked: I wanted to build the game I had wanted Minecraft to be. I realized that what I loved most about Minecraft came down to two things. The first was invention: building, experimenting, and uncovering your own world. The second was people. Multiplayer gave everything meaning through conversations, pranks, alliances, wars, and large collaborative plans. My goal became to create a focused multiplayer sandbox built around creativity, invention, and meaningful interaction. The game should be defined by a simple and enjoyable ruleset—not tedious simulation, but a foundation for experimentation and freedom. Implemented: Open source Procedural generation across all three axes Extensive moddability, including menus and game mechanics Strong performance Element-based blocks that derive properties from their materials Cross-platform graphics through Vulkan In progress: More multiplayer-focused features Physics and simulation optimized for fun Distinct scenery that is rewarding to explore Both the game and its custom Vulkan renderer are written in Rust. The renderer uses Ash, a set of Rust bindings for Vulkan. Rust is a good fit because it is fast, modern, and memory-safe. An important disclaimer is that much of the implementation has been produced with help from AI models such as Claude and ChatGPT. I created the central concept, design direction, documentation, and early renderer work, including roughly the first twenty commits. I also make technical decisions, review and test the results, and coordinate the project. A friend has helped with some of the more recent development. The next devlog will be faster-paced and more technical, with more focus on the actual development process and recent progress. Thanks for reading!
Devlog #2 Hello everyone I hope you are all doing well! Big things have happened since last time, we have worked hard on improving the architecture, fixing bugs, improving the UI, optimizing and writing down more features into the documentation. With some of these changes in place we are approaching a stage where we could call it a demo version. One of the biggest changes is that graphics related logic in project_watt_cubed has been moved to voxel_engine. This enables a higher level of control and optimization by interacting directly with Vulkan. More specifically this meant adding in compute-shader culling and replacing per-frame terrain draw submission with GPU mesh records that stay from frame to frame (I am not listing everything to save some time). I thank RestitutorOrbis for this contribution. During the same session audio infrastructure was added in as well. A few days later I did some testing on my own and found a bug with the chunk loading queue. The bug occured when the player was flying quickly away from chunks that were in the process of being loaded. Going away from them quickly made the process of loading them stop suddenly and corrupted the chunk loading queue. This resulted in a lot of lag and weird LODs artifacts. I also discovered that lighting seemed to not be very performant (I discovered this by disabling the sunlight setting and discovering that it made my FPS increase by 15000 lol). I gave clear instructions and advice to claude to solve this and it did, yay. Whilst flying around and testing I also decided to make chunk loading not make the chunk go transparent but instead keep the lower detail LODs look until it is done. This makes it seem like there’s just a less sharp version of the terrain there until it is fully loaded in. Documentation The essence of this task is to try to translate the initial vision into concepts and mechanics that can be implemented into the game. One of the hardest mechanics to figure out has been crafting. In this game crafting has to be different from other games, I do not want a crafter block that does some magic and then outputs a new block. The whole is to base features on clear rules, a crafter would be bad since it’s an arbitrary abstraction. To be able to understand the solution I came up with you have to understand some of the fundamentals of how this game is structured. Here’s the short version: There are many different elements, they have different properties. There are two different kinds of blocks, natural blocks and configuration blocks. Blocks inherit the properties of the elements that they contain. Natural blocks are an equal blend of a collection of elements. Configuration blocks are also mixtures of elements but the elements exact position in the block can be determined by placing them out in a small voxel grid inside of the block. The solution is to add in a blueprint block. When a blueprint block collides with a natural block the elements that the natural block is made of get placed according to the blueprint inside of the blueprint block, essentially filling it in according to its configuration. The blueprints are consumed after having gotten enough resources to complete the configuration. If further edits are to be made to the block another blueprint can be placed inside of and resources can once again be added. Blueprints can be crafted by the player without spending any resources (and maybe also autocrafted later on). There should also be a way to name blueprints things and save them for later but that will probably be through a mod. NOTE: Much of this is not 100% decided upon yet and not all details have been discussed here. There is much more information available on github. That’s about it for this time! Here’s some pictures of the game for you to enjoy!
Project Watt Cubed Devlog #3 Good day people! I have been taking a bit of time off from this project for the past few days. Today has been a final surge of progress before I take another (although involuntary) break. Next week I will be away and therefore not able to work on any of my projects so this devlog is a temporary goodbye. I have fixed an issue regarding chunk loading causing a lot of lag when moving at high speeds. The fix was to make the chunk loading scheduling system smarter by having it not try as hard when it won’t be able to load chunks in quickly enough anyway. I also fixed the audio system and added in some simple placeholder sounds. Some small additions have also been made to the documentation regarding the crafting system.
Ships:
I have created a local-network multiplayer voxel sandbox game focused on freedom, community building and moddability. The current version includes a voxel world, multiplayer, crafting, inventory systems and the foundations of a deeply integrated modding API. The hardest part of developing it has been learning Vulkan and the underlying graphics technologies required to build the game. Although much of the code was generated with the assistance of AI, it has still taken a great deal of time, experimentation and debugging to make the different systems work together correctly. The vision for the game has always been clear to me, but turning that vision into actual mechanics and documentation has also been a major challenge. I had very little experience writing documentation before starting the project, and much of the current documentation still resembles my thought process rather than a finalized design. One of the main goals moving forward is therefore to turn the vauge snippets of random thoughts that the current documentation is made of into a more professional and finalized desciption of the game I have had a lot of fun working on this project, and I want to continue developing it for a long time because I genuinely believe in its vision. I think it could become more than just another game: it could become a space for innovation, creativity, community and experimentation. Like Minecraft, I want it to give players a world in which they can create things far beyond what the original developers imagined. Unlike Minecraft, I want openness and extensibility to be fundamental parts of the project from the beginning. By making the game open source, accessible and designed around modding, I hope it can grow into something much larger than I could build alone. I hope bringing open source into games can make us achieve something truly powerful in this way. Thank you for reading and supporting the project. I hope you are as excited about this as I am....
|
1793116285.3155916
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1793202685.3155916
|
|
37484
|
DanDB by @dan | Stardance
|
dan
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T15:43:04Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "DanDB is a Python module designed primarily for creating, editing, and displaying tables. It also has a number of built-in functions useful for work relating to data analysis, and similar fields. It allows for more functions and abilities related to graphing than built-in Python could ever offer.", "repo": "https://github.com/Retro2D/DanDB", "demo": "https://pypi.org/project/DanDB/"}]...
|
[{"post_id": 53126, "ts": "202 [{"post_id": 53126, "ts": "2026-08-23T15:37:09Z", "hours": 0.8386, "text": "v0.0.3 released. Now you can download and import the project via pypi with “pip install DanDB”!"}, {"post_id": 52762, "ts": "2026-08-23T03:13:59Z", "hours": 3.3792, "text": "v0.0.1 has finally released! After many hours of debugging, building, and mostly slacking, the initial release of DanDB is now available. After a small amount of bug testing, I will release DanDB onto PyPi. Besides that, it is mostly done."}, {"post_id": 48601, "ts": "2026-08-17T01:54:26Z", "hours": 2.2278, "text": "I have restructured some of the modules, and fixed some key syntax/grammar mistakes. I also have now released the module onto Github: https://github.com/Retro2D/DanDB . This marks the pre-release for pre-alpha v0.0.1 (so a pre-prealpha kinda)."}, {"post_id": 45588, "ts": "2026-08-12T05:31:40Z", "hours": 0.9383, "text": "Got some JSON working. Currently planning on replacing the outdated raw table with a cleaner, nicer JSON look. Here is what the structure looks like: (First down is the name, second is the data structure for the row/column names and data)"}, {"post_id": 43074, "ts": "2026-08-08T04:35:37Z", "hours": 3.1303, "text": "I have completely revamped the raw data to actually fit what is being shown in the graph. Confused? Yeah, me too. Basically, previously the raw string was only capable of showing data on the first row of the list instead of all of them. Tables still functioned normally since they only relied on in-class variables instead of the raw data. However, it would be confusing for people to find and edit the string based on the raw data using that method. Besides this, I have fixed multiple bugs varying from small visual pains to the graph-breaking kinda stuff. On the next update, I will add support for JSON strings based on graphs. I will also add different kinds of graphing in later updates!"}, {"post_id": 42444, "ts": "2026-08-07T05:12:06Z", "hours": 2.8006, "text": "Many different bug fixes, currently rewriting the code to be both easier to read and more lightweight. Along with that, I added padding for long row names. Currently working on making the text at the top actually fit the chart."}, {"post_id": 35500, "ts": "2026-07-26T23:43:02Z", "hours": 1.6542, "text": "Word shortening is here! Now, the prettyprint function will be able to either lengthen or shorten values based on row word size. In this case, I shortened “hello world!” into “hello”. I also fixed a pretty big bug that inaccurately displayed data values for tables with two or more columns."}, {"post_id": 34214, "ts": "2026-07-24T18:48:52Z", "hours": 1.1581, "text": "It looks so much better now! Now added padding to lengthen shorter data entries. Currently working on the same but for shortening larger entries. Now it is starting to look like Microsoft Excel!"}, {"post_id": 33341, "ts": "2026-07-23T05:11:54Z", "hours": 2.1581, "text": "FINALLY, the columns are properly outputting. Yes, I still need to add better formatting, and yes, I need to add other types of graphs… but I have made some serious progress since last devlog!"}, {"post_id": 32123, "ts": "2026-07-21T02:11:48Z", "hours": 3.3094, "text": "Finally got multiple dimensions! May not sound like much, but this took hours of planning to do. You can also now print out very basic graphs with multiple dimensions."}, {"post_id": 31873, "ts": "2026-07-20T16:45:39Z", "hours": 0.4453, "text": "Got some pretty printing working! :D"}, {"post_id": 31850, "ts": "2026-07-20T15:49:25Z", "hours": 1.5611, "text": "Starting to work on this! I haven’t uploaded to Github yet, but it is able to create basic new table datatypes. Currently working on a pretty print function to give a nice, clean output!"}]...
|
Title: DanDB by @dan | Stardance
Devlogs:
Startin Title: DanDB by @dan | Stardance
Devlogs:
Starting to work on this! I haven’t uploaded to Github yet, but it is able to create basic new table datatypes. Currently working on a pretty print function to give a nice, clean output!
Got some pretty printing working! :D
Finally got multiple dimensions! May not sound like much, but this took hours of planning to do. You can also now print out very basic graphs with multiple dimensions.
FINALLY, the columns are properly outputting. Yes, I still need to add better formatting, and yes, I need to add other types of graphs… but I have made some serious progress since last devlog!
It looks so much better now! Now added padding to lengthen shorter data entries. Currently working on the same but for shortening larger entries. Now it is starting to look like Microsoft Excel!
Word shortening is here! Now, the prettyprint function will be able to either lengthen or shorten values based on row word size. In this case, I shortened “hello world!” into “hello”. I also fixed a pretty big bug that inaccurately displayed data values for tables with two or more columns.
Many different bug fixes, currently rewriting the code to be both easier to read and more lightweight. Along with that, I added padding for long row names. Currently working on making the text at the top actually fit the chart.
I have completely revamped the raw data to actually fit what is being shown in the graph. Confused? Yeah, me too. Basically, previously the raw string was only capable of showing data on the first row of the list instead of all of them. Tables still functioned normally since they only relied on in-class variables instead of the raw data. However, it would be confusing for people to find and edit the string based on the raw data using that method. Besides this, I have fixed multiple bugs varying from small visual pains to the graph-breaking kinda stuff. On the next update, I will add support for JSON strings based on graphs. I will also add different kinds of graphing in later updates!
Got some JSON working. Currently planning on replacing the outdated raw table with a cleaner, nicer JSON look. Here is what the structure looks like: (First down is the name, second is the data structure for the row/column names and data)
I have restructured some of the modules, and fixed some key syntax/grammar mistakes. I also have now released the module onto Github: https://github.com/Retro2D/DanDB . This marks the pre-release for pre-alpha v0.0.1 (so a pre-prealpha kinda).
v0.0.1 has finally released! After many hours of debugging, building, and mostly slacking, the initial release of DanDB is now available. After a small amount of bug testing, I will release DanDB onto PyPi. Besides that, it is mostly done.
v0.0.3 released. Now you can download and import the project via pypi with “pip install DanDB”!
Ships:
DanDB is a Python module designed primarily for creating, editing, and displaying tables. It also has a number of built-in functions useful for work relating to data analysis, and similar fields. It allows for more functions and abilities related to graphing than built-in Python could ever offer....
|
1793130947.9662178
|
1793217347.9662178
|
|
37757
|
Doodle Arcade by @ruter | Stardance
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ruter
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2
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T18:25:34Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/doodle-arcade"}, {"ship_num": 2, "ts": "2026-07-20T20:24:52Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens. This is very early build of the project, gonna improve it in the future!", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/doodle-arcade"}]...
|
[{"post_id": 35364, "ts": "202 [{"post_id": 35364, "ts": "2026-07-26T18:24:18Z", "hours": 5.1983, "text": "WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade"}, {"post_id": 35048, "ts": "2026-07-26T06:55:44Z", "hours": 8.0947, "text": "Hey! We have changed the art style a lot, added some music and added a lot more screens which I can’t show here as I can only include one screenshot, progress is going great and we plan on finishing today"}, {"post_id": 33381, "ts": "2026-07-23T08:33:44Z", "hours": 6.1472, "text": "Hey, been working 4 some time, had fan with shaders, tried to add some type of hud, and more architectural and algorithmic changes like make sure player is actually able to get onto ramp etc"}, {"post_id": 31939, "ts": "2026-07-20T19:06:10Z", "hours": 5.1511, "text": "Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens."}]...
|
Title: Doodle Arcade by @ruter | Stardance
Devlog Title: Doodle Arcade by @ruter | Stardance
Devlogs:
Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens.
Hey, been working 4 some time, had fan with shaders, tried to add some type of hud, and more architectural and algorithmic changes like make sure player is actually able to get onto ramp etc
Hey! We have changed the art style a lot, added some music and added a lot more screens which I can’t show here as I can only include one screenshot, progress is going great and we plan on finishing today
WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade
Ships:
Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens. This is very early build of the project, gonna improve it in the future!
WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade...
|
1793267663.4645114
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1793354063.4645114
|
|
38813
|
Minigame game by @Casanova | Stardance
|
Casanova
|
2
|
24.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T22:12:20Z", "hours": 10.0, "multiplier": 11.27, "payout": 113, "blessing": "neutral", "text": "This is my game for the GMTK gamejam, with the theme ‘countdown’. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as it’s easy to learn and quite fun to play.", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}, {"ship_num": 2, "ts": "2026-07-23T19:00:04Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}]...
|
[{"post_id": 35462, "ts": "202 [{"post_id": 35462, "ts": "2026-07-26T22:09:32Z", "hours": 10.2708, "text": "Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as it’s easy to learn and quite fun to play."}, {"post_id": 33622, "ts": "2026-07-23T18:03:43Z", "hours": 14.3894, "text": "I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few"}]...
|
Title: Minigame game by @Casanova | Stardance
Dev Title: Minigame game by @Casanova | Stardance
Devlogs:
I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few
Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as it’s easy to learn and quite fun to play.
Ships:
I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture
This is my game for the GMTK gamejam, with the theme ‘countdown’. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as it’s easy to learn and quite fun to play....
|
1793242540.7580655
|
1793328940.7580655
|
|
39667
|
Machine Learning with Numpy by @Thefili02 | Starda Machine Learning with Numpy by @Thefili02 | Stardance...
|
Thefili02
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T14:08:40Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a neural network that classifies the MNIST dataset with 98% accuracy without using any libraries except NumPy. The hardest part was definitely learning and understanding the mathematics behind how neural networks actually work.", "repo": "https://github.com/thefili2/MNIST-Neural-Network-with-Numpy", "demo": "https://jolly-halva-1d40ac.netlify.app/"}]...
|
[{"post_id": 37011, "ts": "202 [{"post_id": 37011, "ts": "2026-07-29T14:05:56Z", "hours": 4.1722, "text": "Devlog #005 Hey guys! Final devlog… Today I made the UI to help people better understand how the network works. Then I wrote the README and pushed everything to GitHub. The project is done! Thank you for following this little journey."}, {"post_id": 36572, "ts": "2026-07-28T19:40:41Z", "hours": 8.3383, "text": "Devlog #004 Hey everyone! Today I made a major upgrade to the neural network. The biggest additions were Dropout and Batch Normalization , which help the model generalize better and make training more stable. I also redesigned the architecture, making it much deeper and larger than before. Implementing these features wasn’t easy, it took a lot of debugging and experimentation, but the results were definitely worth the effort. Results Accuracy: 98.26% Training is now noticeably slower due to the increased complexity of the network, but I’m very happy with the improvement in performance. The next step is to build a clean and interactive UI so that anyone can better understand how a neural network learns and makes predictions in real time. Thanks for reading, and see you in the next devlog!"}, {"post_id": 35298, "ts": "2026-07-26T16:43:08Z", "hours": 2.0047, "text": "Devlog #003 Welcome back to my neural network devlog! In this devlog I focused on improving the training process by implementing mini-batch training and the Adam optimizer . Instead of updating the network once per epoch using the entire dataset, I now split the training data into batches of 64 images. This allows the model to update its weights much more frequently, making training faster and improving convergence. I also replaced standard Gradient Descent with Adam . Implementing it from scratch in NumPy required adding the first and second moment estimates for every weight and bias, along with bias correction. Because of Adam, I also reduced the learning rate from 0.1 to 0.001 . The results were a huge improvement: without changing the network architecture ( 784 → 32 → 10 ), the test accuracy increased from 80% to 96% , while training became much more stable. Next, I want to add: Larger and deeper network architectures Dropout and batch normalization A simple UI to visualize the network in real time Thanks for reading!"}, {"post_id": 35127, "ts": "2026-07-26T11:27:41Z", "hours": 6.0703, "text": "Devlog #002 Today I continued working on my neural network project. After implementing a simple XOR model, I wanted to move to something closer to a real machine learning problem, so I started working with the MNIST dataset. The goal was to make a neural network capable of recognizing handwritten digits from images. I used TensorFlow only to load the dataset, while the entire neural network implementation was written from scratch using only NumPy. I started by preprocessing the data, converting the 28x28 pixel images into 784 input values and normalizing the pixel values between 0 and 1. I also implemented one-hot encoding for the labels, so the network could classify the 10 possible digits. For the model, I created a simple Multi-Layer Perceptron (MLP) with: an input layer of 784 neurons a hidden layer with 32 neurons using the ReLU activation function an output layer with 10 neurons using Softmax for classification I implemented the forward propagation, cross-entropy loss function, backpropagation, and gradient descent completely manually with NumPy. The most interesting part was seeing how the formulas I studied previously actually translate into code: matrix multiplications for the layers, derivatives for backpropagation, and gradient updates for learning the weights. The model is still very simple, but it can already reach around 78-80% accuracy on MNIST, which was a great result considering that everything was implemented from scratch. In the next devlogs, I want to improve the project by adding: mini-batch training for better and faster learning the Adam optimizer instead of simple gradient descent larger and deeper networks dropout and batch normalization UI to represent how the network works. Thank you for reading!"}, {"post_id": 34655, "ts": "2026-07-25T15:38:53Z", "hours": 3.7581, "text": "Devlog #001 Today I started a pretty big project. I really like math, and I thought this could be the perfect way to combine it with Python. I started by learning how neural networks work and then moved on to the math behind them. I didn’t just want to memorize the formulas, I wanted to actually understand them, because without understanding the theory, implementing them in code becomes much harder (if not impossible). The hardest part was, by far, understanding how to implement backpropagation and how all the mathematical concepts connect together. To finish today’s coding session, I created a small demo to test if I had actually understood everything. I decided to build a simple neural network that predicts the XOR gate (a problem that cannot be solved using a linear function). For this model, I used Xavier initialization, the hyperbolic tangent (tanh) activation function for the hidden layer, a sigmoid activation function for the output layer, and Binary Cross-Entropy (BCE) as the loss function. In the next devlog, I will learn how to load and start processing the MNIST dataset. Thank you for reading!"}]...
|
Title: Machine Learning with Numpy by @Thefili02 | Title: Machine Learning with Numpy by @Thefili02 | Stardance
Devlogs:
Devlog #001 Today I started a pretty big project. I really like math, and I thought this could be the perfect way to combine it with Python. I started by learning how neural networks work and then moved on to the math behind them. I didn’t just want to memorize the formulas, I wanted to actually understand them, because without understanding the theory, implementing them in code becomes much harder (if not impossible). The hardest part was, by far, understanding how to implement backpropagation and how all the mathematical concepts connect together. To finish today’s coding session, I created a small demo to test if I had actually understood everything. I decided to build a simple neural network that predicts the XOR gate (a problem that cannot be solved using a linear function). For this model, I used Xavier initialization, the hyperbolic tangent (tanh) activation function for the hidden layer, a sigmoid activation function for the output layer, and Binary Cross-Entropy (BCE) as the loss function. In the next devlog, I will learn how to load and start processing the MNIST dataset. Thank you for reading!
Devlog #002 Today I continued working on my neural network project. After implementing a simple XOR model, I wanted to move to something closer to a real machine learning problem, so I started working with the MNIST dataset. The goal was to make a neural network capable of recognizing handwritten digits from images. I used TensorFlow only to load the dataset, while the entire neural network implementation was written from scratch using only NumPy. I started by preprocessing the data, converting the 28x28 pixel images into 784 input values and normalizing the pixel values between 0 and 1. I also implemented one-hot encoding for the labels, so the network could classify the 10 possible digits. For the model, I created a simple Multi-Layer Perceptron (MLP) with: an input layer of 784 neurons a hidden layer with 32 neurons using the ReLU activation function an output layer with 10 neurons using Softmax for classification I implemented the forward propagation, cross-entropy loss function, backpropagation, and gradient descent completely manually with NumPy. The most interesting part was seeing how the formulas I studied previously actually translate into code: matrix multiplications for the layers, derivatives for backpropagation, and gradient updates for learning the weights. The model is still very simple, but it can already reach around 78-80% accuracy on MNIST, which was a great result considering that everything was implemented from scratch. In the next devlogs, I want to improve the project by adding: mini-batch training for better and faster learning the Adam optimizer instead of simple gradient descent larger and deeper networks dropout and batch normalization UI to represent how the network works. Thank you for reading!
Devlog #003 Welcome back to my neural network devlog! In this devlog I focused on improving the training process by implementing mini-batch training and the Adam optimizer . Instead of updating the network once per epoch using the entire dataset, I now split the training data into batches of 64 images. This allows the model to update its weights much more frequently, making training faster and improving convergence. I also replaced standard Gradient Descent with Adam . Implementing it from scratch in NumPy required adding the first and second moment estimates for every weight and bias, along with bias correction. Because of Adam, I also reduced the learning rate from 0.1 to 0.001 . The results were a huge improvement: without changing the network architecture ( 784 → 32 → 10 ), the test accuracy increased from 80% to 96% , while training became much more stable. Next, I want to add: Larger and deeper network architectures Dropout and batch normalization A simple UI to visualize the network in real time Thanks for reading!
Devlog #004 Hey everyone! Today I made a major upgrade to the neural network. The biggest additions were Dropout and Batch Normalization , which help the model generalize better and make training more stable. I also redesigned the architecture, making it much deeper and larger than before. Implementing these features wasn’t easy, it took a lot of debugging and experimentation, but the results were definitely worth the effort. Results Accuracy: 98.26% Training is now noticeably slower due to the increased complexity of the network, but I’m very happy with the improvement in performance. The next step is to build a clean and interactive UI so that anyone can better understand how a neural network learns and makes predictions in real time. Thanks for reading, and see you in the next devlog!
Devlog #005 Hey guys! Final devlog… Today I made the UI to help people better understand how the network works. Then I wrote the README and pushed everything to GitHub. The project is done! Thank you for following this little journey.
Ships:
I built a neural network that classifies the MNIST dataset with 98% accuracy without using any libraries except NumPy. The hardest part was definitely learning and understanding the mathematics behind how neural networks actually work....
|
1792882123.6344328
|
1793746123.6344328
|
|
40050
|
PenaltyIQ by @Praknoor | Stardance
|
Praknoor
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T19:00:34Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this platform was made for a hackaton, but gg i got 3rd 😭….so basicly this web app is like a platform where a soccer player can have guidance on their form during the penalty kick……. it still needs some refinements i only had like 2 days for creating an app so yeah it may contain some bugs, currently the sign does not functions but u can enter as guest", "repo": "https://github.com/GurnoorLog/Penaltyiq-v2", "demo": "https://penaltyiq-v2.vercel.app/"}]...
|
[{"post_id": 38377, "ts": "202 [{"post_id": 38377, "ts": "2026-07-31T18:40:52Z", "hours": 24.055, "text": "yoo guys this is a platform i made for soccer players"}]...
|
Title: PenaltyIQ by @Praknoor | Stardance
Devlogs Title: PenaltyIQ by @Praknoor | Stardance
Devlogs:
yoo guys this is a platform i made for soccer players
Ships:
this platform was made for a hackaton, but gg i got 3rd 😭….so basicly this web app is like a platform where a soccer player can have guidance on their form during the penalty kick……. it still needs some refinements i only had like 2 days for creating an app so yeah it may contain some bugs, currently the sign does not functions but u can enter as guest...
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1793119638.6860497
|
1793206038.6860497
|
|
43723
|
personal website by @pixi | Stardance
|
pixi
|
1
|
24.0
|
383
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T01:04:50Z", "hours": 24.0, "multiplier": 15.93, "payout": 383, "blessing": "neutral", "text": "I built my personal website in SvelteKit! This is a remake of my previous site which was made in plain HTML+CSS+JS. I made the switch because I wanted to add additional functionality to my site, such as listing my blog posts by reading my blog’s RSS feed. Components also make development SO much easier since this site uses so much repeating elements (windows, projects, artwork , etc.) This is my first Sveltekit project, so it was difficult learning the ropes at first. Even so, developing with Sveltekit is a lot more intuitive than Next.js, which I found to be a pain. This site was very much inspired by sites on neocities and nekoweb! I wanted to make a site that emulated that retro feel while still feeling practical to use!", "repo": "https://github.com/pxlinspace/personal-website", "demo": "https://pxlin.space"}]...
|
[{"post_id": 49916, "ts": "202 [{"post_id": 49916, "ts": "2026-08-18T21:40:03Z", "hours": 5.3514, "text": "Finalizing my personal website! windows are now decorated with an icon and gradient home page is now completely responsive for mobile screens made all windows evenly spaced apart added favicon spent 2 hrs animating an 88x31 button, and also added a buttons window added my site to the page webring!"}, {"post_id": 49260, "ts": "2026-08-17T23:07:34Z", "hours": 3.1861, "text": "Showing featured projects and my latest blog posts on my website’s homepage New featured projects window added a system that fetches the rss feed from my blog and uses fast-xml-parser to return data about my latest posts new blogpost component that displays the blog’s thumbnail, title, description, and date the gif of me now disappears when window shrinks the about me page is also now fully responsive with the cool cat changing size and moving to the next line"}, {"post_id": 47830, "ts": "2026-08-16T01:35:43Z", "hours": 3.6144, "text": "Adding an art page to my personal website created all of the art data (filename, description, alt desc) in a separate ts object new artwork component that processes that art data and displays it as a square the art page is responsive and will change to two columns when shrinked Whenever an artwork is clicked, it’ll show the art in full, as well as a description."}, {"post_id": 47393, "ts": "2026-08-15T09:43:02Z", "hours": 6.7469, "text": "Creating the projects page on my personal website! I’m starting to see why SvelteKit is so popular, development with it is so fun and intuitive! My name now moves in a wave and has a rainbow gradient! created the projects page There is now a ts file dedicated to importing lists of images from folders. I’m using it to import the icons and the project thumbnails. New project component for each project! Did my best to make it look elegant and concise. They’re inspired by Nicky Case’s project page"}, {"post_id": 42466, "ts": "2026-08-07T06:52:28Z", "hours": 5.1414, "text": "Rewriting my old personal website with SvelteKit! I’m was very happy with my personal website, but because it was written entirely with plain HTML CSS JS, modifying it became tedious. The code was bloated and messy, especially since there were so many repeating parts. I switched to SvelteKit to deal with this, and also because I plan on adding additional functionality to my website! Progress: Transcribed all of the old HTML CSS code into reusable Svelte components (the window divs, the sidebar links) The javascript canvas elements (the fish background and the little idiots that you can drag around) were also turned into Svelte components! Made a lot of modifications to the old about me page. Not only is it now a route, so the fish background is preserved, but it’s now a lot more stylized and some descriptions were added/changed."}]...
|
Title: personal website by @pixi | Stardance
Devl Title: personal website by @pixi | Stardance
Devlogs:
Rewriting my old personal website with SvelteKit! I’m was very happy with my personal website, but because it was written entirely with plain HTML CSS JS, modifying it became tedious. The code was bloated and messy, especially since there were so many repeating parts. I switched to SvelteKit to deal with this, and also because I plan on adding additional functionality to my website! Progress: Transcribed all of the old HTML CSS code into reusable Svelte components (the window divs, the sidebar links) The javascript canvas elements (the fish background and the little idiots that you can drag around) were also turned into Svelte components! Made a lot of modifications to the old about me page. Not only is it now a route, so the fish background is preserved, but it’s now a lot more stylized and some descriptions were added/changed.
Creating the projects page on my personal website! I’m starting to see why SvelteKit is so popular, development with it is so fun and intuitive! My name now moves in a wave and has a rainbow gradient! created the projects page There is now a ts file dedicated to importing lists of images from folders. I’m using it to import the icons and the project thumbnails. New project component for each project! Did my best to make it look elegant and concise. They’re inspired by Nicky Case’s project page
Adding an art page to my personal website created all of the art data (filename, description, alt desc) in a separate ts object new artwork component that processes that art data and displays it as a square the art page is responsive and will change to two columns when shrinked Whenever an artwork is clicked, it’ll show the art in full, as well as a description.
Showing featured projects and my latest blog posts on my website’s homepage New featured projects window added a system that fetches the rss feed from my blog and uses fast-xml-parser to return data about my latest posts new blogpost component that displays the blog’s thumbnail, title, description, and date the gif of me now disappears when window shrinks the about me page is also now fully responsive with the cool cat changing size and moving to the next line
Finalizing my personal website! windows are now decorated with an icon and gradient home page is now completely responsive for mobile screens made all windows evenly spaced apart added favicon spent 2 hrs animating an 88x31 button, and also added a buttons window added my site to the page webring!
Ships:
I built my personal website in SvelteKit! This is a remake of my previous site which was made in plain HTML+CSS+JS. I made the switch because I wanted to add additional functionality to my site, such as listing my blog posts by reading my blog’s RSS feed. Components also make development SO much easier since this site uses so much repeating elements (windows, projects, artwork , etc.) This is my first Sveltekit project, so it was difficult learning the ropes at first. Even so, developing with Sveltekit is a lot more intuitive than Next.js, which I found to be a pain. This site was very much inspired by sites on neocities and nekoweb! I wanted to make a site that emulated that retro feel while still feeling practical to use!...
|
1793249559.9094367
|
1793335959.9094367
|
|
46909
|
DevTab by @Eel | Stardance
|
Eel
|
2
|
24.0
|
275
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T00:15:29Z", "hours": 19.0, "multiplier": 14.9, "payout": 275, "blessing": "neutral", "text": "After a lot of work, the project is now complete and ready for others to try. I’m really proud of how far it has come, especially the workspace system, GitHub integration, task management, focus timer, and browser extension features. The goal was to make opening a new tab actually useful for development instead of just being another blank page, and I’m happy with where it ended up. Try it out and let me know what you think!", "repo": "https://github.com/Caleb-Guyer/DevTab", "demo": "https://caleb-guyer.github.io/DevTab/"}, {"ship_num": 2, "ts": "2026-08-12T17:11:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished and shipped my custom new tab page! The project features a fully custom HTML/CSS/JavaScript interface with interactive functionality and a design built from scratch. I focused on making it feel like a polished replacement for the default new tab page rather than just a static website.", "repo": "https://github.com/Caleb-Guyer/DevTab", "demo": "https://caleb-guyer.github.io/DevTab/"}]...
|
[{"post_id": 51364, "ts": "202 [{"post_id": 51364, "ts": "2026-08-21T00:07:07Z", "hours": 10.0667, "text": "DevTab 3.0 is now complete! I added support for multiple project workspaces, with each workspace having its own notes, links, tasks, layouts, accents, and saved sessions. DevTab can automatically migrate existing data from version 2.0, and it now integrates public GitHub repository information including commits, issues, pull requests, and releases, with offline caching. I also added a project task queue with progress tracking and a persistent focus timer that can be linked to tasks. The browser extension can now capture and restore browser tabs, while the website supports manually saved tab lists. Workspace commands such as workspace, launch, task, done, and focus were added, along with keyboard shortcuts for quickly switching between workspaces. I also finished up the responsive interface and updated the extension metadata, README, social preview, and demo. Overall, this update makes DevTab much more useful for managing multiple development projects and keeping everything related to a project in one place."}, {"post_id": 50771, "ts": "2026-08-20T04:24:35Z", "hours": 8.1569, "text": "Spent some time finishing up DevTab 2.0, and it’s finally complete. The goal with this update was to turn DevTab from a basic new-tab page into a much more customizable workspace that I can actually use every day. I added editable and reorderable quick links and cards, a command launcher with built-in calculations, and support for multiple Markdown notes. GitHub activity has also been expanded, and weather now supports manually selected locations and different units. I also added import/export functionality, individual reset options, and offline caching so the workspace is more useful even without a connection. I also spent some time on the less visible parts of the project. I added accessibility controls, built the browser extension version, created the icons, social preview, and demo GIF, and updated the README. Automated tests and a Lighthouse workflow were added as well."}, {"post_id": 48281, "ts": "2026-08-16T16:19:15Z", "hours": 0.2772, "text": "After receiving feedback during certification, I went back through the DevTab styling and rewrote several sections of the CSS myself. I focused on understanding and rebuilding the affected components rather than simply changing values, while also making some additional layout and styling adjustments. I then tested the updated interface to make sure the changes worked correctly and didn’t introduce visual or functional issues."}, {"post_id": 45886, "ts": "2026-08-12T17:05:52Z", "hours": 2.7272, "text": "I continued working on the new tab page and focused on turning the project from a basic prototype into something that actually feels like a finished website. I spent this session improving the styling and layout, fixing some smaller UI issues, and making the different interactive elements work together more smoothly. I also added and refined the main functionality of the page so it feels useful when opening a new tab instead of just being a static design .A lot of the time went into testing everything in the browser and making small adjustments to the CSS and JavaScript. I wanted the interface to feel consistent across the different parts of the page, so I kept refining spacing, sizing, and interactions as I found things that looked or behaved awkwardly."}, {"post_id": 45548, "ts": "2026-08-12T03:31:44Z", "hours": 2.3419, "text": "I’ve been working through the first parts of the Give Your Website a Pulse mission and have started turning the basic new tab page into a more complete website.So far, I’ve worked on the main HTML structure, built the custom layout, and started styling the interface with my own CSS rather than relying on a template. I’ve also been adding the JavaScript needed to make the page interactive and behave more like an actual new tab replacement.A big part of this session was getting the different parts of the page to work together while keeping the design clean and consistent. I also spent time testing the page in the browser and fixing small issues as they came up.There’s still some work left before I’m ready to ship, but the main structure and styling are coming together and the project is starting to feel like an actual usable new tab page rather than just a static webpage."}]...
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Title: DevTab by @Eel | Stardance
Devlogs:
I’ve b Title: DevTab by @Eel | Stardance
Devlogs:
I’ve been working through the first parts of the Give Your Website a Pulse mission and have started turning the basic new tab page into a more complete website.So far, I’ve worked on the main HTML structure, built the custom layout, and started styling the interface with my own CSS rather than relying on a template. I’ve also been adding the JavaScript needed to make the page interactive and behave more like an actual new tab replacement.A big part of this session was getting the different parts of the page to work together while keeping the design clean and consistent. I also spent time testing the page in the browser and fixing small issues as they came up.There’s still some work left before I’m ready to ship, but the main structure and styling are coming together and the project is starting to feel like an actual usable new tab page rather than just a static webpage.
I continued working on the new tab page and focused on turning the project from a basic prototype into something that actually feels like a finished website. I spent this session improving the styling and layout, fixing some smaller UI issues, and making the different interactive elements work together more smoothly. I also added and refined the main functionality of the page so it feels useful when opening a new tab instead of just being a static design .A lot of the time went into testing everything in the browser and making small adjustments to the CSS and JavaScript. I wanted the interface to feel consistent across the different parts of the page, so I kept refining spacing, sizing, and interactions as I found things that looked or behaved awkwardly.
After receiving feedback during certification, I went back through the DevTab styling and rewrote several sections of the CSS myself. I focused on understanding and rebuilding the affected components rather than simply changing values, while also making some additional layout and styling adjustments. I then tested the updated interface to make sure the changes worked correctly and didn’t introduce visual or functional issues.
Spent some time finishing up DevTab 2.0, and it’s finally complete. The goal with this update was to turn DevTab from a basic new-tab page into a much more customizable workspace that I can actually use every day. I added editable and reorderable quick links and cards, a command launcher with built-in calculations, and support for multiple Markdown notes. GitHub activity has also been expanded, and weather now supports manually selected locations and different units. I also added import/export functionality, individual reset options, and offline caching so the workspace is more useful even without a connection. I also spent some time on the less visible parts of the project. I added accessibility controls, built the browser extension version, created the icons, social preview, and demo GIF, and updated the README. Automated tests and a Lighthouse workflow were added as well.
DevTab 3.0 is now complete! I added support for multiple project workspaces, with each workspace having its own notes, links, tasks, layouts, accents, and saved sessions. DevTab can automatically migrate existing data from version 2.0, and it now integrates public GitHub repository information including commits, issues, pull requests, and releases, with offline caching. I also added a project task queue with progress tracking and a persistent focus timer that can be linked to tasks. The browser extension can now capture and restore browser tabs, while the website supports manually saved tab lists. Workspace commands such as workspace, launch, task, done, and focus were added, along with keyboard shortcuts for quickly switching between workspaces. I also finished up the responsive interface and updated the extension metadata, README, social preview, and demo. Overall, this update makes DevTab much more useful for managing multiple development projects and keeping everything related to a project in one place.
Ships:
I finished and shipped my custom new tab page! The project features a fully custom HTML/CSS/JavaScript interface with interactive functionality and a design built from scratch. I focused on making it feel like a polished replacement for the default new tab page rather than just a static website.
After a lot of work, the project is now complete and ready for others to try. I’m really proud of how far it has come, especially the workspace system, GitHub integration, task management, focus timer, and browser extension features. The goal was to make opening a new tab actually useful for development instead of just being another blank page, and I’m happy with where it ended up. Try it out and let me know what you think!...
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1792882039.2886648
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1793746039.2886648
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53309
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Infrared AC Schedular by @Ibrahim-Sayed | Stardanc Infrared AC Schedular by @Ibrahim-Sayed | Stardance...
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Ibrahim-Sayed
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1
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24.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:15:31Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a smart AC controller that is a standalone device that can clone your orignal ac remote signals then you can use the device to control it as a remote with daily schedules,one time events,a global webapp, a offline webapp, emergency cooling system and much more, i had difficulty with hardware as the biggest issue was the IR signals having soo little range, and turns out i plugged in my 2n2222 transistor wrong,and then i decreased the resistance values and set the transistor in correct posistion this time,then added a S8050 transistor in a darlington pair and now the range is more that a orignal remote’s! and CAD designing for the pcb enclosure was also super hard", "repo": "https://github.com/NINJA311-CODE/SMART-INFRARED_AC_SCHEDULER", "demo": ""}]...
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[{"post_id": 75353, "ts": "202 [{"post_id": 75353, "ts": "2026-09-29T20:26:05Z", "hours": 0.3844, "text": "Devlog#6 THE PCB ARRIVED,but even though i looked forward to it,i decided to test it then the esp32 wont turn on even though all connections seemed fine on pcb,i even checked with multimeter continuity mode,then i checked the standalone esp32 then it worked, so i checked gnd and other connection in continuity mode, MANY DATA PINS WERE LITERALLY SHORTING WITH GND AND FEW OTHER TRACES LIKE 3V3! 😭😭😭😭 i was hoping to finally present it here on stardance,but i have to present the prototype as redesign pcb would take 10 days to arrrive!😭😭 i guess all thats left is to ship my project here’s the protoype working demo: https://youtu.be/KKiCB_PlKlA"}, {"post_id": 68846, "ts": "2026-09-15T21:08:31Z", "hours": 4.525, "text": "Devlog#5 I FINALLY COMPLETED THE HARDEST PART Once it arrives ,i gotta quicly assemble it then test it! im quite excited,this gonna be so cool Next devlog: gonna post a vid of my prototype,as im gonna disassemble it and assemble those parts onto the pcb."}, {"post_id": 63189, "ts": "2026-09-06T21:09:18Z", "hours": 3.5503, "text": "Devlog#4 SO FINALLY after constantly adjusting dimensions and having 0 xp in this kinda cad work and taking help with gemini,i completed 60% of my first ever cad model! which is a great feeling,the gap between the screw holes and pcb edge was troublesome! now i have to make cutouts for the display,ir led,vs1838b receiver and power cable. Now in the next devlog,I MUST COMPLETE THE CAD MODEL AND PLACE THE ORDER! wish me luck for completing this quick, later i gotta assemble everything and show ya’ll the protype vid before that! comment what improvements to add to my product,read the project details on my page as i didnt make any readme file yet."}, {"post_id": 57588, "ts": "2026-08-29T19:38:42Z", "hours": 8.1497, "text": "DEVLOG#3 i was learning to create the enclosure from yt,then i thought of exporting the 3d pcb model with the components from easyeda,when i viewed the pcb on the easyeda,I realised i made quite a fatal miastake that wouldve been a disaster,my dimension calculations were wrong! SO AFTER HOURS OF HEADACHE OF RE-DESIGNING THE PCB LAYOUT ON A COMPLETELY NEW UI OF EASYEDA PRO! I FINALLY ADDED IT INTO THE CART THEN TO CONTINUE THE HEADACHE OF DESIGNING THE ENCLOSURE WITH 0 KNOWLEDGE,took much help from gemini for the pcb re design on the new non-familiar pro version,then yt for some cad modelling,becuz of easyeda pro,i burnt so much time D: TIP: DONT TRUST THE CALCULATIONS OF MODULES U WILL SOLDER ON UR PCB,CROSS-CHECK WITH 3D VIEW IG in the next devlog i’d complete the plastic enclosure atlast!"}, {"post_id": 55201, "ts": "2026-08-26T18:34:17Z", "hours": 2.6669, "text": "Devlog#2 So i have successfully completed phase 2 of designing my pcb,from my previous devlog my design with smt assembly had reached 52$ which was overpriced,so i re-designed the pcb by removing the separate battery holder,resistors,decoupling caps and that expensive RTC chip. since i should be soldering everything myself, i decided to solder all the components from my breadboard onto the pcb which felt like a genius idea! so i updated the footprints so i can solder the ds3231 module directly on the back of the board and the tactile button footprints as well. IDK why designing pcbs gets me nervous that i might make a mistake thatll waste the money and bcuz of tht the process takes hours! so after completing the layout and saving the 5 bare boards in cart with a coupon,NOW THE TOTAL IS 8.7$..AWSOME! :D with that,phase 2 is complete,IN the next devlog i will have completed the CAD design of the outer cover that i will order from the same vendor,unfortunately i had to remove the buzzer from the schematics of my breadboard here cuz i had no space! i wonder how engineers even remember part numbers cuz i have to get all the components infos from gemini"}, {"post_id": 54648, "ts": "2026-08-25T17:58:11Z", "hours": 5.1381, "text": "I shouldve joined stardance before i made the prototype Why I Built This A month ago I was prepping for a 25-day summer vacation, and every time I leave my house, my room literally turns into an oven. Leaving the AC running 24/7 destroys the electricity bill, but turning it completely off means returning to melted stuff, fried electronics, and dead room plants. So I built a smart ESP32 IR controller to manage the AC automatically while I was away—you just plug it into any regular 5V wall adapter to keep it powered continuously, and let it do its thing! Coding the Firmware w/ Claude Since the firmware needed to handle real-time MQTT, an OLED menu, schedule tracking, and saving IR codes, I used Claude to generate and structure the C++/Arduino code.Universal IR Remote Cloning: It has a “Register New AC” option right on the OLED. You point any factory remote at it, it decodes the IR pulses, and saves them straight to flash memory so it stays saved even after a reboot.Global App + Offline Buttons: I built a phone web app using Lovable + MQTT so I can check room temp and toggle settings from anywhere in the world. If the internet drops, there’s a 6-button physical menu on the device to control everything offline. Auto Emergency Cooling: If the room temp hits 33°C, the ESP32 automatically kicks the AC on by itself so things don’t boil. Hardware Fix: The Darlington Pair Boost: During early testing, the IR LEDs couldn’t reach the AC unit across the room. After debugging the circuit w/ Gemini, I found out my transistor wiring was off. I fixed it by pairing the original 2N2222 with an S8050 to make a Darlington Pair. The extra current boost made the IR signal blast even further than the original factory remote! 25-Day Vacation Test & The $16 Price Shock I left this messy breadboard setup plugged into a 5V phone adapter and running unattended for 25 straight days while on vacation, and it worked flawlessly without crashing once.Now I’m turning the prototype into an actual polished PCB (upgrading the cheap DHT11 to an SHT40) and was working for some hours on it and asked the component stock infos from gemini. But right when I went to order, the standalone RTC chip spiked the total bill by $16 cuz of component pricing! Next log: fixing the schematic w/ a cheaper RTC chip and starting the 3D printed case! in the future devlogs,i will post a vid which shows almost all the functions of the prototype."}]...
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Title: Infrared AC Schedular by @Ibrahim-Sayed | S Title: Infrared AC Schedular by @Ibrahim-Sayed | Stardance
Devlogs:
I shouldve joined stardance before i made the prototype Why I Built This A month ago I was prepping for a 25-day summer vacation, and every time I leave my house, my room literally turns into an oven. Leaving the AC running 24/7 destroys the electricity bill, but turning it completely off means returning to melted stuff, fried electronics, and dead room plants. So I built a smart ESP32 IR controller to manage the AC automatically while I was away—you just plug it into any regular 5V wall adapter to keep it powered continuously, and let it do its thing! Coding the Firmware w/ Claude Since the firmware needed to handle real-time MQTT, an OLED menu, schedule tracking, and saving IR codes, I used Claude to generate and structure the C++/Arduino code.Universal IR Remote Cloning: It has a “Register New AC” option right on the OLED. You point any factory remote at it, it decodes the IR pulses, and saves them straight to flash memory so it stays saved even after a reboot.Global App + Offline Buttons: I built a phone web app using Lovable + MQTT so I can check room temp and toggle settings from anywhere in the world. If the internet drops, there’s a 6-button physical menu on the device to control everything offline. Auto Emergency Cooling: If the room temp hits 33°C, the ESP32 automatically kicks the AC on by itself so things don’t boil. Hardware Fix: The Darlington Pair Boost: During early testing, the IR LEDs couldn’t reach the AC unit across the room. After debugging the circuit w/ Gemini, I found out my transistor wiring was off. I fixed it by pairing the original 2N2222 with an S8050 to make a Darlington Pair. The extra current boost made the IR signal blast even further than the original factory remote! 25-Day Vacation Test & The $16 Price Shock I left this messy breadboard setup plugged into a 5V phone adapter and running unattended for 25 straight days while on vacation, and it worked flawlessly without crashing once.Now I’m turning the prototype into an actual polished PCB (upgrading the cheap DHT11 to an SHT40) and was working for some hours on it and asked the component stock infos from gemini. But right when I went to order, the standalone RTC chip spiked the total bill by $16 cuz of component pricing! Next log: fixing the schematic w/ a cheaper RTC chip and starting the 3D printed case! in the future devlogs,i will post a vid which shows almost all the functions of the prototype.
Devlog#2 So i have successfully completed phase 2 of designing my pcb,from my previous devlog my design with smt assembly had reached 52$ which was overpriced,so i re-designed the pcb by removing the separate battery holder,resistors,decoupling caps and that expensive RTC chip. since i should be soldering everything myself, i decided to solder all the components from my breadboard onto the pcb which felt like a genius idea! so i updated the footprints so i can solder the ds3231 module directly on the back of the board and the tactile button footprints as well. IDK why designing pcbs gets me nervous that i might make a mistake thatll waste the money and bcuz of tht the process takes hours! so after completing the layout and saving the 5 bare boards in cart with a coupon,NOW THE TOTAL IS 8.7$..AWSOME! :D with that,phase 2 is complete,IN the next devlog i will have completed the CAD design of the outer cover that i will order from the same vendor,unfortunately i had to remove the buzzer from the schematics of my breadboard here cuz i had no space! i wonder how engineers even remember part numbers cuz i have to get all the components infos from gemini
DEVLOG#3 i was learning to create the enclosure from yt,then i thought of exporting the 3d pcb model with the components from easyeda,when i viewed the pcb on the easyeda,I realised i made quite a fatal miastake that wouldve been a disaster,my dimension calculations were wrong! SO AFTER HOURS OF HEADACHE OF RE-DESIGNING THE PCB LAYOUT ON A COMPLETELY NEW UI OF EASYEDA PRO! I FINALLY ADDED IT INTO THE CART THEN TO CONTINUE THE HEADACHE OF DESIGNING THE ENCLOSURE WITH 0 KNOWLEDGE,took much help from gemini for the pcb re design on the new non-familiar pro version,then yt for some cad modelling,becuz of easyeda pro,i burnt so much time D: TIP: DONT TRUST THE CALCULATIONS OF MODULES U WILL SOLDER ON UR PCB,CROSS-CHECK WITH 3D VIEW IG in the next devlog i’d complete the plastic enclosure atlast!
Devlog#4 SO FINALLY after constantly adjusting dimensions and having 0 xp in this kinda cad work and taking help with gemini,i completed 60% of my first ever cad model! which is a great feeling,the gap between the screw holes and pcb edge was troublesome! now i have to make cutouts for the display,ir led,vs1838b receiver and power cable. Now in the next devlog,I MUST COMPLETE THE CAD MODEL AND PLACE THE ORDER! wish me luck for completing this quick, later i gotta assemble everything and show ya’ll the protype vid before that! comment what improvements to add to my product,read the project details on my page as i didnt make any readme file yet.
Devlog#5 I FINALLY COMPLETED THE HARDEST PART Once it arrives ,i gotta quicly assemble it then test it! im quite excited,this gonna be so cool Next devlog: gonna post a vid of my prototype,as im gonna disassemble it and assemble those parts onto the pcb.
Devlog#6 THE PCB ARRIVED,but even though i looked forward to it,i decided to test it then the esp32 wont turn on even though all connections seemed fine on pcb,i even checked with multimeter continuity mode,then i checked the standalone esp32 then it worked, so i checked gnd and other connection in continuity mode, MANY DATA PINS WERE LITERALLY SHORTING WITH GND AND FEW OTHER TRACES LIKE 3V3! 😭😭😭😭 i was hoping to finally present it here on stardance,but i have to present the prototype as redesign pcb would take 10 days to arrrive!😭😭 i guess all thats left is to ship my project here’s the protoype working demo: https://youtu.be/KKiCB_PlKlA
Ships:
i made a smart AC controller that is a standalone device that can clone your orignal ac remote signals then you can use the device to control it as a remote with daily schedules,one time events,a global webapp, a offline webapp, emergency cooling system and much more, i had difficulty with hardware as the biggest issue was the IR signals having soo little range, and turns out i plugged in my 2n2222 transistor wrong,and then i decreased the resistance values and set the transistor in correct posistion this time,then added a S8050 transistor in a darlington pair and now the range is more that a orignal remote’s! and CAD designing for the pcb enclosure was also super hard...
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1793152381.1923623
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1793238781.1923623
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54518
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SudoSchool - interactive linux learning site by @M SudoSchool - interactive linux learning site by @Maxye4655 | Stardance...
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Maxye4655
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2
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24.0
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434
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:24:00Z", "hours": 4.0, "multiplier": 15.55, "payout": 57, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}, {"ship_num": 2, "ts": "2026-09-20T07:55:23Z", "hours": 20.0, "multiplier": 18.76, "payout": 377, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}]...
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[{"post_id": 75098, "ts": "202 [{"post_id": 75098, "ts": "2026-09-29T04:22:39Z", "hours": 1.1333, "text": "Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo."}, {"post_id": 72119, "ts": "2026-09-22T06:28:31Z", "hours": 1.7047, "text": "This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”"}, {"post_id": 72090, "ts": "2026-09-22T04:32:53Z", "hours": 0.8319, "text": "re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k"}, {"post_id": 70818, "ts": "2026-09-19T20:18:19Z", "hours": 2.7611, "text": "Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”"}, {"post_id": 70375, "ts": "2026-09-19T02:12:27Z", "hours": 1.8922, "text": "Finished the content for lesson 6, and updated the quiz and lesson teacking feature."}, {"post_id": 69534, "ts": "2026-09-17T07:42:58Z", "hours": 2.7575, "text": "Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time."}, {"post_id": 68798, "ts": "2026-09-15T19:28:54Z", "hours": 2.8989, "text": "I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command."}, {"post_id": 67977, "ts": "2026-09-14T09:38:38Z", "hours": 1.4, "text": "Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works."}, {"post_id": 67928, "ts": "2026-09-14T07:34:09Z", "hours": 0.6419, "text": "Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files."}, {"post_id": 67890, "ts": "2026-09-14T05:57:49Z", "hours": 1.1186, "text": "Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter."}, {"post_id": 60513, "ts": "2026-09-02T22:06:38Z", "hours": 0.5522, "text": "Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics."}, {"post_id": 60109, "ts": "2026-09-02T08:20:05Z", "hours": 1.8481, "text": "Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled."}, {"post_id": 59428, "ts": "2026-09-01T08:31:56Z", "hours": 0.6739, "text": "Created Lesson 2 and expanded the virtual terminal logic."}, {"post_id": 58715, "ts": "2026-08-31T08:03:18Z", "hours": 0.3894, "text": "Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function"}, {"post_id": 58682, "ts": "2026-08-31T06:02:15Z", "hours": 0.7981, "text": "Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button."}, {"post_id": 57114, "ts": "2026-08-29T06:46:22Z", "hours": 0.6592, "text": "Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator."}, {"post_id": 57081, "ts": "2026-08-29T05:18:25Z", "hours": 0.6894, "text": "Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later."}, {"post_id": 57058, "ts": "2026-08-29T04:25:05Z", "hours": 0.4089, "text": "Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same."}, {"post_id": 56490, "ts": "2026-08-28T08:57:55Z", "hours": 0.5953, "text": "Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux."}]...
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Title: SudoSchool - interactive linux learning sit Title: SudoSchool - interactive linux learning site by @Maxye4655 | Stardance
Devlogs:
Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux.
Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same.
Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later.
Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator.
Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button.
Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function
Created Lesson 2 and expanded the virtual terminal logic.
Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled.
Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics.
Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter.
Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files.
Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works.
I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command.
Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time.
Finished the content for lesson 6, and updated the quiz and lesson teacking feature.
Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”
re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k
This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”
Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo.
Ships:
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete....
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1793155652.1572573
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1793242052.1572573
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|
55195
|
Learning Rust by @barseghian_daniel | Stardance
|
barseghian_daniel
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T10:16:51Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I learned rust with the rustlings exercices then made a final project! The challenging part was actually school since coming from school then working on the project is actually hard! Im really happy that i finished the project! To test the project you will have to read the readme. The files should be in the root folder when running cargo run!", "repo": "https://github.com/danielbarseghian/organize-file", "demo": "https://github.com/danielbarseghian/organize-file#how-to-set-up-and-run"}]...
|
[{"post_id": 80326, "ts": "202 [{"post_id": 80326, "ts": "2026-10-17T09:37:31Z", "hours": 1.0711, "text": "finsihed the Readme you can read it here"}, {"post_id": 78165, "ts": "2026-10-09T20:39:25Z", "hours": 1.1269, "text": "Last things before finishing The program is working perfectly, now some final touches (README, compilling, fixing bugs, …)"}, {"post_id": 76568, "ts": "2026-10-03T23:57:33Z", "hours": 0.5933, "text": "Removed AI on browser so when i search something i will often get a result by AI, it might be useful but not while learning!"}, {"post_id": 76081, "ts": "2026-10-02T08:54:39Z", "hours": 0.2992, "text": "I commented my code so much The reason is that it helps me understand what im doing when learning a new language!"}, {"post_id": 75213, "ts": "2026-09-29T14:33:01Z", "hours": 1.9981, "text": "I FINISHED FINALLYYY its been a long time but i finally finished! it was really fun. You can see the github here"}, {"post_id": 74203, "ts": "2026-09-26T22:18:31Z", "hours": 1.2019, "text": "only one chapter left! I recently switched to kate and its really much lighter than VScode"}, {"post_id": 73583, "ts": "2026-09-25T13:06:02Z", "hours": 8.8947, "text": "Sorry for not posting much School restarted and i was just coming home and working on exercices i didn’t really think about posting."}, {"post_id": 61802, "ts": "2026-09-04T21:42:13Z", "hours": 8.4286, "text": "Halfway done! i don’t have much to say but its been really fun to learn a new language!"}]...
|
Title: Learning Rust by @barseghian_daniel | Stard Title: Learning Rust by @barseghian_daniel | Stardance
Devlogs:
Halfway done! i don’t have much to say but its been really fun to learn a new language!
Sorry for not posting much School restarted and i was just coming home and working on exercices i didn’t really think about posting.
only one chapter left! I recently switched to kate and its really much lighter than VScode
I FINISHED FINALLYYY its been a long time but i finally finished! it was really fun. You can see the github here
I commented my code so much The reason is that it helps me understand what im doing when learning a new language!
Removed AI on browser so when i search something i will often get a result by AI, it might be useful but not while learning!
Last things before finishing The program is working perfectly, now some final touches (README, compilling, fixing bugs, …)
finsihed the Readme you can read it here
Ships:
I learned rust with the rustlings exercices then made a final project! The challenging part was actually school since coming from school then working on the project is actually hard! Im really happy that i finished the project! To test the project you will have to read the readme. The files should be in the root folder when running cargo run!...
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1793155925.4015138
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1793242325.4015138
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56623
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BharatOS 1.0 by @aviral_dewangan14 | Stardance
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aviral_dewangan14
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1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T07:59:17Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🇮🇳 Building BharatOS 1.0 — A Zero-Telemetry Sovereign Web Operating System For the past few weeks, I’ve been obsessed with a single question: What if we reimagined personal computing from the ground up—completely private, culturally rooted, blazing fast, and accessible right inside any modern browser? That vision became BharatOS 1.0. 💡 What I Made BharatOS is a standalone, web-native sovereign operating system built with an ultra-liquid obsidian glass interface. It runs completely client-side in your browser with zero third-party telemetry, featuring: 🤖 Chanakya Sovereign AI Copilot : A built-in offline assistant that controls OS settings (wallpapers, language, volume) and writes kernel/systems code right in front of you. 🎨 Chitram Vector Paint Studio : A canvas drawing and vector tool with multi-brush support and instant PNG exports. 🧮 Aryabhata Scientific & Programmer Suite : Advanced math calculator, Base converter (Hex, Dec, Bin, Oct), and a live 2D Mathematical Function Grapher. 🎵 Sur Sangeet DSP Synthesizer : An 8-channel Web Audio piano with Vedic Solfeggio resonant harmonic presets (396 Hz to 963 Hz). 🌐 Indic Localization Engine : 1-click instant switching between 8 Indian languages (English, हिन्दी, संस्कृतम्, தமிழ், తెలుగు, বাংলা, मराठी, ગુજરાતી). 💻 Indic Code Studio : In-browser IDE with a live code runner and sandboxed compiler. 🧗 What Was Most Challenging? GPU Compositor & Smooth 120 FPS Performance : Initially, layering complex glassmorphism with heavy blurs across multiple floating windows caused frame drops on standard laptops. I completely re-architected the rendering engine to use hardware-accelerated CSS transforms ( translateZ(0) ), backface culling, and lightweight multi-stop translucent obsidian layers, cutting GPU composite overhead by over 70%. Zero-Trust Client-Side Architecture : Ensuring everything—from the Chanakya AI dispatcher to the audio harmonic oscillators and math engines—runs 100% in-memory without relying on external tracking servers or heavy dependencies. Designing a Culturally Rooted, Modern Aesthetic : Balancing Indian sovereign identity (Ashoka Chakra motifs, Vedic Solfeggio soundscapes, regional scripts) with a clean, minimal, Linear/Apple-tier design system that feels futuristic rather than retro. 🏆 What I’m Most Proud Of Instant Zero-Config Web Load : You don’t need to install anything or spin up virtual machines—BharatOS boots in sub-seconds directly on Vercel. The Polish & Micro-Interactions : From the 528 Hz binaural chimes on the lock screen to the live oscilloscope visualizer in Sur Sangeet, every detail was crafted with intention. Privacy by Design : The entire OS is sealed with local cryptographic integrity checks. 🧪 How to Test It (Quick 2-Minute Tour): Unlock the OS : On the lock screen, enter PIN 1234 or click ⚡ QUICK UNLOCK . Talk to Chanakya AI : Click 🤖 Chanakya AI in the top bar and type “Set wallpaper to Ladakh” or “Write IDT in C” . Play Music in Sur Sangeet : Click the 🎵 Sur Sangeet icon on the dock, select the 528 Hz preset , and play a melody on the piano keys. Graph Math Functions in Aryabhata : Open 🧮 Aryabhata , switch to the 2D Grapher tab , and plot functions like Math.sin(x * 2) * Math.cos(x) . Switch Language : Click the language dropdown in the top bar to switch the entire OS to हिन्दी or संस्कृतम् . 🔗 GitHub Repository : https://github.com/AviralDewangan14/bharatos1.0 ✨ Built by Aviral Dewangan", "repo": "https://github.com/AviralDewangan14/bharatos1.0", "demo": "https://bharatos-1-0.vercel.app/"}]...
|
[{"post_id": 58710, "ts": "202 [{"post_id": 58710, "ts": "2026-08-31T07:53:39Z", "hours": 0.2764, "text": "Finally builded the first version of lock screen please give honest and good reviews"}, {"post_id": 58705, "ts": "2026-08-31T07:36:46Z", "hours": 1.1703, "text": "now builded my bharat store where you can manager your apps of bharatos please do not forget to give the best rating"}, {"post_id": 58689, "ts": "2026-08-31T06:23:13Z", "hours": 22.4039, "text": "i have currently made the home screen and file explore and mutliple application of it and it looks stunning please give your reveiws #ship"}]...
|
Title: BharatOS 1.0 by @aviral_dewangan14 | Starda Title: BharatOS 1.0 by @aviral_dewangan14 | Stardance
Devlogs:
i have currently made the home screen and file explore and mutliple application of it and it looks stunning please give your reveiws #ship
now builded my bharat store where you can manager your apps of bharatos please do not forget to give the best rating
Finally builded the first version of lock screen please give honest and good reviews
Ships:
🇮🇳 Building BharatOS 1.0 — A Zero-Telemetry Sovereign Web Operating System For the past few weeks, I’ve been obsessed with a single question: What if we reimagined personal computing from the ground up—completely private, culturally rooted, blazing fast, and accessible right inside any modern browser? That vision became BharatOS 1.0. 💡 What I Made BharatOS is a standalone, web-native sovereign operating system built with an ultra-liquid obsidian glass interface. It runs completely client-side in your browser with zero third-party telemetry, featuring: 🤖 Chanakya Sovereign AI Copilot : A built-in offline assistant that controls OS settings (wallpapers, language, volume) and writes kernel/systems code right in front of you. 🎨 Chitram Vector Paint Studio : A canvas drawing and vector tool with multi-brush support and instant PNG exports. 🧮 Aryabhata Scientific & Programmer Suite : Advanced math calculator, Base converter (Hex, Dec, Bin, Oct), and a live 2D Mathematical Function Grapher. 🎵 Sur Sangeet DSP Synthesizer : An 8-channel Web Audio piano with Vedic Solfeggio resonant harmonic presets (396 Hz to 963 Hz). 🌐 Indic Localization Engine : 1-click instant switching between 8 Indian languages (English, हिन्दी, संस्कृतम्, தமிழ், తెలుగు, বাংলা, मराठी, ગુજરાતી). 💻 Indic Code Studio : In-browser IDE with a live code runner and sandboxed compiler. 🧗 What Was Most Challenging? GPU Compositor & Smooth 120 FPS Performance : Initially, layering complex glassmorphism with heavy blurs across multiple floating windows caused frame drops on standard laptops. I completely re-architected the rendering engine to use hardware-accelerated CSS transforms ( translateZ(0) ), backface culling, and lightweight multi-stop translucent obsidian layers, cutting GPU composite overhead by over 70%. Zero-Trust Client-Side Architecture : Ensuring everything—from the Chanakya AI dispatcher to the audio harmonic oscillators and math engines—runs 100% in-memory without relying on external tracking servers or heavy dependencies. Designing a Culturally Rooted, Modern Aesthetic : Balancing Indian sovereign identity (Ashoka Chakra motifs, Vedic Solfeggio soundscapes, regional scripts) with a clean, minimal, Linear/Apple-tier design system that feels futuristic rather than retro. 🏆 What I’m Most Proud Of Instant Zero-Config Web Load : You don’t need to install anything or spin up virtual machines—BharatOS boots in sub-seconds directly on Vercel. The Polish & Micro-Interactions : From the 528 Hz binaural chimes on the lock screen to the live oscilloscope visualizer in Sur Sangeet, every detail was crafted with intention. Privacy by Design : The entire OS is sealed with local cryptographic integrity checks. 🧪 How to Test It (Quick 2-Minute Tour): Unlock the OS : On the lock screen, enter PIN 1234 or click ⚡ QUICK UNLOCK . Talk to Chanakya AI : Click 🤖 Chanakya AI in the top bar and type “Set wallpaper to Ladakh” or “Write IDT in C” . Play Music in Sur Sangeet : Click the 🎵 Sur Sangeet icon on the dock, select the 528 Hz preset , and play a melody on the piano keys. Graph Math Functions in Aryabhata : Open 🧮 Aryabhata , switch to the 2D Grapher tab , and plot functions like Math.sin(x * 2) * Math.cos(x) . Switch Language : Click the language dropdown in the top bar to switch the entire OS to हिन्दी or संस्कृतम् . 🔗 GitHub Repository : https://github.com/AviralDewangan14/bharatos1.0 ✨ Built by Aviral Dewangan...
|
1793134451.3349113
|
1793220851.3349113
|
|
58343
|
Liquid-Simulation by @Dasher280I | Stardance
|
Dasher280I
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T14:17:45Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is an interactive 2D fluid simulation built with HTML5 and vanilla JavaScript. Users can interact with the canvas by clicking, dragging, or touching to paint dynamic, swirling ink patterns while background particles react to the underlying velocity fields. It features a sleek, expandable settings menu styled with CSS frosted-glass effects, allowing users to customize stroke width, dissipation duration, brightness, and color themes—such as cyan, purple, green, orange, pink, or white—in real time. Programmatically, the simulation is driven by a grid-based Navier-Stokes physics engine that handles diffusion, advection, and pressure projection, rendering efficient pixel data via an offscreen canvas. Cross-platform usability is supported through pointer events paired with CSS rules that prevent unwanted mobile scrolling and block unintended drawing when interacting with the sidebar controls. A key technical challenge addressed during development was preventing the mathematical simulation from breaking or destabilizing under extremely fast inputs or overlapping forces, which was solved by implementing conditional logic that evaluates and updates maximum density increments rather than allowing runaway value accumulation.", "repo": "https://github.com/Slasher22880011/liquid-simulator", "demo": "https://slasher22880011.github.io/liquid-simulator/"}]...
|
[{"post_id": 65376, "ts": "202 [{"post_id": 65376, "ts": "2026-09-10T14:03:15Z", "hours": 6.1764, "text": "The latest update to the fluid simulation introduces a fully interactive settings menu to give users real-time control over the visual output. A new toggle button opens a sliding sidebar menu. Inside this sidebar, a series of range sliders allows users to dynamically adjust the fluid’s stroke width, the duration before it dissipates, and its overall brightness. Furthermore, a dropdown menu was integrated to let users switch the fluid color between cyan, purple, green, orange, pink, and white."}, {"post_id": 64249, "ts": "2026-09-08T14:45:17Z", "hours": 5.3208, "text": "To eliminate the harsh pixelation caused by rendering low-resolution grid cells directly to the main display, the rendering pipeline was updated to use an offscreen canvas matching the exact simulation grid dimensions. Fluid density values are now written directly into an ImageData pixel buffer on this offscreen canvas. When drawing to the screen, the offscreen canvas is scaled up with high-quality bilinear interpolation enabled (imageSmoothingEnabled = true), seamlessly blending the pixel boundaries. This achieves a smooth, continuous fluid flow with soft gradients without impacting the performance of the underlying physics simulation."}, {"post_id": 63512, "ts": "2026-09-07T12:40:47Z", "hours": 5.8981, "text": "Things are starting to get interesting! I spent the last few hours adding a velocity vector field to the grid. Now, instead of just bleeding outward uniformly, the dye actually gets carried by the current. I had to wrap my head around advection, which took some debugging, but mapping the mouse movement to generate directional forces totally changed the feel. When you drag the cursor, it pushes the fluid around, creating these cool, swirling patterns. It’s still just grid-based colors, but it finally behaves like a real liquid. Can’t wait to drop actual particles into this current!"}, {"post_id": 63090, "ts": "2026-09-06T18:03:57Z", "hours": 6.3775, "text": "Just kicked off my new fluid simulation project for Stardance! Today, I got the absolute basics running. I set up the HTML canvas and built a 2D grid array to handle the underlying math. It’s pretty barebones right now—just clicking and dragging the mouse to inject some neon color into the cells. I implemented a simple diffusion algorithm, so the colors spread out to neighboring cells and slowly fade away over time. It looks a bit blocky because of the low resolution, but it’s super satisfying to see the arrays updating correctly. Next up: adding actual fluid movement!"}]...
|
Title: Liquid-Simulation by @Dasher280I | Stardanc Title: Liquid-Simulation by @Dasher280I | Stardance
Devlogs:
Just kicked off my new fluid simulation project for Stardance! Today, I got the absolute basics running. I set up the HTML canvas and built a 2D grid array to handle the underlying math. It’s pretty barebones right now—just clicking and dragging the mouse to inject some neon color into the cells. I implemented a simple diffusion algorithm, so the colors spread out to neighboring cells and slowly fade away over time. It looks a bit blocky because of the low resolution, but it’s super satisfying to see the arrays updating correctly. Next up: adding actual fluid movement!
Things are starting to get interesting! I spent the last few hours adding a velocity vector field to the grid. Now, instead of just bleeding outward uniformly, the dye actually gets carried by the current. I had to wrap my head around advection, which took some debugging, but mapping the mouse movement to generate directional forces totally changed the feel. When you drag the cursor, it pushes the fluid around, creating these cool, swirling patterns. It’s still just grid-based colors, but it finally behaves like a real liquid. Can’t wait to drop actual particles into this current!
To eliminate the harsh pixelation caused by rendering low-resolution grid cells directly to the main display, the rendering pipeline was updated to use an offscreen canvas matching the exact simulation grid dimensions. Fluid density values are now written directly into an ImageData pixel buffer on this offscreen canvas. When drawing to the screen, the offscreen canvas is scaled up with high-quality bilinear interpolation enabled (imageSmoothingEnabled = true), seamlessly blending the pixel boundaries. This achieves a smooth, continuous fluid flow with soft gradients without impacting the performance of the underlying physics simulation.
The latest update to the fluid simulation introduces a fully interactive settings menu to give users real-time control over the visual output. A new toggle button opens a sliding sidebar menu. Inside this sidebar, a series of range sliders allows users to dynamically adjust the fluid’s stroke width, the duration before it dissipates, and its overall brightness. Furthermore, a dropdown menu was integrated to let users switch the fluid color between cyan, purple, green, orange, pink, and white.
Ships:
This project is an interactive 2D fluid simulation built with HTML5 and vanilla JavaScript. Users can interact with the canvas by clicking, dragging, or touching to paint dynamic, swirling ink patterns while background particles react to the underlying velocity fields. It features a sleek, expandable settings menu styled with CSS frosted-glass effects, allowing users to customize stroke width, dissipation duration, brightness, and color themes—such as cyan, purple, green, orange, pink, or white—in real time. Programmatically, the simulation is driven by a grid-based Navier-Stokes physics engine that handles diffusion, advection, and pressure projection, rendering efficient pixel data via an offscreen canvas. Cross-platform usability is supported through pointer events paired with CSS rules that prevent unwanted mobile scrolling and block unintended drawing when interacting with the sidebar controls. A key technical challenge addressed during development was preventing the mathematical simulation from breaking or destabilizing under extremely fast inputs or overlapping forces, which was solved by implementing conditional logic that evaluates and updates maximum density increments rather than allowing runaway value accumulation....
|
1792875205.9936063
|
1793739205.9936063
|
|
60415
|
BOLT-16 CPU by @reyansh_saindane | Stardance
|
reyansh_saindane
|
2
|
24.0
|
374
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T21:28:45Z", "hours": 10.0, "multiplier": 17.22, "payout": 171, "blessing": "neutral", "text": "New and improved BOLT-16 CPU I made a custom CPU, emulator, compiler, and assembly language. Challenges The hardest part was making sure all of the systems work together. This includes the clock timings and wiring. What I’m proud of I’m really proud of completing such a big and ambitious project. It took a lot of work (the hours are not correct bc I started logging really late). What’s new I added a new screen component and the ability to draw things on that screen. This took a lot of time.", "repo": "https://github.com/ReyanshS11/BOLT-16_CPU", "demo": "https://reyanshs11.github.io/BOLT-16_CPU"}, {"ship_num": 2, "ts": "2026-09-18T22:47:11Z", "hours": 14.0, "multiplier": 14.62, "payout": 203, "blessing": "neutral", "text": "I made a custom CPU from scratch in a logic simulator along with an emulator and a compiled assembly language to go with it. This was my most challenging project by far. It required a lot of research and background knowledge along with patience. I’m really proud of what it ended up as and I’m really happy seeing my months of hard work turn into something presentable and enjoyable. Through this project, I learned a lot more about boolean algebra, logic gates, computer processes and components, and assembly languages. You can try out my project too at the demo link both in the project info and on my Github repo.", "repo": "https://github.com/ReyanshS11/BOLT-16_CPU", "demo": "https://reyanshs11.github.io/BOLT-16_CPU"}]...
|
[{"post_id": 77412, "ts": "202 [{"post_id": 77412, "ts": "2026-10-06T21:25:46Z", "hours": 2.1, "text": "Finished screen! I finally finsished making the screen compnent. It finally works in logisim now. Turns out the problem was my compiler bc it wasn’t compiling the RGB correctly, there were also a few small issues in the circuit."}, {"post_id": 76559, "ts": "2026-10-03T23:18:18Z", "hours": 2.7194, "text": "Added screen and drawing to emulator I added a screen component to the emulator and allowed drawing to it. I also added an example code that draws a rectangle and square. I still have to test it for Logisim, I added it to the compiler but I know something is going to go wrong and I don’t want to debug for hours today."}, {"post_id": 76009, "ts": "2026-10-02T01:06:41Z", "hours": 0.8872, "text": "Added a screen I added a screen component to my project because I wanted a way to see the CPU in action without looking at the vague data memory. I still have to test it and integrate it into my assembly language and compiler."}, {"post_id": 75980, "ts": "2026-10-01T20:28:54Z", "hours": 2.4597, "text": "Updated UI I made the UI look a lot cleaner in my opinion, it could still look better, but this is the best I can do. Write your feedback in the comments!"}, {"post_id": 72442, "ts": "2026-09-22T23:26:36Z", "hours": 1.7781, "text": "Worked on feedback! Thanks for the feedback! I worked on some of it like a thoughtful comment which pointed out a little bug in my label storage and jump code. (I stored labels with $ but looked them up without $ ). This also led me to finding out another bug where my code didn’t actually start at label $start. That was a 5-second fix. I also worked on the README.md after recieving feedback about it. I plan to work on some more feedback later (specifically updating my website UI). I thought it was fine because I have barely any experience with JS/HTML/CSS, but there’s no excuse for bad UI. PS - I also added comment functionality to my Assembly"}, {"post_id": 70314, "ts": "2026-09-18T22:37:38Z", "hours": 1.3597, "text": "One final change I said there wouldn’t be any more devlogs but this is the last one I promise. There was a little problem in my jump logic in the CPU, so I had to tweak the compiler a bit, but that I had to completely rewrite the compiler in the style of the emulator so I could make the changes easily."}, {"post_id": 69879, "ts": "2026-09-18T00:04:53Z", "hours": 4.6764, "text": "Emulator website finished! I’ve just finished with the emulator website. It’s really simple with not much graphical design, but it works well so I’m happy. I had to convert the CPP code into JS using AI because I started and it deleted my progress and it would have taken too much time for a simple but tedious task. You can try it out at the demo link! I’m going to ship now thanks for reading!"}, {"post_id": 68388, "ts": "2026-09-15T01:28:39Z", "hours": 1.5922, "text": "Some big and small changes I’m just going to list these out: Changed emulator an compiler into two pass systems (first pass reads labels, second pass is normal) and altered them to be able to jump to labels appearing before the jmp command. Replaces swp with sb (store byte), which stores a byte directly to RAM Added a new command clear, which clears the value stored in a register."}, {"post_id": 67697, "ts": "2026-09-13T21:46:38Z", "hours": 3.4197, "text": "Built an emulator! I just finished building a simple emulator for the BOLT-16. The reason I did this was because I needed an easy way for someone to try out the CPU without having to download Logisim. Now all you have to do is write your code in the assembly folder and run emulator.cpp to see the values of the CPU RAM! Next time I plan to build a website that you can test out the CPU with the emulator running in the background."}, {"post_id": 66816, "ts": "2026-09-12T18:34:46Z", "hours": 1.0567, "text": "Fixed a big problem! -and other good news I have spent so long trying to figure out why my CPU stops every time I try to increment my PC (Program Counter) by 1 to go to the next instruction. I finally decided today to sit down and have a full session just trying to fix that. With the help of ChatGPT to learn some Logisim ROM quirks, I was able to figure it out. Turns out I only needed to allow misaligned addresses in ROM settings. Some more good news: The new ALU design is working smoother than expected, I think this will be my first and final redesign of it. The new compiler is ready! It now uses the new instruction set."}, {"post_id": 66272, "ts": "2026-09-12T00:35:21Z", "hours": 1.05, "text": "Beforehand Progress This is my progress before uploading this to Stardance. Researched CPU design using Nand2Tetris and Google Planned out CPU using Nand2Tetris style HDL language Built CPU parts according to original specification in Logisim-Evolution Updated CPU part to be more efficient, changed them significantly from the default versions. Built main CPU circuit Tested, debugged, made changes, repeat. P.S. This is very simplified. This took me a month of continues work for hours a day that were not logged unfortunately :( Thanks for reading!!"}, {"post_id": 66186, "ts": "2026-09-11T21:00:12Z", "hours": 0.7108, "text": "Progress up until now So I’ve been working on a custom CPU for about a month over the summer. I’ve spent about 3 hours everyday working on researching and designing it. I have just uploaded the project to Stardance so I don’t have any devlogs yet. I also haven’t started much coding until recently so I don’t have much time spent. I’ll make a couple more devlogs about the design process until now."}]...
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Title: BOLT-16 CPU by @reyansh_saindane | Stardanc Title: BOLT-16 CPU by @reyansh_saindane | Stardance
Devlogs:
Progress up until now So I’ve been working on a custom CPU for about a month over the summer. I’ve spent about 3 hours everyday working on researching and designing it. I have just uploaded the project to Stardance so I don’t have any devlogs yet. I also haven’t started much coding until recently so I don’t have much time spent. I’ll make a couple more devlogs about the design process until now.
Beforehand Progress This is my progress before uploading this to Stardance. Researched CPU design using Nand2Tetris and Google Planned out CPU using Nand2Tetris style HDL language Built CPU parts according to original specification in Logisim-Evolution Updated CPU part to be more efficient, changed them significantly from the default versions. Built main CPU circuit Tested, debugged, made changes, repeat. P.S. This is very simplified. This took me a month of continues work for hours a day that were not logged unfortunately :( Thanks for reading!!
Fixed a big problem! -and other good news I have spent so long trying to figure out why my CPU stops every time I try to increment my PC (Program Counter) by 1 to go to the next instruction. I finally decided today to sit down and have a full session just trying to fix that. With the help of ChatGPT to learn some Logisim ROM quirks, I was able to figure it out. Turns out I only needed to allow misaligned addresses in ROM settings. Some more good news: The new ALU design is working smoother than expected, I think this will be my first and final redesign of it. The new compiler is ready! It now uses the new instruction set.
Built an emulator! I just finished building a simple emulator for the BOLT-16. The reason I did this was because I needed an easy way for someone to try out the CPU without having to download Logisim. Now all you have to do is write your code in the assembly folder and run emulator.cpp to see the values of the CPU RAM! Next time I plan to build a website that you can test out the CPU with the emulator running in the background.
Some big and small changes I’m just going to list these out: Changed emulator an compiler into two pass systems (first pass reads labels, second pass is normal) and altered them to be able to jump to labels appearing before the jmp command. Replaces swp with sb (store byte), which stores a byte directly to RAM Added a new command clear, which clears the value stored in a register.
Emulator website finished! I’ve just finished with the emulator website. It’s really simple with not much graphical design, but it works well so I’m happy. I had to convert the CPP code into JS using AI because I started and it deleted my progress and it would have taken too much time for a simple but tedious task. You can try it out at the demo link! I’m going to ship now thanks for reading!
One final change I said there wouldn’t be any more devlogs but this is the last one I promise. There was a little problem in my jump logic in the CPU, so I had to tweak the compiler a bit, but that I had to completely rewrite the compiler in the style of the emulator so I could make the changes easily.
Worked on feedback! Thanks for the feedback! I worked on some of it like a thoughtful comment which pointed out a little bug in my label storage and jump code. (I stored labels with $ but looked them up without $ ). This also led me to finding out another bug where my code didn’t actually start at label $start. That was a 5-second fix. I also worked on the README.md after recieving feedback about it. I plan to work on some more feedback later (specifically updating my website UI). I thought it was fine because I have barely any experience with JS/HTML/CSS, but there’s no excuse for bad UI. PS - I also added comment functionality to my Assembly
Updated UI I made the UI look a lot cleaner in my opinion, it could still look better, but this is the best I can do. Write your feedback in the comments!
Added a screen I added a screen component to my project because I wanted a way to see the CPU in action without looking at the vague data memory. I still have to test it and integrate it into my assembly language and compiler.
Added screen and drawing to emulator I added a screen component to the emulator and allowed drawing to it. I also added an example code that draws a rectangle and square. I still have to test it for Logisim, I added it to the compiler but I know something is going to go wrong and I don’t want to debug for hours today.
Finished screen! I finally finsished making the screen compnent. It finally works in logisim now. Turns out the problem was my compiler bc it wasn’t compiling the RGB correctly, there were also a few small issues in the circuit.
Ships:
I made a custom CPU from scratch in a logic simulator along with an emulator and a compiled assembly language to go with it. This was my most challenging project by far. It required a lot of research and background knowledge along with patience. I’m really proud of what it ended up as and I’m really happy seeing my months of hard work turn into something presentable and enjoyable. Through this project, I learned a lot more about boolean algebra, logic gates, computer processes and components, and assembly languages. You can try out my project too at the demo link both in the project info and on my Github repo.
New and improved BOLT-16 CPU I made a custom CPU, emulator, compiler, and assembly language. Challenges The hardest part was making sure all of the systems work together. This includes the clock timings and wiring. What I’m proud of I’m really proud of completing such a big and ambitious project. It took a lot of work (the hours are not correct bc I started logging really late). What’s new I added a new screen component and the ability to draw things on that screen. This took a lot of time....
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1793206415.9406152
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1793292815.9406152
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60978
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3D.City by @praneel23o | Stardance
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praneel23o
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T04:16:38Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices", "repo": "https://github.com/pannilal/3D.city/", "demo": "https://pannilal.github.io/3D.city/index_gpu.html"}]...
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[{"post_id": 65917, "ts": "202 [{"post_id": 65917, "ts": "2026-09-11T11:38:47Z", "hours": 23.6644, "text": "3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning."}]...
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Title: 3D.City by @praneel23o | Stardance
Devlogs Title: 3D.City by @praneel23o | Stardance
Devlogs:
3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning.
Ships:
3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices...
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1793206603.4363072
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1793293003.4363072
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64430
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Void Run by @rayyans4890 | Stardance
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rayyans4890
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1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T17:33:38Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Void Run is a 2D browser shooter I made for Stardance. You play as a ship in space and shoot aliens that keep coming at you. There are 3 enemy types: Drifter, Stinger and Brute. Stingers show up from wave 2 and Brutes from wave 4. A new wave starts every 25 seconds and the enemies spawn faster each time, so the game keeps getting harder. The hardest part was the JavaScript. The movement and shooting took a while to get working, and the title screen took a lot longer than I expected. I used AI to help with the sectioning of the title screen in a few places, but most of the code is my own. I’m proud that I finished it. I built the HUD, the menus, the three enemies and the wave system myself, and it works on a phone too. To test it, press Play or Enter to start. Move with WASD or the arrow keys, shoot with Space or the mouse, and press P to pause. Your best score is saved in your browser, so try to beat it.", "repo": "https://github.com/rayyans4890-png/Void-Run", "demo": "https://rayyans4890-png.github.io/Void-Run/"}]...
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[{"post_id": 81015, "ts": "202 [{"post_id": 81015, "ts": "2026-10-19T16:18:36Z", "hours": 8.7747, "text": "Devlog 4: Final Version The game is finished. The JavaScript is fully complete and the final CSS file is done. I added 3 enemy types to the game, Drifter, Stinger and Brute, and I’m very satisfied with the result. The title screen was also updated with a new tagline and a bit more information, and the HUD now shows the best score and the current wave. The waves get faster as you play, so the game gets harder the longer you survive. Completed JavaScript Final CSS 3 enemies Final title screen and HUD Remaining Write the README Upload the project to GitHub Ship the project Next steps Only the README is left. I will write it, upload everything to GitHub and then ship the project. I really hope it gets a good rating, since my goal is the Aula F75 keyboard."}, {"post_id": 77833, "ts": "2026-10-08T13:27:17Z", "hours": 4.6917, "text": "Devlog 3: JavaScript I finally wrote the JavaScript. The main movement and shooting are now working, and enemies appear on the screen. The game is playable for the first time, even though it is still rough. The boss keeps giving me problems and I could not get it to work properly. I decided to leave it for later instead of wasting more time on it today. Another issue is that the ship can only move left and right along a horizontal line. I plan to change this so it moves freely in every direction while you control it. Completed Main JavaScript Shooting Movement (horizontal only for now) Enemies showing on screen Pause button Known issues The boss is not working properly The ship can only move along a horizontal line Remaining Fix the boss Add free movement in all directions Next steps Fixing the movement comes first, since it affects how the whole game feels. Then I will go back to the boss."}, {"post_id": 77202, "ts": "2026-10-06T02:31:58Z", "hours": 7.305, "text": "Devlog 2: Title Screen The title screen is finally finished. It took a lot longer than I expected, but I’m happy with how clean it looks. I used AI to help me with the sectioning of the title screen in a few places, but most of the code was written by me. The screen now has the Void Run logo, the tagline, and a Play button. You can also press Enter to start. The HUD shows the score, hull, best score and wave number. At the bottom there is a controls bar and a list of the enemy types, which are Drifter, Stinger and Brute. Completed Title screen with logo and tagline Play button and Enter shortcut HUD layout Controls bar and enemy list HTML and CSS Remaining JavaScript Next steps Only the JavaScript is left. That includes movement, shooting and the enemies. I will try to finish it tomorrow."}, {"post_id": 76178, "ts": "2026-10-02T16:26:20Z", "hours": 2.8008, "text": "Devlog 1: Project Start I started working on Void Run today. It is a 2D browser shooter set in space, where you play as a ship shooting aliens that are coming at you. The idea is simple on purpose, and I want to keep it that way so I can actually finish it. For now I focused on the base of the project. I set up the styles with a dark theme and built the basic HUD and the title screen. I wanted the layout in place first so the game logic has something to sit on later. Completed Project setup Basic HUD Title screen Base styles in style.css Remaining Player movement Shooting mechanics Main game design Next steps Later today I will start on movement, shooting and the main design of the game. After that I can begin adding the aliens."}]...
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Title: Void Run by @rayyans4890 | Stardance
Devlo Title: Void Run by @rayyans4890 | Stardance
Devlogs:
Devlog 1: Project Start I started working on Void Run today. It is a 2D browser shooter set in space, where you play as a ship shooting aliens that are coming at you. The idea is simple on purpose, and I want to keep it that way so I can actually finish it. For now I focused on the base of the project. I set up the styles with a dark theme and built the basic HUD and the title screen. I wanted the layout in place first so the game logic has something to sit on later. Completed Project setup Basic HUD Title screen Base styles in style.css Remaining Player movement Shooting mechanics Main game design Next steps Later today I will start on movement, shooting and the main design of the game. After that I can begin adding the aliens.
Devlog 2: Title Screen The title screen is finally finished. It took a lot longer than I expected, but I’m happy with how clean it looks. I used AI to help me with the sectioning of the title screen in a few places, but most of the code was written by me. The screen now has the Void Run logo, the tagline, and a Play button. You can also press Enter to start. The HUD shows the score, hull, best score and wave number. At the bottom there is a controls bar and a list of the enemy types, which are Drifter, Stinger and Brute. Completed Title screen with logo and tagline Play button and Enter shortcut HUD layout Controls bar and enemy list HTML and CSS Remaining JavaScript Next steps Only the JavaScript is left. That includes movement, shooting and the enemies. I will try to finish it tomorrow.
Devlog 3: JavaScript I finally wrote the JavaScript. The main movement and shooting are now working, and enemies appear on the screen. The game is playable for the first time, even though it is still rough. The boss keeps giving me problems and I could not get it to work properly. I decided to leave it for later instead of wasting more time on it today. Another issue is that the ship can only move left and right along a horizontal line. I plan to change this so it moves freely in every direction while you control it. Completed Main JavaScript Shooting Movement (horizontal only for now) Enemies showing on screen Pause button Known issues The boss is not working properly The ship can only move along a horizontal line Remaining Fix the boss Add free movement in all directions Next steps Fixing the movement comes first, since it affects how the whole game feels. Then I will go back to the boss.
Devlog 4: Final Version The game is finished. The JavaScript is fully complete and the final CSS file is done. I added 3 enemy types to the game, Drifter, Stinger and Brute, and I’m very satisfied with the result. The title screen was also updated with a new tagline and a bit more information, and the HUD now shows the best score and the current wave. The waves get faster as you play, so the game gets harder the longer you survive. Completed JavaScript Final CSS 3 enemies Final title screen and HUD Remaining Write the README Upload the project to GitHub Ship the project Next steps Only the README is left. I will write it, upload everything to GitHub and then ship the project. I really hope it gets a good rating, since my goal is the Aula F75 keyboard.
Ships:
Void Run is a 2D browser shooter I made for Stardance. You play as a ship in space and shoot aliens that keep coming at you. There are 3 enemy types: Drifter, Stinger and Brute. Stingers show up from wave 2 and Brutes from wave 4. A new wave starts every 25 seconds and the enemies spawn faster each time, so the game keeps getting harder. The hardest part was the JavaScript. The movement and shooting took a while to get working, and the title screen took a lot longer than I expected. I used AI to help with the sectioning of the title screen in a few places, but most of the code is my own. I’m proud that I finished it. I built the HUD, the menus, the three enemies and the wave system myself, and it works on a phone too. To test it, press Play or Enter to start. Move with WASD or the arrow keys, shoot with Space or the mouse, and press P to pause. Your best score is saved in your browser, so try to beat it....
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1792857132.190074
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1793721132.190074
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65521
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Quantik by @Wirenux | Stardance
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Wirenux
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1
|
24.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T16:36:12Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Quantik v1.0.0 - A Molecule 3D Viewer with no 3D engine What is this ? Quantik is a Molecule 3D Viewer built in Rust. You open a .sdf file (or pick a built-in molecule), and you can rotate it, zoom, pan, and hover every atom to see its info. And the fun part: there is no 3D engine and no GPU code . Everything (the projection, the depth buffer, the lighting, the triangle filling) is done by hand on the CPU, and the pixels are just sent to a window with minifb ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Why ( °ヮ° ) ? I had 3 reasons: I wanted a 3D molecule viewer that my teacher could use in class, I wanted to really learn how 3D works in depth (so I did it from scratch), and I wanted to use it myself for homework, because most of this kind of software is Windows-only and I use a mac. Core Features ( ദ്ദി ˙ᗜ˙ ) Viewer Atoms as spheres and bonds as cylinders (double and triple bonds are drawn as parallel cylinders) CPK colors and real van der Waals radii Orbit camera with mouse and keyboard, plus auto rotate Hover an atom to see its name, radius and molar mass Info panel with the name, formula, number of atoms, number of bonds and total molar mass Software Renderer Depth buffer, back-face culling, key + fill lighting SSAA anti-aliasing: low quality while you move the camera, 3x when you stop Redraw on demand: the scene is only re-rendered when something changed Atom ID buffer: each pixel remembers which atom drew it, that’s how hovering works Molecule Loading Open any .sdf file with a native file dialog Built-in examples: Water, Methane, Ammonia, Benzene and Ethanol Auto framing: the camera is placed from the size of the molecule What was challenging ? Getting the 3D maths right without an engine was the hardest part: projecting the points, filling the triangles, and making the depth correct with perspective. Also, doing everything on the CPU is slow, so I had to be smart: a low quality render while the camera moves, a high quality one when it stops, and only redrawing when something changed. After that I split the whole project into modules (render, mesh, camera, molecule, ui…) because it was getting hard to read ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ What are you proud of ? I’m proud that the whole 3D pipeline is mine, and that it is actually useful: my teacher can use it in class, and it runs on macOS, Windows and Linux without any 3D engine or GPU. What should people know so they can test your project ? Go to the GitHub Release and download the version for your OS macOS: the app is not signed (I don’t have an Apple Developer account 🥲), so run xattr -cr /Applications/Quantik.app in the Terminal after you put it in Applications Windows: SmartScreen may warn you, click More info then Run anyway Launch Quantik, then use File > Open... ( Cmd/Ctrl+O ) to load an .sdf file, or Examples > Show list ( Cmd/Ctrl+E ) and press 1 - 9 Things to try Load the Water example Hover an atom to see its info Press Space to make the molecule spin, then - / = to change the speed Rotate the camera and stop: watch the image get smoother Download a molecule as .sdf (for example the Caffeine one from PubChem) and open it Thank you Just a little thank you ❤️ (Everything you need is probably in the README.md)", "repo": "https://github.com/wirenux/Quantik", "demo": "https://www.youtube.com/watch?v=1jiRmYiBzOk"}]...
|
[{"post_id": 83024, "ts": "202 [{"post_id": 83024, "ts": "2026-10-26T16:18:45Z", "hours": 1.5172, "text": "Devlogs Nº5 - The last one :D So in this little devlog I had done quite a lot : The README.md is now created The released has been published All the binary has been build Now the next step is to write the Ship BYE"}, {"post_id": 82581, "ts": "2026-10-25T09:30:53Z", "hours": 6.5872, "text": "Devlogs Nº4 Ok so… 🎵 it’s been sooo looonnnngg 🎵… In the last 6h30 I’ve done kinda lot of things like those : A start screen who tell you open a file or an example molecule A little box in the top left corner for all the information on the molecule (like the formula, the molar mass etc…) ℹ️ Fixed some bug with the bonds rendering 🐛 Added a example menu with built-in molecule (so you don’t have to download a .sdf file) Anti-aliasing (SSAA) when moving the camera the SSAA is reduced to not hurt the performance but when stop moving the SSAA quality go up Added my username on the home screen Created a logo with the help of @c3a5m7 (on youtube) A VERY BIG reorganization in the whole project to make the project more clear with separated part, like the maths part, and the ui part etc… 🧹"}, {"post_id": 77656, "ts": "2026-10-07T19:10:43Z", "hours": 4.9003, "text": "Devlogs Nº3 In this devlogs I have done a lot of little things like those : A file opener at start of the app A tooltip for each atoms with : Name, Symbol, Radius and Molar Mass New molecule like: cocaine, vitamin C, etc… With CMD+O / CTRL+O it’s open a file explorer (on windows, macOS and Linux) A new macOS and windows menu for shortcuts Space to make the molecule rotate automatically + and - key can now modify the speed of auto rotate R reset the camera position Pan movement to move the camera position (x, y, z) Fix some bugs"}, {"post_id": 75909, "ts": "2026-10-01T16:00:47Z", "hours": 4.0347, "text": "Devlogs Nº2 So in 4 hours a lot has been done . Basically I finished all the Math part . And here is a list of everything I added: A new camera control, the Orbital camera (like in 3D CAD software or KSP) A scroll limit based on the farthest atom from the center A SDF parser (to display each atoms and bounds via a single file) So you can import every molecule you want ! Some optimization Now atoms have colors (if the atom don’t have a implemented color it will just be a bright magenta) and different radius (like in the vdm representation) 🎨 A way BETTER lightning system (now you don’t even see the “edge of the UV sphere and the cylinder) A new file structure The name of the molecule in the title bar (and if there is no name in the custom array it just print his CID) Here are some picture of it. In this picture there is water (H2O) and caffeine (which is way more complex)"}, {"post_id": 74406, "ts": "2026-09-27T10:21:25Z", "hours": 7.0456, "text": "Devlogs Nº1 So… Yeah this is a pretty big devlogs, and the first one In this project I will create an app to see molecule in 3D all from scratch. From the software rasterizer to the .SDF file parser and a lot more. So in this devlogs I added a lot of the 3D basic of the program. Firstly I tried rendering the Vertex (3D point) of a cude then the triangle and fill the triangle. And redo the same with the UV Sphere and Cylinder (the uv sphere will be the atoms and the cylinder the bonds). The color of each “object” can be changed quite easly. I also added basic ambient lighting. I have also done a LOT of optimization (since this run on the CPU)"}]...
|
Title: Quantik by @Wirenux | Stardance
Devlogs:
D Title: Quantik by @Wirenux | Stardance
Devlogs:
Devlogs Nº1 So… Yeah this is a pretty big devlogs, and the first one In this project I will create an app to see molecule in 3D all from scratch. From the software rasterizer to the .SDF file parser and a lot more. So in this devlogs I added a lot of the 3D basic of the program. Firstly I tried rendering the Vertex (3D point) of a cude then the triangle and fill the triangle. And redo the same with the UV Sphere and Cylinder (the uv sphere will be the atoms and the cylinder the bonds). The color of each “object” can be changed quite easly. I also added basic ambient lighting. I have also done a LOT of optimization (since this run on the CPU)
Devlogs Nº2 So in 4 hours a lot has been done . Basically I finished all the Math part . And here is a list of everything I added: A new camera control, the Orbital camera (like in 3D CAD software or KSP) A scroll limit based on the farthest atom from the center A SDF parser (to display each atoms and bounds via a single file) So you can import every molecule you want ! Some optimization Now atoms have colors (if the atom don’t have a implemented color it will just be a bright magenta) and different radius (like in the vdm representation) 🎨 A way BETTER lightning system (now you don’t even see the “edge of the UV sphere and the cylinder) A new file structure The name of the molecule in the title bar (and if there is no name in the custom array it just print his CID) Here are some picture of it. In this picture there is water (H2O) and caffeine (which is way more complex)
Devlogs Nº3 In this devlogs I have done a lot of little things like those : A file opener at start of the app A tooltip for each atoms with : Name, Symbol, Radius and Molar Mass New molecule like: cocaine, vitamin C, etc… With CMD+O / CTRL+O it’s open a file explorer (on windows, macOS and Linux) A new macOS and windows menu for shortcuts Space to make the molecule rotate automatically + and - key can now modify the speed of auto rotate R reset the camera position Pan movement to move the camera position (x, y, z) Fix some bugs
Devlogs Nº4 Ok so… 🎵 it’s been sooo looonnnngg 🎵… In the last 6h30 I’ve done kinda lot of things like those : A start screen who tell you open a file or an example molecule A little box in the top left corner for all the information on the molecule (like the formula, the molar mass etc…) ℹ️ Fixed some bug with the bonds rendering 🐛 Added a example menu with built-in molecule (so you don’t have to download a .sdf file) Anti-aliasing (SSAA) when moving the camera the SSAA is reduced to not hurt the performance but when stop moving the SSAA quality go up Added my username on the home screen Created a logo with the help of @c3a5m7 (on youtube) A VERY BIG reorganization in the whole project to make the project more clear with separated part, like the maths part, and the ui part etc… 🧹
Devlogs Nº5 - The last one :D So in this little devlog I had done quite a lot : The README.md is now created The released has been published All the binary has been build Now the next step is to write the Ship BYE
Ships:
Quantik v1.0.0 - A Molecule 3D Viewer with no 3D engine What is this ? Quantik is a Molecule 3D Viewer built in Rust. You open a .sdf file (or pick a built-in molecule), and you can rotate it, zoom, pan, and hover every atom to see its info. And the fun part: there is no 3D engine and no GPU code . Everything (the projection, the depth buffer, the lighting, the triangle filling) is done by hand on the CPU, and the pixels are just sent to a window with minifb ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Why ( °ヮ° ) ? I had 3 reasons: I wanted a 3D molecule viewer that my teacher could use in class, I wanted to really learn how 3D works in depth (so I did it from scratch), and I wanted to use it myself for homework, because most of this kind of software is Windows-only and I use a mac. Core Features ( ദ്ദി ˙ᗜ˙ ) Viewer Atoms as spheres and bonds as cylinders (double and triple bonds are drawn as parallel cylinders) CPK colors and real van der Waals radii Orbit camera with mouse and keyboard, plus auto rotate Hover an atom to see its name, radius and molar mass Info panel with the name, formula, number of atoms, number of bonds and total molar mass Software Renderer Depth buffer, back-face culling, key + fill lighting SSAA anti-aliasing: low quality while you move the camera, 3x when you stop Redraw on demand: the scene is only re-rendered when something changed Atom ID buffer: each pixel remembers which atom drew it, that’s how hovering works Molecule Loading Open any .sdf file with a native file dialog Built-in examples: Water, Methane, Ammonia, Benzene and Ethanol Auto framing: the camera is placed from the size of the molecule What was challenging ? Getting the 3D maths right without an engine was the hardest part: projecting the points, filling the triangles, and making the depth correct with perspective. Also, doing everything on the CPU is slow, so I had to be smart: a low quality render while the camera moves, a high quality one when it stops, and only redrawing when something changed. After that I split the whole project into modules (render, mesh, camera, molecule, ui…) because it was getting hard to read ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ What are you proud of ? I’m proud that the whole 3D pipeline is mine, and that it is actually useful: my teacher can use it in class, and it runs on macOS, Windows and Linux without any 3D engine or GPU. What should people know so they can test your project ? Go to the GitHub Release and download the version for your OS macOS: the app is not signed (I don’t have an Apple Developer account 🥲), so run xattr -cr /Applications/Quantik.app in the Terminal after you put it in Applications Windows: SmartScreen may warn you, click More info then Run anyway Launch Quantik, then use File > Open... ( Cmd/Ctrl+O ) to load an .sdf file, or Examples > Show list ( Cmd/Ctrl+E ) and press 1 - 9 Things to try Load the Water example Hover an atom to see its info Press Space to make the molecule spin, then - / = to change the speed Rotate the camera and stop: watch the image get smoother Download a molecule as .sdf (for example the Caffeine one from PubChem) and open it Thank you Just a little thank you ❤️ (Everything you need is probably in the README.md)...
|
1793249680.110364
|
1793336080.110364
|
|
64924
|
hackagotchi by @samarnova1 | Stardance
|
samarnova1
|
0
|
23.95
|
0
|
[]
|
[{"post_id": 75742, "ts": "202 [{"post_id": 75742, "ts": "2026-09-30T22:22:47Z", "hours": 0.3, "text": "new day, new items, new art; hehe. last devog i only realized after i had posted that we dont get the whole view. what a bummer gna have to code for 15 more mins to show yall that too"}, {"post_id": 75725, "ts": "2026-09-30T21:24:05Z", "hours": 3.3811, "text": "filled up my inventory with stuff (coded alot and figured thru sm hell of trouble)"}, {"post_id": 74465, "ts": "2026-09-27T13:10:19Z", "hours": 3.2036, "text": "HERE ARE THE ITEMS FOR THE SHOP PLUS ART FOR THEM AS WELL. Every day there will be new 3 items restocked in the store replacing the 3 items that were there for a day *qnd it goes on on , new day new store items"}, {"post_id": 72914, "ts": "2026-09-24T00:51:56Z", "hours": 3.2011, "text": "had to scroll down a bit o reveal the whole art which then hides the dialog of mr.keeper that says “what are you looking for today?”"}, {"post_id": 72416, "ts": "2026-09-22T21:41:44Z", "hours": 13.8661, "text": "here have a look at the home pg! earned coins by maintaining a 4 day streak and bought some things for Jr!built in its stats, a shop and all interations based on clicking buttons!"}]...
|
Title: hackagotchi by @samarnova1 | Stardance
Dev Title: hackagotchi by @samarnova1 | Stardance
Devlogs:
here have a look at the home pg! earned coins by maintaining a 4 day streak and bought some things for Jr!built in its stats, a shop and all interations based on clicking buttons!
had to scroll down a bit o reveal the whole art which then hides the dialog of mr.keeper that says “what are you looking for today?”
HERE ARE THE ITEMS FOR THE SHOP PLUS ART FOR THEM AS WELL. Every day there will be new 3 items restocked in the store replacing the 3 items that were there for a day *qnd it goes on on , new day new store items
filled up my inventory with stuff (coded alot and figured thru sm hell of trouble)
new day, new items, new art; hehe. last devog i only realized after i had posted that we dont get the whole view. what a bummer gna have to code for 15 more mins to show yall that too...
|
1793069435.09289
|
1793674235.09289
|
|
33784
|
Space shooter by @Miyako | Stardance
|
Miyako
|
0
|
23.9
|
0
|
[]
|
[{"post_id": 79249, "ts": "202 [{"post_id": 79249, "ts": "2026-10-13T06:16:53Z", "hours": 3.7639, "text": "so i was busy like really busy working on other things so i have a plan to add about 5 lvls in game this is how it looks like lvl 1 – is simple complete target of hititng 10-15 entities (idk what to call them atp) lvl -2 speed and words limit increase and lvl 3 few words can’t be destroyed and you have to guess , lvl 4 introduces blackholes and yep and lvl 5 you have to identify objects based on their shape and faint shillhoutte ……………it’s just a basic idea ik but it is what it is for now"}, {"post_id": 58227, "ts": "2026-08-30T16:10:50Z", "hours": 1.4525, "text": "created another frame for the game"}, {"post_id": 54001, "ts": "2026-08-24T18:49:33Z", "hours": 1.7581, "text": "so today i made sprites sheets for meteors and few planets and i’m planning to add more further to maake it havee lots of well known planets and also i’m plannimg to make quasars and black holes and neutron stars tooo …..here the pic of planet earth i drew for my space shooter game"}, {"post_id": 50532, "ts": "2026-08-19T18:36:41Z", "hours": 2.66, "text": "so it’s been sooo long since i posted a devlog or worked on my game so here i improved this add few temporsry targets here in my space shooter game the main goal is that you have to recognize the targets and type it’s correct name for it to vanish and since it was my first time using pygame i had to take help alot fot knowing what should i use if i have to add something pygame have lots of inbuilt functions if i’m stating it right? because i’m just so bad in theory part of anything though this game astarted as revising the python i did in my univ for ml and now i’m continuing it here thanksssss for reading will update more of it and i will use my own sprites later for the game"}, {"post_id": 31163, "ts": "2026-07-19T10:31:03Z", "hours": 2.1475, "text": "so basically finished designing the falcon from star wars though i’m definately not satisfied (ignore the mistake idk what i’m doing) soooo ugh libresprite dosen’t have large variety of colours but i have got comfortable with it don’t know how abersperite it since both are same maybe asperite have variety colours …….now the next thing i have to figure out how the hell i open it in different tab because i have to draw the animating sprite of it blue glow though i will make some minute changes in it again"}, {"post_id": 30857, "ts": "2026-07-18T20:10:36Z", "hours": 4.5836, "text": "so bassically today in evening i mostly worked on creating the spaceship inspired or i wil say satr wars falcon those who have watched it you know it already i was looking for spaceships design idk why the star wars kept running in my mind as i want to watch the whole series if i got time 😭😭"}, {"post_id": 30479, "ts": "2026-07-18T02:48:35Z", "hours": 3.1917, "text": "so basically what i did i added user controll movement and struggled with timers alot for now i know that i have to look around to make sure i have understood everything i took help of tutorials and also i made mistakes as my python is not that good but i’m learning any way along with this i’m hoping to make python projects alongside too and from todays onwards i will start drawing the sprites for my game though i’m still looking for some refrence for the space ship"}, {"post_id": 28894, "ts": "2026-07-15T14:25:08Z", "hours": 2.1819, "text": "for past days i haven’t be able to do any work,didn’t do much just added the movement to the space shooter end game is to polish it even more"}, {"post_id": 26676, "ts": "2026-07-11T16:43:11Z", "hours": 2.1572, "text": "so i started this project today after switching from webOS or ml i was studying(which i will continue tomorrow yeah or i won’t get internship in my second year also have few future plan with it ) though python is used here so it felt boaring so i thought let’s revist python with pygame yeah completely new to me but i’m learning as my future goal is too ahhhhh……i need to do my cpp i’m only doing it for full day from tommorow onwards i will take python+ml+cpp(dsa) back to my lovable language cpp and i only have done basics in it anyway ENOUGH! Of ranting now lets get back so i made the game window and now i i’m figuring out more what to do and to move the spaceship since you need a shoooter for stardance SPACE! UNIVERSE! i still haven’t started working on my graphics but i will when i will be able to finish the mvements and all for now i’m using someone’s else assets anyway here the code"}]...
|
Title: Space shooter by @Miyako | Stardance
Devlo Title: Space shooter by @Miyako | Stardance
Devlogs:
so i started this project today after switching from webOS or ml i was studying(which i will continue tomorrow yeah or i won’t get internship in my second year also have few future plan with it ) though python is used here so it felt boaring so i thought let’s revist python with pygame yeah completely new to me but i’m learning as my future goal is too ahhhhh……i need to do my cpp i’m only doing it for full day from tommorow onwards i will take python+ml+cpp(dsa) back to my lovable language cpp and i only have done basics in it anyway ENOUGH! Of ranting now lets get back so i made the game window and now i i’m figuring out more what to do and to move the spaceship since you need a shoooter for stardance SPACE! UNIVERSE! i still haven’t started working on my graphics but i will when i will be able to finish the mvements and all for now i’m using someone’s else assets anyway here the code
for past days i haven’t be able to do any work,didn’t do much just added the movement to the space shooter end game is to polish it even more
so basically what i did i added user controll movement and struggled with timers alot for now i know that i have to look around to make sure i have understood everything i took help of tutorials and also i made mistakes as my python is not that good but i’m learning any way along with this i’m hoping to make python projects alongside too and from todays onwards i will start drawing the sprites for my game though i’m still looking for some refrence for the space ship
so bassically today in evening i mostly worked on creating the spaceship inspired or i wil say satr wars falcon those who have watched it you know it already i was looking for spaceships design idk why the star wars kept running in my mind as i want to watch the whole series if i got time 😭😭
so basically finished designing the falcon from star wars though i’m definately not satisfied (ignore the mistake idk what i’m doing) soooo ugh libresprite dosen’t have large variety of colours but i have got comfortable with it don’t know how abersperite it since both are same maybe asperite have variety colours …….now the next thing i have to figure out how the hell i open it in different tab because i have to draw the animating sprite of it blue glow though i will make some minute changes in it again
so it’s been sooo long since i posted a devlog or worked on my game so here i improved this add few temporsry targets here in my space shooter game the main goal is that you have to recognize the targets and type it’s correct name for it to vanish and since it was my first time using pygame i had to take help alot fot knowing what should i use if i have to add something pygame have lots of inbuilt functions if i’m stating it right? because i’m just so bad in theory part of anything though this game astarted as revising the python i did in my univ for ml and now i’m continuing it here thanksssss for reading will update more of it and i will use my own sprites later for the game
so today i made sprites sheets for meteors and few planets and i’m planning to add more further to maake it havee lots of well known planets and also i’m plannimg to make quasars and black holes and neutron stars tooo …..here the pic of planet earth i drew for my space shooter game
created another frame for the game
so i was busy like really busy working on other things so i have a plan to add about 5 lvls in game this is how it looks like lvl 1 – is simple complete target of hititng 10-15 entities (idk what to call them atp) lvl -2 speed and words limit increase and lvl 3 few words can’t be destroyed and you have to guess , lvl 4 introduces blackholes and yep and lvl 5 you have to identify objects based on their shape and faint shillhoutte ……………it’s just a basic idea ik but it is what it is for now...
|
1793224198.787449
|
1793828998.787449
|
|
39544
|
Ascendium by @BetterClient | Stardance
|
BetterClient
|
0
|
23.89
|
0
|
[]
|
[{"post_id": 37268, "ts": "202 [{"post_id": 37268, "ts": "2026-07-29T20:49:17Z", "hours": 9.0983, "text": "Added background blurring for modules What I do is take a texture, copy the game’s framebuffer onto the texture, then downscale it to 180p and blur it. Then when modules are rendering I use that image as the background instead of just using a tint Note: Half of this time is figuring out how to get this working on opengl, I still wasn’t able to do it, so this is vulkan only"}, {"post_id": 35317, "ts": "2026-07-26T17:13:23Z", "hours": 4.2986, "text": "I added vulkanmod support for all supported versions above 1.21.4, it uses the same backend as the 26.2 vulkan renderer but has some extra handling for vulkanmod"}, {"post_id": 34843, "ts": "2026-07-25T21:27:39Z", "hours": 4.0144, "text": "Added Vulkan support! This was pretty hard because skiko does not come with vulkan support by default. However, there is a pull request that adds vulkan support. So I created git submodules for skia and skiko, made a setup script that automatically applies the vulkan patches, builds and publishes to maven local. Then I had to fight with a lot of issues(some of them I couldn’t even debug because it was happening in native code), but I got it working"}, {"post_id": 34564, "ts": "2026-07-25T12:02:06Z", "hours": 0.7781, "text": "Added support for 26.2, only for the OpenGL renderer. This is because skiko(backend of jetpack compose) does not support vulkan."}, {"post_id": 34528, "ts": "2026-07-25T10:01:54Z", "hours": 5.705, "text": "Updated gradle and dependencies. Added support for 1.21.11 and 26.1.2 Did some cleanup for the mixins"}]...
|
Title: Ascendium by @BetterClient | Stardance
Dev Title: Ascendium by @BetterClient | Stardance
Devlogs:
Updated gradle and dependencies. Added support for 1.21.11 and 26.1.2 Did some cleanup for the mixins
Added support for 26.2, only for the OpenGL renderer. This is because skiko(backend of jetpack compose) does not support vulkan.
Added Vulkan support! This was pretty hard because skiko does not come with vulkan support by default. However, there is a pull request that adds vulkan support. So I created git submodules for skia and skiko, made a setup script that automatically applies the vulkan patches, builds and publishes to maven local. Then I had to fight with a lot of issues(some of them I couldn’t even debug because it was happening in native code), but I got it working
I added vulkanmod support for all supported versions above 1.21.4, it uses the same backend as the 26.2 vulkan renderer but has some extra handling for vulkanmod
Added background blurring for modules What I do is take a texture, copy the game’s framebuffer onto the texture, then downscale it to 180p and blur it. Then when modules are rendering I use that image as the background instead of just using a tint Note: Half of this time is figuring out how to get this working on opengl, I still wasn’t able to do it, so this is vulkan only...
|
1793235287.5223153
|
1793840087.5223153
|
|
40327
|
WitchyWare by @reshiiiram | Stardance
|
reshiiiram
|
1
|
23.89
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T03:41:23Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "—Escape the Immortal Witch of Gaeia— You and your sister were escaping the evil Witch of Gaeia Cliff after she turned you both into cats. However, during the chase, you and your sister accidentally went into different directions and the witch unfortunately chose to chase after YOU! use left and right arrows to move and space to jump. Minigame 1: Collect speed potions Minigame 2: Get the leaves out of your way Minigame 3: Avoid the witch’s magic. for player: click on an empty space in the title screen to enable music, apparently html doesn’t do that. I’m really proud of the art and music that I made for this game. It’s really hyping me up for what Library of Halcyon might become since this game is a prequel to it. I enjoyed making the game in Godot (mostly because it’s similar to scratch) and debugging evil bugs. Overall, I think this is a really good looking game.", "repo": "https://github.com/mairemare/WitchyWare", "demo": "https://reshiiiram.itch.io/witchyware"}]...
|
[{"post_id": 55341, "ts": "202 [{"post_id": 55341, "ts": "2026-08-27T02:46:19Z", "hours": 0.8908, "text": "DEV LOG 011 Alright! tonight I worked on the pause button but it needs a lot of debugging. I also had my friends test the game out and they suggested a few things for me to do. Anyways, I’m currently in the works of writing Library of Halcyon and have been drawing concept arts for it. I might start it possibly some time before stardance ends. Goals Update website Debug pause button (gotta have it to stop themed timer) Make a wasd option"}, {"post_id": 54894, "ts": "2026-08-26T03:29:40Z", "hours": 0.6544, "text": "DEV LOG 010 It’s shipping time!!! Really REALLY proud of this game. Next agenda after very short break is: Making animated backgrounds A pause button More minigames time to ship 👹"}, {"post_id": 54805, "ts": "2026-08-25T22:50:49Z", "hours": 1.0458, "text": "DEV LOG 009 The game is finally done and ready for shipping! All I really have to do is to write a readme and make a game banner. Anyways, here is the game over screen."}, {"post_id": 54135, "ts": "2026-08-24T23:19:32Z", "hours": 4.8258, "text": "DEV LOG 008 I FINALLY finished debugging. I also just finished the done screen and added its soundtrack. I might be able to ship this by tomorrow or Wednesday. Tonight’s agenda: Do game over screen Add soundtrack Do readme Ship (?)"}, {"post_id": 50622, "ts": "2026-08-19T21:09:37Z", "hours": 3.5078, "text": "DEV LOG 007 I couldn’t find the tut for the mini-game I wanted to make, so I used what I know about gdscript and created this. The player basically has to avoid the witch’s magic in order to make it to the other side. I just finished the code today, but I want to change the tree on the other side into a crossroad sign. Tonight’s agenda: Debug debug debug Change tree into crossroad sign Re-animate potions Draw game-over scene The game is technically done, but it’s not polished yet. I might be able to finish this before the end of this week."}, {"post_id": 49266, "ts": "2026-08-17T23:31:40Z", "hours": 3.5117, "text": "DEV LOG 006 Whew! I finally finished the guide! I now have to look for the tut I need for the third game. Today’s agenda is done except for the player animation. Tonight’s agenda: Fix a few codes in the player’s script. Look for the tut I need for my 3rd mini-game (start planning it) Draw at least half of the winner scene (add dialogue?) Anyways, here’s mini game 2."}, {"post_id": 48646, "ts": "2026-08-17T03:51:56Z", "hours": 3.8242, "text": "DEV LOG 005 I finished my first mini-game (hoorayyy!!) I added the soundtracks and more colorful assets into the game. My next goal is to animate the sprites I added in the timer screen and the first mini-game. I have to figure out how to play the animation in-game and not just have it stuck there. Tomorrow’s agenda: Animate the sprites Fix a few codes in the player’s script. Fix the background image issue. Complete the second mini game. If I heavily lock in, I might finish this before August ends. Anyways, here’s mini game 1."}, {"post_id": 47911, "ts": "2026-08-16T05:48:52Z", "hours": 2.1881, "text": "DEV LOG 004 I finished the title screen and timer screen. I’m proud of my current progress with the visuals and soundtrack. However, somehow the buttons stopped working? It’s weird, I ran at least 5 debugs but nothing showed. There’s probably some weird line of code in the system that’s holding it back, but either way I’ll try to fix it tomorrow."}, {"post_id": 47798, "ts": "2026-08-16T00:02:47Z", "hours": 0.9472, "text": "DEV LOG 003 Lots of progress!!! I finished creating my own soundtrack yesterday and I just implemented it in the game. I’m currently following a tutorial right now on gdscript and pixel art. Tonight’s agenda is to: Finish the title screen UI Begin the title screen bg Plan out 3 mini games I hope I’ll be able to finish this by September!!"}, {"post_id": 46738, "ts": "2026-08-14T06:31:09Z", "hours": 2.0444, "text": "DEV LOG 002 - I revamped the title screen and chose the palette and font. I might be able to finish the title screen by tomorrow once I’m done drawing the background. I’m still thinking whether I should add music or not. Either way, this is tonight’s progress!"}, {"post_id": 46179, "ts": "2026-08-13T06:35:52Z", "hours": 0.5739, "text": "DEV LOG 001 - ok so I may have jumped into the mission without any planning but I think that’s okay since I’m still starting the tutorial. I think I’ve had enough of wrestling with the code tonight. Anyways, here’s what I’ve done so far. I really gotta work on the design tomorrow."}]...
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Title: WitchyWare by @reshiiiram | Stardance
Devl Title: WitchyWare by @reshiiiram | Stardance
Devlogs:
DEV LOG 001 - ok so I may have jumped into the mission without any planning but I think that’s okay since I’m still starting the tutorial. I think I’ve had enough of wrestling with the code tonight. Anyways, here’s what I’ve done so far. I really gotta work on the design tomorrow.
DEV LOG 002 - I revamped the title screen and chose the palette and font. I might be able to finish the title screen by tomorrow once I’m done drawing the background. I’m still thinking whether I should add music or not. Either way, this is tonight’s progress!
DEV LOG 003 Lots of progress!!! I finished creating my own soundtrack yesterday and I just implemented it in the game. I’m currently following a tutorial right now on gdscript and pixel art. Tonight’s agenda is to: Finish the title screen UI Begin the title screen bg Plan out 3 mini games I hope I’ll be able to finish this by September!!
DEV LOG 004 I finished the title screen and timer screen. I’m proud of my current progress with the visuals and soundtrack. However, somehow the buttons stopped working? It’s weird, I ran at least 5 debugs but nothing showed. There’s probably some weird line of code in the system that’s holding it back, but either way I’ll try to fix it tomorrow.
DEV LOG 005 I finished my first mini-game (hoorayyy!!) I added the soundtracks and more colorful assets into the game. My next goal is to animate the sprites I added in the timer screen and the first mini-game. I have to figure out how to play the animation in-game and not just have it stuck there. Tomorrow’s agenda: Animate the sprites Fix a few codes in the player’s script. Fix the background image issue. Complete the second mini game. If I heavily lock in, I might finish this before August ends. Anyways, here’s mini game 1.
DEV LOG 006 Whew! I finally finished the guide! I now have to look for the tut I need for the third game. Today’s agenda is done except for the player animation. Tonight’s agenda: Fix a few codes in the player’s script. Look for the tut I need for my 3rd mini-game (start planning it) Draw at least half of the winner scene (add dialogue?) Anyways, here’s mini game 2.
DEV LOG 007 I couldn’t find the tut for the mini-game I wanted to make, so I used what I know about gdscript and created this. The player basically has to avoid the witch’s magic in order to make it to the other side. I just finished the code today, but I want to change the tree on the other side into a crossroad sign. Tonight’s agenda: Debug debug debug Change tree into crossroad sign Re-animate potions Draw game-over scene The game is technically done, but it’s not polished yet. I might be able to finish this before the end of this week.
DEV LOG 008 I FINALLY finished debugging. I also just finished the done screen and added its soundtrack. I might be able to ship this by tomorrow or Wednesday. Tonight’s agenda: Do game over screen Add soundtrack Do readme Ship (?)
DEV LOG 009 The game is finally done and ready for shipping! All I really have to do is to write a readme and make a game banner. Anyways, here is the game over screen.
DEV LOG 010 It’s shipping time!!! Really REALLY proud of this game. Next agenda after very short break is: Making animated backgrounds A pause button More minigames time to ship 👹
DEV LOG 011 Alright! tonight I worked on the pause button but it needs a lot of debugging. I also had my friends test the game out and they suggested a few things for me to do. Anyways, I’m currently in the works of writing Library of Halcyon and have been drawing concept arts for it. I might start it possibly some time before stardance ends. Goals Update website Debug pause button (gotta have it to stop themed timer) Make a wasd option
Ships:
—Escape the Immortal Witch of Gaeia— You and your sister were escaping the evil Witch of Gaeia Cliff after she turned you both into cats. However, during the chase, you and your sister accidentally went into different directions and the witch unfortunately chose to chase after YOU! use left and right arrows to move and space to jump. Minigame 1: Collect speed potions Minigame 2: Get the leaves out of your way Minigame 3: Avoid the witch’s magic. for player: click on an empty space in the title screen to enable music, apparently html doesn’t do that. I’m really proud of the art and music that I made for this game. It’s really hyping me up for what Library of Halcyon might become since this game is a prequel to it. I enjoyed making the game in Godot (mostly because it’s similar to scratch) and debugging evil bugs. Overall, I think this is a really good looking game....
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1793260094.989092
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1793346494.989092
|
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44712
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Drone Controller Daedalus v1 by @LeonOMO | Stardan Drone Controller Daedalus v1 by @LeonOMO | Stardance...
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LeonOMO
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0
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23.87
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0
|
[]
|
[{"post_id": 75659, "ts": "202 [{"post_id": 75659, "ts": "2026-09-30T17:34:42Z", "hours": 0.6858, "text": "Drone Controller Devlog #15. IT WORKS. After asking around someone out of the city i brought my “Controller” and he had all the answers. Haha aswell as he told me that pin 9,10 and 11 are all flashing pins that i can not use so well thats cool they are 1 led and 2 switches so ill have to figure out something for that. And the big problem was that i didnt use a 104 capacitor for the en (reset) pin. Atleast got the screen working. But as it all is once one problem is resolved you get ten more…"}, {"post_id": 74973, "ts": "2026-09-28T19:05:03Z", "hours": 4.7583, "text": "Drone Controller Devlog #14. Last past days ive been trying to flash on the code with many people aswell as ai assiting me but it wont work as of now. I will try again tomorrow with different people which said they could prob fix it but if they cant idk what to do."}, {"post_id": 69797, "ts": "2026-09-17T20:04:09Z", "hours": 2.8003, "text": "Drone Controller Devlog #13. Its working!. Its not complett yet but ive soldered everything i could so far on. Its my second time soldering at home and i think i did a good enough job. (Btw the LED on means that its connected). Solding get really fun when its hard even solding the simplest parts is fun for me but im still yet not that good so if you have advise or things i should get for solding im always open."}, {"post_id": 66806, "ts": "2026-09-12T18:13:59Z", "hours": 1.3667, "text": "Drone Controller Daedalus v1 Devlog #12. The PCB is finally here and i can start soldering it all. When i look at the esp32e and the 16 pin usb c i dont think ill do this first try but i hope i wont just break it."}, {"post_id": 49778, "ts": "2026-08-18T18:22:14Z", "hours": 3.0333, "text": "Devlog #11 Drone Controller Daedalus v1. I Forgot i had to make a .csv too not just a normal file. I added supports to the CAD design to hold the Joysticks -made the holes for the LEDs and Potentiometer bigger since i forgot that the plastic stretches and gave the joysticks overall more room. Made the BOM with all the links and everything needed. Forgot that i needed a different footprint for the ams and only changed it now i should have done it when i made the schematic but well. Was fun finally doing something again i didnt have much time latly since there was a birthday and a wedding."}, {"post_id": 49110, "ts": "2026-08-17T18:52:05Z", "hours": 0.2833, "text": "Devlog #10 Drone Controller Daedalus v1. I fixed the prototype print by asking some people how I should improve it. They said to also make them less long. I explained that I wanted it like that, but ultimately gave in and just shortened them instead of making them infinitely wider. Its going slow latly since stuff is getting shipped very slow and im still waiting for approvel."}, {"post_id": 48334, "ts": "2026-08-16T17:25:45Z", "hours": 0.3, "text": "Devlog #9 Printing the prototypes and fixing the cad. Today i printed the prototypes which to very long and fixed the cad so i couldnt really do anything since the prototype before this didnt print well at all i had to wait very long so today i couldnt really do much. The prototype looks good only thing is that the pieces holding them toghether are way to weak so ill need to come up with a new idea to attach them, make the beams bigger or buy a more durable filament than pla"}, {"post_id": 46451, "ts": "2026-08-13T17:43:37Z", "hours": 1.5081, "text": "Devlog #8 Drone Controller Deadalus v1: Improving / Fixing my CAD Design. Today i added poles to the Bottom of the Case so you can slide the Top of the Case right on with a 0.20 mm Tolerance. Fixed the spacing everywhere and also fixed the Github ny sorting it better."}, {"post_id": 45926, "ts": "2026-08-12T18:20:20Z", "hours": 0.7672, "text": "Devlog #7 Drone Controller Daedalus v1: Today i looked at the 3D Model and fixed a few things i relised it had lots of flaws and i will fix them soon. Thought of a name and fixed abit of the code."}, {"post_id": 44692, "ts": "2026-08-10T17:04:45Z", "hours": 2.3425, "text": "Devlog Drone Controller Day 5: BEST DAY. Got the firmware setup done today. Set up the PlatformIO project in VS Code for the ESP32 and mapped out all the GPIO pins for the joysticks, the 5 toggle switches, and the 3 potentiometers. Got the CRSF protocol running and added the I2C setup for the OLED screen to display altitude, speed, RSSI signal, and battery level. Lastly i pushed everything to GitHub. Shoutout to AI when the code started bugging it was my last help :) Next up: Waiting for funding to get the hardware parts ordered and start assembling the physical controller!"}, {"post_id": 44165, "ts": "2026-08-09T18:56:11Z", "hours": 2.1169, "text": "Devlog Drone Controller Day 4: Today i made the first Design for the Model (Idk how i feel about it). I made more progress than yesterday and im getting close to making it work."}, {"post_id": 43491, "ts": "2026-08-08T19:49:34Z", "hours": 0.7667, "text": "Devlog Drone Controller Day 3: Worst Day by far today i coulnt do alot. I figured out which parts i will be using PS2 as Joysticks, R-0904N-L-24KS as Pots, MTS-102 as the toggle switches. I was stuck on figuring out just use jumper female female as connectors but now im back to soldering (im not that good at it). Overall i almost did nothing and i hope tmr will be better again."}, {"post_id": 42931, "ts": "2026-08-07T22:19:17Z", "hours": 0.7833, "text": "Devlog Drone Controller Day 3:Fixed my placement aswell as changed to the Radiomaster RP1 instead of the original NRF24L01 Next up: Making the 3D Model & Controller Case"}, {"post_id": 42790, "ts": "2026-08-07T18:00:56Z", "hours": 0.9547, "text": "Devlog Drone Controller Day 2: Full PCB Routing Complete(Maybe Change ill change it abit later)! I Forgot to list what the controller will be able to do. Motor Management: Mapped out 3 custom potentiometers for individual motor power limits (Motors 1-2, Motors 3-4, and Master control). Controls: An OLED screen displaying altitude, speed, signal, and battery, 5 toggle switches (Arming, Motor Arms, Landing Gear, Finder Buzzer, Auto-FM). Status LED: 3 status LEDs for visual feedback on landing gear state, arming status, and radio connection."}, {"post_id": 42349, "ts": "2026-08-07T00:58:14Z", "hours": 1.4, "text": "Devlog: Drone Controller Day 1 Today I finished the schematic for my drone controller. The ERC cleared with 0 errors. Im super proud of this project as its only my second custom Schematic. Next Up: Drone Controller PCB"}]...
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Title: Drone Controller Daedalus v1 by @LeonOMO | Title: Drone Controller Daedalus v1 by @LeonOMO | Stardance
Devlogs:
Devlog: Drone Controller Day 1 Today I finished the schematic for my drone controller. The ERC cleared with 0 errors. Im super proud of this project as its only my second custom Schematic. Next Up: Drone Controller PCB
Devlog Drone Controller Day 2: Full PCB Routing Complete(Maybe Change ill change it abit later)! I Forgot to list what the controller will be able to do. Motor Management: Mapped out 3 custom potentiometers for individual motor power limits (Motors 1-2, Motors 3-4, and Master control). Controls: An OLED screen displaying altitude, speed, signal, and battery, 5 toggle switches (Arming, Motor Arms, Landing Gear, Finder Buzzer, Auto-FM). Status LED: 3 status LEDs for visual feedback on landing gear state, arming status, and radio connection.
Devlog Drone Controller Day 3:Fixed my placement aswell as changed to the Radiomaster RP1 instead of the original NRF24L01 Next up: Making the 3D Model & Controller Case
Devlog Drone Controller Day 3: Worst Day by far today i coulnt do alot. I figured out which parts i will be using PS2 as Joysticks, R-0904N-L-24KS as Pots, MTS-102 as the toggle switches. I was stuck on figuring out just use jumper female female as connectors but now im back to soldering (im not that good at it). Overall i almost did nothing and i hope tmr will be better again.
Devlog Drone Controller Day 4: Today i made the first Design for the Model (Idk how i feel about it). I made more progress than yesterday and im getting close to making it work.
Devlog Drone Controller Day 5: BEST DAY. Got the firmware setup done today. Set up the PlatformIO project in VS Code for the ESP32 and mapped out all the GPIO pins for the joysticks, the 5 toggle switches, and the 3 potentiometers. Got the CRSF protocol running and added the I2C setup for the OLED screen to display altitude, speed, RSSI signal, and battery level. Lastly i pushed everything to GitHub. Shoutout to AI when the code started bugging it was my last help :) Next up: Waiting for funding to get the hardware parts ordered and start assembling the physical controller!
Devlog #7 Drone Controller Daedalus v1: Today i looked at the 3D Model and fixed a few things i relised it had lots of flaws and i will fix them soon. Thought of a name and fixed abit of the code.
Devlog #8 Drone Controller Deadalus v1: Improving / Fixing my CAD Design. Today i added poles to the Bottom of the Case so you can slide the Top of the Case right on with a 0.20 mm Tolerance. Fixed the spacing everywhere and also fixed the Github ny sorting it better.
Devlog #9 Printing the prototypes and fixing the cad. Today i printed the prototypes which to very long and fixed the cad so i couldnt really do anything since the prototype before this didnt print well at all i had to wait very long so today i couldnt really do much. The prototype looks good only thing is that the pieces holding them toghether are way to weak so ill need to come up with a new idea to attach them, make the beams bigger or buy a more durable filament than pla
Devlog #10 Drone Controller Daedalus v1. I fixed the prototype print by asking some people how I should improve it. They said to also make them less long. I explained that I wanted it like that, but ultimately gave in and just shortened them instead of making them infinitely wider. Its going slow latly since stuff is getting shipped very slow and im still waiting for approvel.
Devlog #11 Drone Controller Daedalus v1. I Forgot i had to make a .csv too not just a normal file. I added supports to the CAD design to hold the Joysticks -made the holes for the LEDs and Potentiometer bigger since i forgot that the plastic stretches and gave the joysticks overall more room. Made the BOM with all the links and everything needed. Forgot that i needed a different footprint for the ams and only changed it now i should have done it when i made the schematic but well. Was fun finally doing something again i didnt have much time latly since there was a birthday and a wedding.
Drone Controller Daedalus v1 Devlog #12. The PCB is finally here and i can start soldering it all. When i look at the esp32e and the 16 pin usb c i dont think ill do this first try but i hope i wont just break it.
Drone Controller Devlog #13. Its working!. Its not complett yet but ive soldered everything i could so far on. Its my second time soldering at home and i think i did a good enough job. (Btw the LED on means that its connected). Solding get really fun when its hard even solding the simplest parts is fun for me but im still yet not that good so if you have advise or things i should get for solding im always open.
Drone Controller Devlog #14. Last past days ive been trying to flash on the code with many people aswell as ai assiting me but it wont work as of now. I will try again tomorrow with different people which said they could prob fix it but if they cant idk what to do.
Drone Controller Devlog #15. IT WORKS. After asking around someone out of the city i brought my “Controller” and he had all the answers. Haha aswell as he told me that pin 9,10 and 11 are all flashing pins that i can not use so well thats cool they are 1 led and 2 switches so ill have to figure out something for that. And the big problem was that i didnt use a 104 capacitor for the en (reset) pin. Atleast got the screen working. But as it all is once one problem is resolved you get ten more…...
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1792597812.4644394
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1793202612.4644394
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110
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Stardance companion app & API by @adamd | Star Stardance companion app & API by @adamd | Stardance...
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adamd
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0
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23.84
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0
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[]
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[{"post_id": 12460, "ts": "202 [{"post_id": 12460, "ts": "2026-06-20T10:47:34Z", "hours": 1.4392, "text": "Added achievements and leaderboard to the api"}, {"post_id": 8807, "ts": "2026-06-14T17:11:29Z", "hours": 4.2175, "text": "Hola! Today learned how to make http/api requests through flutter! It’s suspiciously easy…"}, {"post_id": 2913, "ts": "2026-06-05T20:21:21Z", "hours": 1.8619, "text": "Mornin Today I started coding the app. Nothing much yet. I found a tutorial on youtube im going to learn the basics from and made this themes file. The colors and fonts are taken from the site (Inspect element -> css -> variables, i couldnt add a screenshot after posting :()"}, {"post_id": 2383, "ts": "2026-06-04T20:44:59Z", "hours": 2.2306, "text": "Woah, quick update! The API is almost finished!! I added endpoints for missions (list, info, and projects attached) and guides, some generated tests and the pr is ready… I think! The list in the doc is so large I would have to zoom out even further to show you the full (sidebar on the left)."}, {"post_id": 2261, "ts": "2026-06-04T17:35:46Z", "hours": 3.7636, "text": "Helllo there! I am still working on the api and added a few things: followed?, liked? for projects, users and posts endpoints to follow, like and repost (quotes maybe coming soon or maybe not because i cant find the code for it?? loll) shop items, item, orders and order a guard, so guest accounts (without hca connected) cant generate a key (bacause it would bypass the website rules) and i dont remember exactly what else since the last devlog… I have set up a dev end for you to test the api on and it will (hopefully) update with every commit I push. Its available on https://6767.67.pl.eu.org . Test it using /dev_login/[id from 2 to 50] (it can be a little slow, but please dont blow up my server) (also, rate domain). Also the pr # is 224!!!!!!!"}, {"post_id": 1661, "ts": "2026-06-03T19:57:19Z", "hours": 4.1589, "text": "Hellllllo! Today I was rethinking the structure and while at it, I was getting more and more ideas on what to add to the API. I am planning search with filters, shop (i mean it kind of already is there), actions like like/follow/repost, comments, and many more and thought…. it is quite a big api if i want to all of that. and with the current structure (i mean /me/projects separate from /user/:id/projects and stuff) it would probably get even more messy in the future. So i decided to switch to a standard REST api structure!!! More on that later, and while you wait, feel free to watch a timelapse of me designing the draft of the app’s home page (it will be completely different probably anyway)! See ya!"}, {"post_id": 253, "ts": "2026-06-01T13:06:01Z", "hours": 3.0819, "text": "Helllllo again yall :hyper-blahaj-spinning:! (im patiently waiting for that feature btw) Since the last devlog, I worked a bit on two more endpoints in the /me resource. Now you can also get and edit user profile info from the api! I also copied the docs_controller.rb from flavortown and wrote some basic info about how the api functions in the openapi docs page and I found this cool space-y theme! Now im going to continue working on more endpoints and hopefully get /user(s) or /project(s) working! I hope I will not have to rewrite everything because of some change in the repo because the commits are coming very very fast and im not even keeping up with rebasing them into my branch… Also, I saw that @zrl followed the project, and Im curious if its the real Zach or if someone stole his username, so if The real Zach Latta please stand up , i mean please write a comment or something idk :)) see ya in the next devlog"}, {"post_id": 55, "ts": "2026-05-31T15:03:59Z", "hours": 3.0892, "text": "I started working on the api. Everything is a lil broken now, so is my api field in settings :)) (also dont try to steal the kay cuz its from localhost)"}]...
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Title: Stardance companion app & API by @adamd Title: Stardance companion app & API by @adamd | Stardance
Devlogs:
I started working on the api. Everything is a lil broken now, so is my api field in settings :)) (also dont try to steal the kay cuz its from localhost)
Helllllo again yall :hyper-blahaj-spinning:! (im patiently waiting for that feature btw) Since the last devlog, I worked a bit on two more endpoints in the /me resource. Now you can also get and edit user profile info from the api! I also copied the docs_controller.rb from flavortown and wrote some basic info about how the api functions in the openapi docs page and I found this cool space-y theme! Now im going to continue working on more endpoints and hopefully get /user(s) or /project(s) working! I hope I will not have to rewrite everything because of some change in the repo because the commits are coming very very fast and im not even keeping up with rebasing them into my branch… Also, I saw that @zrl followed the project, and Im curious if its the real Zach or if someone stole his username, so if The real Zach Latta please stand up , i mean please write a comment or something idk :)) see ya in the next devlog
Hellllllo! Today I was rethinking the structure and while at it, I was getting more and more ideas on what to add to the API. I am planning search with filters, shop (i mean it kind of already is there), actions like like/follow/repost, comments, and many more and thought…. it is quite a big api if i want to all of that. and with the current structure (i mean /me/projects separate from /user/:id/projects and stuff) it would probably get even more messy in the future. So i decided to switch to a standard REST api structure!!! More on that later, and while you wait, feel free to watch a timelapse of me designing the draft of the app’s home page (it will be completely different probably anyway)! See ya!
Helllo there! I am still working on the api and added a few things: followed?, liked? for projects, users and posts endpoints to follow, like and repost (quotes maybe coming soon or maybe not because i cant find the code for it?? loll) shop items, item, orders and order a guard, so guest accounts (without hca connected) cant generate a key (bacause it would bypass the website rules) and i dont remember exactly what else since the last devlog… I have set up a dev end for you to test the api on and it will (hopefully) update with every commit I push. Its available on https://6767.67.pl.eu.org . Test it using /dev_login/[id from 2 to 50] (it can be a little slow, but please dont blow up my server) (also, rate domain). Also the pr # is 224!!!!!!!
Woah, quick update! The API is almost finished!! I added endpoints for missions (list, info, and projects attached) and guides, some generated tests and the pr is ready… I think! The list in the doc is so large I would have to zoom out even further to show you the full (sidebar on the left).
Mornin Today I started coding the app. Nothing much yet. I found a tutorial on youtube im going to learn the basics from and made this themes file. The colors and fonts are taken from the site (Inspect element -> css -> variables, i couldnt add a screenshot after posting :()
Hola! Today learned how to make http/api requests through flutter! It’s suspiciously easy…
Added achievements and leaderboard to the api...
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1793256503.8651178
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1793861303.8651178
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26238
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Marten by @tosterabgx | Stardance
|
tosterabgx
|
1
|
23.83
|
359
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T23:13:03Z", "hours": 23.0, "multiplier": 15.53, "payout": 359, "blessing": "neutral", "text": "Marten is ready for its first release! I’ve created a free, open-source reverse tunnel tool for both raw TCP and HTTP traffic, with everything secured using TLS. This is definitely not the final version. There’s still so much more to add, like accounts, tunnel management and statistics. Stay tuned for more updates!", "repo": "https://github.com/tosterabgx/marten", "demo": "https://usemarten.tech"}]...
|
[{"post_id": 31182, "ts": "202 [{"post_id": 31182, "ts": "2026-07-19T11:49:08Z", "hours": 0.83, "text": "Law update I added the Terms of Service page to withdraw any responsibility. I don’t want to go to jail if someone uses marten for some illegal stuff Also, fixed some minor bugs in a client (like incorrect url for tcp connections)"}, {"post_id": 27972, "ts": "2026-07-13T22:36:19Z", "hours": 0.9003, "text": "Website update Made the /status page actually useful, showing the time since the start and the number of active tunnels. btw, this page helped me to detect a memory leak of the http listeners :p Old listeners weren’t closed when their control connection dropped, so they would accumulate and crash the server."}, {"post_id": 27110, "ts": "2026-07-12T11:42:02Z", "hours": 8.1161, "text": "Huge update HTTPS is here! From now on, all http connections are redirected from random subdomains. They are also secured with tls, thanks to cloudflare. Updated website Added /docs/ and /status/ pages on my website."}, {"post_id": 19118, "ts": "2026-06-30T11:06:48Z", "hours": 0.8119, "text": "Small update Updated the README. Now it looks clean and much more informative than it was before"}, {"post_id": 18012, "ts": "2026-06-28T23:51:15Z", "hours": 3.7658, "text": "Now we have a mascot! (and a landing page) Designed a polygonal vector logo that resembles a marten (what a coincidence) What was made Built a minimalistic landing page with the Astro framework. There’s not much here for now, but just the basic info. What’s next? I want to add http support with random address assignment, so websites can be served on port 443 with https."}, {"post_id": 17113, "ts": "2026-06-27T19:44:23Z", "hours": 7.1231, "text": "Yay, it’s working I’ve finally managed to finish the TCP tunnel part. As always, I overengineered at least something. This time, it was the deployment. Now every push to main starts a GitHub Actions workflow that automatically builds and deploys the server. It was fun, but it took a pretty long time to figure out CI/CD for the first time :D"}, {"post_id": 16540, "ts": "2026-06-26T22:01:18Z", "hours": 2.5086, "text": "What is Marten? Marten is a free reverse tunnel (just like ngrok) that I’m building with Go. It’s my first project in Go, so it’s also a good way to learn the language itself :p My TCP design and a first connection Designed the connection process (for tcp only) and build a simple server and a client that can send messages to each other! Big thanks to bore for inspiration on how to do this."}]...
|
Title: Marten by @tosterabgx | Stardance
Devlogs: Title: Marten by @tosterabgx | Stardance
Devlogs:
What is Marten? Marten is a free reverse tunnel (just like ngrok) that I’m building with Go. It’s my first project in Go, so it’s also a good way to learn the language itself :p My TCP design and a first connection Designed the connection process (for tcp only) and build a simple server and a client that can send messages to each other! Big thanks to bore for inspiration on how to do this.
Yay, it’s working I’ve finally managed to finish the TCP tunnel part. As always, I overengineered at least something. This time, it was the deployment. Now every push to main starts a GitHub Actions workflow that automatically builds and deploys the server. It was fun, but it took a pretty long time to figure out CI/CD for the first time :D
Now we have a mascot! (and a landing page) Designed a polygonal vector logo that resembles a marten (what a coincidence) What was made Built a minimalistic landing page with the Astro framework. There’s not much here for now, but just the basic info. What’s next? I want to add http support with random address assignment, so websites can be served on port 443 with https.
Small update Updated the README. Now it looks clean and much more informative than it was before
Huge update HTTPS is here! From now on, all http connections are redirected from random subdomains. They are also secured with tls, thanks to cloudflare. Updated website Added /docs/ and /status/ pages on my website.
Website update Made the /status page actually useful, showing the time since the start and the number of active tunnels. btw, this page helped me to detect a memory leak of the http listeners :p Old listeners weren’t closed when their control connection dropped, so they would accumulate and crash the server.
Law update I added the Terms of Service page to withdraw any responsibility. I don’t want to go to jail if someone uses marten for some illegal stuff Also, fixed some minor bugs in a client (like incorrect url for tcp connections)
Ships:
Marten is ready for its first release! I’ve created a free, open-source reverse tunnel tool for both raw TCP and HTTP traffic, with everything secured using TLS. This is definitely not the final version. There’s still so much more to add, like accounts, tunnel management and statistics. Stay tuned for more updates!...
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1793267745.7619753
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1793354145.7619753
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52154
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Custom TKL Mechanical Keyboard by @super_soimon | Custom TKL Mechanical Keyboard by @super_soimon | Stardance...
|
super_soimon
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0
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23.8
|
0
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[]
|
[{"post_id": 54892, "ts": "202 [{"post_id": 54892, "ts": "2026-08-26T03:27:22Z", "hours": 10.55, "text": "These 10 hours were filled with forgetfulness and pain, made lots of mistakes :)))) Finished the PCB, had a couple issues with unconnected pins, errors, and edge.cuts n stuff Coded keyboard in QMK, uploaded to git repo, pretty simple Most of time was spent designing the case/cover for the keyboard, had lots of roadblocks along the way though…. Firstly, I forgot how to actually sketch? I don’t know how it happened Then, I forgot that I need a top shell for my keyboard… Had a couple other issues with placing of switches and parts, but CAD is now Mostly done, just gotta figure out mounting/putting it all together, and making a slot for the MicroUSB cable"}, {"post_id": 53321, "ts": "2026-08-23T19:55:35Z", "hours": 13.2544, "text": "Started work on 80% keyboard! 1st attempt didn’t work to well - the wiring was a mess, so I ended up redoing the matrix and scaling down from 104 to 87. Working on CAD for it now, planning on doing something cool with wooden filament."}]...
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Title: Custom TKL Mechanical Keyboard by @super_so Title: Custom TKL Mechanical Keyboard by @super_soimon | Stardance
Devlogs:
Started work on 80% keyboard! 1st attempt didn’t work to well - the wiring was a mess, so I ended up redoing the matrix and scaling down from 104 to 87. Working on CAD for it now, planning on doing something cool with wooden filament.
These 10 hours were filled with forgetfulness and pain, made lots of mistakes :)))) Finished the PCB, had a couple issues with unconnected pins, errors, and edge.cuts n stuff Coded keyboard in QMK, uploaded to git repo, pretty simple Most of time was spent designing the case/cover for the keyboard, had lots of roadblocks along the way though…. Firstly, I forgot how to actually sketch? I don’t know how it happened Then, I forgot that I need a top shell for my keyboard… Had a couple other issues with placing of switches and parts, but CAD is now Mostly done, just gotta figure out mounting/putting it all together, and making a slot for the MicroUSB cable...
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1792698677.8212843
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1793303477.8212843
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54562
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SiteScope AI by @Euge | Stardance
|
Euge
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1
|
23.8
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T14:27:37Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello, I made a project called SiteScope AI! It is an auditor for websites that gets raw JSON data from Google PageSpeed/Lighthouse and adds an AI (Gemini) layer, which basically describes every mistake on your website in understandable language and tells you how to fix it. This project was almost built by myself. I did the FastAPI backend, and the frontend is mostly my own ideas (80%), the other 20% was done with AI because I didn’t know what fonts and colors to use. I also did the deployment frontend is on Netlify, backend is on Nest (Stardance/Hack Club). What was difficult? Honestly, during building the backend I encountered a lot of bugs. One I’m proud I found: the AI explanation step was blocking, with no timeout, so a slow Gemini response could freeze the entire server for every user at once, not just one request. I found this by deliberately load-testing with 5 browser tabs at once, then fixed it by running it in a thread with a 20-second timeout. Later, the Nest container itself went down, and because of my limited knowledge of Linux I used AI (Claude Sonnet 5) to help me understand what was going on. Instead of just guessing it was my code, I tested the backend directly on the server (localhost) versus through the public domain, and proved the problem was on Nest’s side, not mine and later their own admin confirmed it was a platform-wide issue affecting all containers, not just mine. I also found a few bugs during testing for example, when the URL contained just underscores or random text like “not_a_url_at_all”, the frontend counted it as a valid URL and sent it to the backend anyway, wasting API calls before failing. I had to rewrite the URL validation logic in script.js to properly check it looks like a real domain first. Why I am still proud of my project? The main reason is that it still works even when the AI API is broken or times out, you still must to get a full audit with the technical description. The second reason is, I wrote earlier, the design was almost done by myself. What you should know before testing. I recommend for testing you use a light website with mostly basic HTML and CSS structure e.g. example.com. If you don’t know any test URL, here you are: example.com info.cern.ch httpbin.org sitescope-ai.netlify.app motherfuckingwebsite.com bettermotherfuckingwebsite.com text.npr.org ! If it says “failed to fetch”, try another one of these URLs or wait a few minutes, Nest might be repairing the backend containers. ! Don’t use e-shop or big brand websites like McDonald’s, Nike, Adidas, etc., because of the large amount of images the audit can take too long and time out…", "repo": "https://github.com/ich-bin-eugenius/sitescope-ai", "demo": "https://sitescope-ai.netlify.app/"}]...
|
[{"post_id": 75231, "ts": "202 [{"post_id": 75231, "ts": "2026-09-29T15:19:24Z", "hours": 5.8028, "text": "Alright guys, here we go… I don’t know if I can call this DEVLOG 11, because I didn’t add any new features, I just rewrote almost the entire frontend because it was kind of AI-generated. Sorry about that, but I still hope you like it…"}, {"post_id": 67341, "ts": "2026-09-13T12:42:29Z", "hours": 0.5553, "text": "The project is ready for shipping, I fixed a few bugs just before it. I hope you like it! :)"}, {"post_id": 66863, "ts": "2026-09-12T19:57:21Z", "hours": 1.6919, "text": "DEVLOG #10 - AI timeouts, Nest drama & almost shipping Today I fixed a pretty annoying issue with the AI part of SiteScope AI. Basically, if Gemini took too long to respond, it could make the whole backend freeze 💀. I added a 20s timeout and now the audit just falls back to the normal Lighthouse description if AI takes too long. Then Nest decided to have a little meltdown 😭. My container went down and SSH kept disconnecting. At first I thought I broke something, but apparently it was a problem on Nest’s side affecting multiple containers. I also found that heavier websites can take too long to audit, so for now there’s roughly a 30s limit. Finally, I finished the README and did some small UI fixes. So yeah… SiteScope AI is basically ready for a ship."}, {"post_id": 64475, "ts": "2026-09-08T22:03:05Z", "hours": 0.6392, "text": "DEVLOG #9 - Backend finally working Today I spent a bit less time on SiteScope AI than usual, but I finally solved one of the biggest problems so far - getting the backend properly hosted and connected. Claude Sonnet 5 helped me understand the Nest setup, especially the systemd service and how to make the backend accessible from outside the server. I also discovered that I had simply forgotten to set the target port 8000 in the Nest dashboard…🙌😭, thanks guys for reading bye :>"}, {"post_id": 63775, "ts": "2026-09-07T18:48:37Z", "hours": 4.1114, "text": "DEVLOG #8 - Frontend improvements & new ideas From September 2nd to 7th, I spent around 4 hours working on SiteScope AI. I mainly improved the frontend to make it feel less AI-generated and more like my own design. I also came up with new ideas for pages like About and Thanks, different themes, and a better project navigation system. I also started working on hosting the backend and tried Nest, a free hosting service from Hack Club. It didn’t work out yet, but I’ll keep working on it. Overall, a lot of frontend improvements, new ideas and some backend experiments this time."}, {"post_id": 59793, "ts": "2026-09-01T18:43:54Z", "hours": 2.2014, "text": "Devlog #7 - Phase 1 complete & Gemini prompt testing Today I finished Phase 1 by testing valid, invalid and slow URLs and fixing client-side URL validation to prevent unnecessary PageSpeed API requests. I also started Phase 2: designed and tested the Gemini prompt for generating explanation, why_it_matters and how_to_fix for each audit issue. The first AI outputs are working well, so I’m moving on to integrating this into the actual audit pipeline."}, {"post_id": 59196, "ts": "2026-08-31T21:03:12Z", "hours": 2.0469, "text": "Hello guys! Welcome to my 6th devlog! 🔥🙃 Today I finally made a big improvement to the frontend. I got the initial idea from the internet and combined it with my own design skills and AI to create something that fits SiteScope AI. I also finally figured out why I kept getting the “PageSpeed API daily limit reached” error, even though my 25,000-token quota was still available. Turns out I was running the backend from the wrong directory. 😭 I also started working on making the frontend more polished and attractive. That’s all for today! The frontend actually took much longer than the 2 hours shown here, since I didn’t log some of yesterday’s and the day before’s work. Btw, I’d really appreciate it if you checked out the video attached to this devlog! ❤️"}, {"post_id": 58439, "ts": "2026-08-30T21:10:27Z", "hours": 0.8844, "text": "DEVLOG #5 - Backend Fixes & Frontend Today I worked mainly on the backend, fixed several issues with the Google PageSpeed API, solved the API quota problem and added CORS so the frontend can communicate with the backend properly. I also started working on a better-looking frontend that should make SiteScope AI more attractive and easier to use… thanks for reading this devlog and watching that video."}, {"post_id": 57608, "ts": "2026-08-29T20:21:41Z", "hours": 0.6139, "text": "DEVLOG #4 - Connecting the Frontend 🚀 Today I spent about 30 minutes finishing the basic frontend structure and connecting it to the backend. What I did today: ● Connected script.js to the audit form ● Added a request from the frontend to /api/audit ● Added loading and error states ● Connected the frontend to the backend ● Deployed the frontend to Netlify The basic flow is now there: URL → Frontend → Backend → PageSpeed API → Results There is still a problem with the deployed version — currently I get: Error: Failed to fetch I haven’t fully solved the deployment/API setup yet, so the audit doesn’t work properly from the public website for now. If you are a bit interested in my project here is the url: sitescope-ai.netlify.app, thanks for visiting💗🔥, Eugene"}, {"post_id": 56893, "ts": "2026-08-28T21:51:44Z", "hours": 1.8739, "text": "DEVLOG #3 — Parsing, Error Handling & First Frontend Today I cleaned up the PageSpeed response and added basic error handling. The backend now: ● Extracts scores for Performance, SEO, Accessibility and Best Practices ● Lists detected issues with their title, description and severity ● Handles invalid URLs, timeouts and API errors ● Returns a simpler JSON response ● Works with the /api/audit endpoint Example response: { \"url\" : \"https://example.com\" , \"scores\" : { \"performance\" : 100 , \"accessibility\" : 96 , \"best-practices\" : 96 , \"seo\" : 80 }, \"opportunities\" : [] } I also started working on the frontend. The URL form and some basic CSS are now in place, including the Space Grotesk font. Next step: connect the form to the backend and display the audit results in the browser."}, {"post_id": 56209, "ts": "2026-08-27T21:13:18Z", "hours": 2.0622, "text": "DEVLOG #2 - First Working Audit Today I continued working on SiteScope AI and got the first real website audit working. The main goal was to connect the backend to Google PageSpeed Insights and turn its response into something easier to use. What I worked on today: Created the basic FastAPI backend Added the GET / endpoint Created the POST /api/audit endpoint Connected the backend to the PageSpeed Insights API Tested the PageSpeed API manually and explored its JSON response Created a parser to simplify the PageSpeed response Extracted Performance, SEO, Accessibility and Best Practices scores Added the main opportunities/issues to the response Created mock data and tested the parser Tested the complete /api/audit endpoint with curl Refactored the PageSpeed parser into a separate module Fixed a bug with query parameter serialization The endpoint can now receive a website URL and return its Lighthouse scores together with the main issues found on the website. For example, when testing it with example.com, the API returned the scores and detected issues such as a missing meta description, non-descriptive link text, a missing main landmark and a missing charset declaration. This is still only the backend foundation, but the main idea is finally starting to work. Next, I want to continue building the analysis pipeline and eventually use AI to turn the raw audit data into useful explanations and recommendations. Day 2."}, {"post_id": 55435, "ts": "2026-08-27T08:17:03Z", "hours": 1.1633, "text": "DEVLOG #1 - Starting SiteScope AI 🚀 Today I discovered Stardance by Hack Club, and it finally gave me the motivation to start a project I’ve wanted to build for a while: SiteScope AI. The idea is to build an AI-powered website auditor that can analyze websites and provide useful insights and recommendations. Before starting, I used AI to help me understand the basic architecture, technologies and components I would need. Then I got to work. What I did today: Created the GitHub repository Added a README.md and MIT License Cloned the repository locally Connected the project to Hack Club Stardance Registered it as a Software -> Websites project Created the initial project structure Added .gitignore and .env Created a Python virtual environment Split the project into backend and frontend Added the required API keys: PAGESPEED_API_KEY GEMINI_API_KEY Tested the API keys to make sure they work Fixed the Python interpreter and virtual environment configuration It’s still just the beginning, but the foundation is now ready. Next step: start building the actual website analysis pipeline. 🔥 This is only Day 1."}]...
|
Title: SiteScope AI by @Euge | Stardance
Devlogs: Title: SiteScope AI by @Euge | Stardance
Devlogs:
DEVLOG #1 - Starting SiteScope AI 🚀 Today I discovered Stardance by Hack Club, and it finally gave me the motivation to start a project I’ve wanted to build for a while: SiteScope AI. The idea is to build an AI-powered website auditor that can analyze websites and provide useful insights and recommendations. Before starting, I used AI to help me understand the basic architecture, technologies and components I would need. Then I got to work. What I did today: Created the GitHub repository Added a README.md and MIT License Cloned the repository locally Connected the project to Hack Club Stardance Registered it as a Software -> Websites project Created the initial project structure Added .gitignore and .env Created a Python virtual environment Split the project into backend and frontend Added the required API keys: PAGESPEED_API_KEY GEMINI_API_KEY Tested the API keys to make sure they work Fixed the Python interpreter and virtual environment configuration It’s still just the beginning, but the foundation is now ready. Next step: start building the actual website analysis pipeline. 🔥 This is only Day 1.
DEVLOG #2 - First Working Audit Today I continued working on SiteScope AI and got the first real website audit working. The main goal was to connect the backend to Google PageSpeed Insights and turn its response into something easier to use. What I worked on today: Created the basic FastAPI backend Added the GET / endpoint Created the POST /api/audit endpoint Connected the backend to the PageSpeed Insights API Tested the PageSpeed API manually and explored its JSON response Created a parser to simplify the PageSpeed response Extracted Performance, SEO, Accessibility and Best Practices scores Added the main opportunities/issues to the response Created mock data and tested the parser Tested the complete /api/audit endpoint with curl Refactored the PageSpeed parser into a separate module Fixed a bug with query parameter serialization The endpoint can now receive a website URL and return its Lighthouse scores together with the main issues found on the website. For example, when testing it with example.com, the API returned the scores and detected issues such as a missing meta description, non-descriptive link text, a missing main landmark and a missing charset declaration. This is still only the backend foundation, but the main idea is finally starting to work. Next, I want to continue building the analysis pipeline and eventually use AI to turn the raw audit data into useful explanations and recommendations. Day 2.
DEVLOG #3 — Parsing, Error Handling & First Frontend Today I cleaned up the PageSpeed response and added basic error handling. The backend now: ● Extracts scores for Performance, SEO, Accessibility and Best Practices ● Lists detected issues with their title, description and severity ● Handles invalid URLs, timeouts and API errors ● Returns a simpler JSON response ● Works with the /api/audit endpoint Example response: { "url" : "https://example.com" , "scores" : { "performance" : 100 , "accessibility" : 96 , "best-practices" : 96 , "seo" : 80 }, "opportunities" : [] } I also started working on the frontend. The URL form and some basic CSS are now in place, including the Space Grotesk font. Next step: connect the form to the backend and display the audit results in the browser.
DEVLOG #4 - Connecting the Frontend 🚀 Today I spent about 30 minutes finishing the basic frontend structure and connecting it to the backend. What I did today: ● Connected script.js to the audit form ● Added a request from the frontend to /api/audit ● Added loading and error states ● Connected the frontend to the backend ● Deployed the frontend to Netlify The basic flow is now there: URL → Frontend → Backend → PageSpeed API → Results There is still a problem with the deployed version — currently I get: Error: Failed to fetch I haven’t fully solved the deployment/API setup yet, so the audit doesn’t work properly from the public website for now. If you are a bit interested in my project here is the url: sitescope-ai.netlify.app, thanks for visiting💗🔥, Eugene
DEVLOG #5 - Backend Fixes & Frontend Today I worked mainly on the backend, fixed several issues with the Google PageSpeed API, solved the API quota problem and added CORS so the frontend can communicate with the backend properly. I also started working on a better-looking frontend that should make SiteScope AI more attractive and easier to use… thanks for reading this devlog and watching that video.
Hello guys! Welcome to my 6th devlog! 🔥🙃 Today I finally made a big improvement to the frontend. I got the initial idea from the internet and combined it with my own design skills and AI to create something that fits SiteScope AI. I also finally figured out why I kept getting the “PageSpeed API daily limit reached” error, even though my 25,000-token quota was still available. Turns out I was running the backend from the wrong directory. 😭 I also started working on making the frontend more polished and attractive. That’s all for today! The frontend actually took much longer than the 2 hours shown here, since I didn’t log some of yesterday’s and the day before’s work. Btw, I’d really appreciate it if you checked out the video attached to this devlog! ❤️
Devlog #7 - Phase 1 complete & Gemini prompt testing Today I finished Phase 1 by testing valid, invalid and slow URLs and fixing client-side URL validation to prevent unnecessary PageSpeed API requests. I also started Phase 2: designed and tested the Gemini prompt for generating explanation, why_it_matters and how_to_fix for each audit issue. The first AI outputs are working well, so I’m moving on to integrating this into the actual audit pipeline.
DEVLOG #8 - Frontend improvements & new ideas From September 2nd to 7th, I spent around 4 hours working on SiteScope AI. I mainly improved the frontend to make it feel less AI-generated and more like my own design. I also came up with new ideas for pages like About and Thanks, different themes, and a better project navigation system. I also started working on hosting the backend and tried Nest, a free hosting service from Hack Club. It didn’t work out yet, but I’ll keep working on it. Overall, a lot of frontend improvements, new ideas and some backend experiments this time.
DEVLOG #9 - Backend finally working Today I spent a bit less time on SiteScope AI than usual, but I finally solved one of the biggest problems so far - getting the backend properly hosted and connected. Claude Sonnet 5 helped me understand the Nest setup, especially the systemd service and how to make the backend accessible from outside the server. I also discovered that I had simply forgotten to set the target port 8000 in the Nest dashboard…🙌😭, thanks guys for reading bye :>
DEVLOG #10 - AI timeouts, Nest drama & almost shipping Today I fixed a pretty annoying issue with the AI part of SiteScope AI. Basically, if Gemini took too long to respond, it could make the whole backend freeze 💀. I added a 20s timeout and now the audit just falls back to the normal Lighthouse description if AI takes too long. Then Nest decided to have a little meltdown 😭. My container went down and SSH kept disconnecting. At first I thought I broke something, but apparently it was a problem on Nest’s side affecting multiple containers. I also found that heavier websites can take too long to audit, so for now there’s roughly a 30s limit. Finally, I finished the README and did some small UI fixes. So yeah… SiteScope AI is basically ready for a ship.
The project is ready for shipping, I fixed a few bugs just before it. I hope you like it! :)
Alright guys, here we go… I don’t know if I can call this DEVLOG 11, because I didn’t add any new features, I just rewrote almost the entire frontend because it was kind of AI-generated. Sorry about that, but I still hope you like it…
Ships:
Hello, I made a project called SiteScope AI! It is an auditor for websites that gets raw JSON data from Google PageSpeed/Lighthouse and adds an AI (Gemini) layer, which basically describes every mistake on your website in understandable language and tells you how to fix it. This project was almost built by myself. I did the FastAPI backend, and the frontend is mostly my own ideas (80%), the other 20% was done with AI because I didn’t know what fonts and colors to use. I also did the deployment frontend is on Netlify, backend is on Nest (Stardance/Hack Club). What was difficult? Honestly, during building the backend I encountered a lot of bugs. One I’m proud I found: the AI explanation step was blocking, with no timeout, so a slow Gemini response could freeze the entire server for every user at once, not just one request. I found this by deliberately load-testing with 5 browser tabs at once, then fixed it by running it in a thread with a 20-second timeout. Later, the Nest container itself went down, and because of my limited knowledge of Linux I used AI (Claude Sonnet 5) to help me understand what was going on. Instead of just guessing it was my code, I tested the backend directly on the server (localhost) versus through the public domain, and proved the problem was on Nest’s side, not mine and later their own admin confirmed it was a platform-wide issue affecting all containers, not just mine. I also found a few bugs during testing for example, when the URL contained just underscores or random text like “not_a_url_at_all”, the frontend counted it as a valid URL and sent it to the backend anyway, wasting API calls before failing. I had to rewrite the URL validation logic in script.js to properly check it looks like a real domain first. Why I am still proud of my project? The main reason is that it still works even when the AI API is broken or times out, you still must to get a full audit with the technical description. The second reason is, I wrote earlier, the design was almost done by myself. What you should know before testing. I recommend for testing you use a light website with mostly basic HTML and CSS structure e.g. example.com. If you don’t know any test URL, here you are: example.com info.cern.ch httpbin.org sitescope-ai.netlify.app motherfuckingwebsite.com bettermotherfuckingwebsite.com text.npr.org ! If it says “failed to fetch”, try another one of these URLs or wait a few minutes, Nest might be repairing the backend containers. ! Don’t use e-shop or big brand websites like McDonald’s, Nike, Adidas, etc., because of the large amount of images the audit can take too long and time out…...
|
1793155662.1768084
|
1793242062.1768084
|
|
51987
|
Hayai - Mini Rythm Keeb by @xstempell | Stardance
|
xstempell
|
0
|
23.78
|
0
|
[]
|
[{"post_id": 71441, "ts": "202 [{"post_id": 71441, "ts": "2026-09-20T20:27:48Z", "hours": 4.6844, "text": "moving the zif connector and OnShape issues we’re not sqishing the cable anymore Soooo i realised, that when assembling the whole thing, the fpc connector would only have like 1,5mm of space under the panel and that is WAAAY to little for it to not break so i had to lay it flat on the pcb and move the zif connector behind the mcu pins. time for some bad news When i tried to import the new board design into onshape for assembly, it spewed out an error that the step file coud not be translated. I thought to myself - fine just try again. Same thing happened so i started troubleshooting: -gaps in edge-cuts? No -corrupted models? Nope -weird design? Nu uh, tried to import a plain rectangle and nothing changed. -Kicad issues? Wrong, dropped a 3d model from a website, still couldn’t translate The worst thing about it was that it wasn’t just the .step format that could not be translated by onshape. I tried stl, 3mf, gbl - the result was still the same. I ran out of ideas so i decided to switch to a different cad program (onshape failed to export the existing models too, so my work there is unaccesable now. Thanks ig) and face my worst fear - Autodesk Fusion. I hate this software for the dephts of my pure soul. this program is REALLY overengineered for me and my skills and all the tools, mechanics and functions are too complicated for me to handle and end up working against me and themselves. I had to redo all of the plates inside a program which I despise. I was so frustrated i forgot to log some hours. After a long work session I managed to finish them. You can see the results of my hard work below. Oh and we hit the 20 hour mark with this one!"}, {"post_id": 68878, "ts": "2026-09-15T22:51:46Z", "hours": 4.3347, "text": "PCBA IS TOO EXPENSIVE I looked over the pcb assembly costs and boy were they high. So high in fact, that it exceeds the max funding for the tier hayai falls into. to reduce assembly costs, i decided to use a microcontroller module instead of the chip. I used a rp2350 zero from waveshare and rerouted the whole board (and also expanded the borders a bit). Im a bit frustrated about the whole thing bescause the project was like 99% ready to submit and now i gotta do so many things all over again but it is what it is."}, {"post_id": 65642, "ts": "2026-09-10T22:16:19Z", "hours": 0.9992, "text": "Added mounting holes i decided on a system where 4 holes will be occupied by screws attached from both sides to a female to female spacer, and the other 4 by dowel pins to prevent the plates from wobbling sideways. i’ll adjust the hole sizes later when im ordering exact pins and screws"}, {"post_id": 64466, "ts": "2026-09-08T21:37:56Z", "hours": 1.2303, "text": "Case plates finished! And with that, the whole project, i think. I took inspiration for the casing method from the sayo device with the pcb “sandwitched” between these plates. mine will be made from acrylic and im still thinking about priting some designs on top of the top plate and maybe making the bottom plate transparent but we’ll think about that later. Only thing left is some double checks, finishing up the repository and i think we’re ready to submit! (btw i never told you but Hayai means swift in japanese :>)"}, {"post_id": 57711, "ts": "2026-08-29T23:21:47Z", "hours": 3.5, "text": "PC crashed, lost my work :C so unfortunaly my pc crashed and i lost almost all work on the pcb, wchich was weird bescause i could have sworn i’ve been saving my progress regurarly. But we don’t cry over spilled milk do we? I started over and made the pcb again it was easier as i just needed to redo it from memory. still have some silkscreen art to do tho."}, {"post_id": 56785, "ts": "2026-08-28T18:05:42Z", "hours": 2.5, "text": "I fancy an upgrade, so lets start over After some thought, i decided to upgrade the regular mechanical switches to hall effect magnetic ones. That of course requires them to be hooked up to analog pins. But I already wired everything and stuff and the adc pins are on the opposite side of the board so it would really be a mess dragging them all the way so i decided to start over and redo the pcb. I also made a custom footprint for the switches i wanna use (the gateron magnetic jade Air HE’s)."}, {"post_id": 52974, "ts": "2026-08-23T10:57:52Z", "hours": 6.5361, "text": "Schematic and initial pcb design After some trial, error and deviously long time looking for the right ips panel (asking guys on reddit came in handy as always) I completed the schematic and the initial pcb design. As for the parts i suppose they will remain unchanged but im sure the arrangement of them on the board will as i move on to designing the case for it, especially the ips panel bescause i just put it somewhere in the middle without a care in the world :P. I had to make my own footprint and symbol for the 8pin 0,5mm pich ZIF connector (i did not find any online :cc ) but at least now i know how to make these right? Arranging everything on the board is fairly easy given the space i have. Seriously - running a straight trace across the whole board has never been more refreshing after doing a pi pico devboard project!"}]...
|
Title: Hayai - Mini Rythm Keeb by @xstempell | Sta Title: Hayai - Mini Rythm Keeb by @xstempell | Stardance
Devlogs:
Schematic and initial pcb design After some trial, error and deviously long time looking for the right ips panel (asking guys on reddit came in handy as always) I completed the schematic and the initial pcb design. As for the parts i suppose they will remain unchanged but im sure the arrangement of them on the board will as i move on to designing the case for it, especially the ips panel bescause i just put it somewhere in the middle without a care in the world :P. I had to make my own footprint and symbol for the 8pin 0,5mm pich ZIF connector (i did not find any online :cc ) but at least now i know how to make these right? Arranging everything on the board is fairly easy given the space i have. Seriously - running a straight trace across the whole board has never been more refreshing after doing a pi pico devboard project!
I fancy an upgrade, so lets start over After some thought, i decided to upgrade the regular mechanical switches to hall effect magnetic ones. That of course requires them to be hooked up to analog pins. But I already wired everything and stuff and the adc pins are on the opposite side of the board so it would really be a mess dragging them all the way so i decided to start over and redo the pcb. I also made a custom footprint for the switches i wanna use (the gateron magnetic jade Air HE’s).
PC crashed, lost my work :C so unfortunaly my pc crashed and i lost almost all work on the pcb, wchich was weird bescause i could have sworn i’ve been saving my progress regurarly. But we don’t cry over spilled milk do we? I started over and made the pcb again it was easier as i just needed to redo it from memory. still have some silkscreen art to do tho.
Case plates finished! And with that, the whole project, i think. I took inspiration for the casing method from the sayo device with the pcb “sandwitched” between these plates. mine will be made from acrylic and im still thinking about priting some designs on top of the top plate and maybe making the bottom plate transparent but we’ll think about that later. Only thing left is some double checks, finishing up the repository and i think we’re ready to submit! (btw i never told you but Hayai means swift in japanese :>)
Added mounting holes i decided on a system where 4 holes will be occupied by screws attached from both sides to a female to female spacer, and the other 4 by dowel pins to prevent the plates from wobbling sideways. i’ll adjust the hole sizes later when im ordering exact pins and screws
PCBA IS TOO EXPENSIVE I looked over the pcb assembly costs and boy were they high. So high in fact, that it exceeds the max funding for the tier hayai falls into. to reduce assembly costs, i decided to use a microcontroller module instead of the chip. I used a rp2350 zero from waveshare and rerouted the whole board (and also expanded the borders a bit). Im a bit frustrated about the whole thing bescause the project was like 99% ready to submit and now i gotta do so many things all over again but it is what it is.
moving the zif connector and OnShape issues we’re not sqishing the cable anymore Soooo i realised, that when assembling the whole thing, the fpc connector would only have like 1,5mm of space under the panel and that is WAAAY to little for it to not break so i had to lay it flat on the pcb and move the zif connector behind the mcu pins. time for some bad news When i tried to import the new board design into onshape for assembly, it spewed out an error that the step file coud not be translated. I thought to myself - fine just try again. Same thing happened so i started troubleshooting: -gaps in edge-cuts? No -corrupted models? Nope -weird design? Nu uh, tried to import a plain rectangle and nothing changed. -Kicad issues? Wrong, dropped a 3d model from a website, still couldn’t translate The worst thing about it was that it wasn’t just the .step format that could not be translated by onshape. I tried stl, 3mf, gbl - the result was still the same. I ran out of ideas so i decided to switch to a different cad program (onshape failed to export the existing models too, so my work there is unaccesable now. Thanks ig) and face my worst fear - Autodesk Fusion. I hate this software for the dephts of my pure soul. this program is REALLY overengineered for me and my skills and all the tools, mechanics and functions are too complicated for me to handle and end up working against me and themselves. I had to redo all of the plates inside a program which I despise. I was so frustrated i forgot to log some hours. After a long work session I managed to finish them. You can see the results of my hard work below. Oh and we hit the 20 hour mark with this one!...
|
1792691485.5950644
|
1793296285.5950644
|
|
67600
|
bbOS by @adityakashyapxyz | Stardance
|
adityakashyapxyz
|
0
|
23.73
|
0
|
[]
|
[{"post_id": 77279, "ts": "202 [{"post_id": 77279, "ts": "2026-10-06T12:32:29Z", "hours": 3.695, "text": "Done with BBOS"}, {"post_id": 77074, "ts": "2026-10-05T15:47:44Z", "hours": 10.5683, "text": "BOREDOM GETTING THE BEST OF IT"}, {"post_id": 76821, "ts": "2026-10-04T18:26:05Z", "hours": 4.2667, "text": "Sipping coffee while writing them codes (Even they feel high)"}, {"post_id": 76602, "ts": "2026-10-04T04:35:07Z", "hours": 5.2, "text": "Almost there"}]...
|
Title: bbOS by @adityakashyapxyz | Stardance
Devl Title: bbOS by @adityakashyapxyz | Stardance
Devlogs:
Almost there
Sipping coffee while writing them codes (Even they feel high)
BOREDOM GETTING THE BEST OF IT
Done with BBOS...
|
1793112664.499513
|
1793717464.499513
|
|
38798
|
a game for maxime by @yayabskt | Stardance
|
yayabskt
|
1
|
23.68
|
406
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T20:03:24Z", "hours": 23.0, "multiplier": 14.42, "payout": 406, "blessing": "neutral", "text": "i just remake an old game prototype and i make it better at first it was all for a friend brithday then i wanted to improve it !!! i’m proud because it was the first time i make a real game even if it’s not perfect. there one thing that i’m sad for is because i can’t carry on this project because of schools works ect and the problem in my country (france) so i upload all i can do. i hope you will enjoy !!! i put here a part of the github readme before you try playing: “ in the game you play a “maxime” it’s my friend hehehe the input are the arrow key or ZQSD if you have a turet “x” to deploy and click on it to improve if you have a grenade push “a” to throw it if you have a frezze power put “g” to deploy it “ have a good day and enjoy (be kind ) i hope you will apreciate the game <3", "repo": "https://github.com/ysxaybarroso-ux/game-for-a-friend-yaya", "demo": "https://ysxaybarroso-ux.github.io/game-for-a-friend-yaya/aniv%20maxime/static/html/index.html"}]...
|
[{"post_id": 78885, "ts": "202 [{"post_id": 78885, "ts": "2026-10-11T21:21:00Z", "hours": 0.6847, "text": "heyyyy this is the last dev log !!! ============================================================ i post this one because i wasn’t aware i need to go thought a vote for validation and then the vote so since last time i just add the back button for the last menu when you beat the intro and then andle the delete and create a run"}, {"post_id": 78151, "ts": "2026-10-09T19:52:36Z", "hours": 4.8989, "text": "##heyyy dev log 6?? i guess ? : i just work on debuging some problem with the old function that doesn’t take in parameter some of the player new variable for some upgrades and i finish by personnalize the game menu and make gradient slider + button and background of course not everything is in place but it take forms"}, {"post_id": 54480, "ts": "2026-08-25T14:30:06Z", "hours": 6.1694, "text": "dev log # 03 !!!! =============================================== i have finish the cinematic !!! i pass a long long time trying to understand how could i make the caracter by caracter animation and still hanfle me to put pause on the phrase or make the character change speed of talking between word so i finally make list of all the phrase and the word of the dialogue and put the in a list in the list to handle the time!!! ====================================================== btw i also put a redirection to another html page when the animation is finish because i don’t tell it but IT WAS ONLY THE INTRO OF THE GAME hehehehe now it redirect to the menu of the game with the start/new/select/setting/credit button and i already prepare the rest in html but i’m starting the css and js and then i will hide the different menu ================================================ p.s i’m making a quit personal story but all you have to know now is that the main character fall in a world and response bcs people attack him and then he kill a boss that tell i’m he’s free but the main character have to keep fighting ? what does that meen? who know? see next time!!!"}, {"post_id": 43951, "ts": "2026-08-09T12:24:58Z", "hours": 3.4106, "text": "heyyyy it been a long!!! dev log 2!! ========================================================= recently i have been working on the background chaniging depending the enemis to feel it more like a boss!!!! and i also work on adding a neww cinematic in the UNDERTALE style for now it’s quite messy but it will be allright : the cinematic will append when you kill the 2nd boss then you will discover the power of BUILDING THING and then you will have the power to fortify your place and now the game take a top new way now the next step is to make a level menu after this litle intro of 2 boss and a menu to choose level DIFFERENT LEVEL DIFFERENT PLACE TO DEFEND!!! and this will be the same gameplay but with building phase and a litle story !!!!"}, {"post_id": 33814, "ts": "2026-07-24T01:42:56Z", "hours": 8.9861, "text": "first dev log 01 #### today i’m starting this project ##### (in fact i started it a long time ago but i don’t make a project TT) today i’ve had 2 thing 1. ### a funny sound effect in the touret menue 1. if you ran out of money a french ref sound effect apear!2. ### i work on making a new boss 1. (the first one was making impulsion) the second one now shoot bullet##### i take a long time re-organazing the code to implemant the new boss as the function i’ve made wasn’t really optimize or create for future update so i try my best to make it clear**i also encounter a problem as when i try my player was losing hp every time !!!!** i fix it when i understand the function that calculate distance don’t update so the old distance where calculated, i was having negative distance in the terminal while debuging"}]...
|
Title: a game for maxime by @yayabskt | Stardance
Title: a game for maxime by @yayabskt | Stardance
Devlogs:
first dev log 01 #### today i’m starting this project ##### (in fact i started it a long time ago but i don’t make a project TT) today i’ve had 2 thing 1. ### a funny sound effect in the touret menue 1. if you ran out of money a french ref sound effect apear!2. ### i work on making a new boss 1. (the first one was making impulsion) the second one now shoot bullet##### i take a long time re-organazing the code to implemant the new boss as the function i’ve made wasn’t really optimize or create for future update so i try my best to make it clear**i also encounter a problem as when i try my player was losing hp every time !!!!** i fix it when i understand the function that calculate distance don’t update so the old distance where calculated, i was having negative distance in the terminal while debuging
heyyyy it been a long!!! dev log 2!! ========================================================= recently i have been working on the background chaniging depending the enemis to feel it more like a boss!!!! and i also work on adding a neww cinematic in the UNDERTALE style for now it’s quite messy but it will be allright : the cinematic will append when you kill the 2nd boss then you will discover the power of BUILDING THING and then you will have the power to fortify your place and now the game take a top new way now the next step is to make a level menu after this litle intro of 2 boss and a menu to choose level DIFFERENT LEVEL DIFFERENT PLACE TO DEFEND!!! and this will be the same gameplay but with building phase and a litle story !!!!
dev log # 03 !!!! =============================================== i have finish the cinematic !!! i pass a long long time trying to understand how could i make the caracter by caracter animation and still hanfle me to put pause on the phrase or make the character change speed of talking between word so i finally make list of all the phrase and the word of the dialogue and put the in a list in the list to handle the time!!! ====================================================== btw i also put a redirection to another html page when the animation is finish because i don’t tell it but IT WAS ONLY THE INTRO OF THE GAME hehehehe now it redirect to the menu of the game with the start/new/select/setting/credit button and i already prepare the rest in html but i’m starting the css and js and then i will hide the different menu ================================================ p.s i’m making a quit personal story but all you have to know now is that the main character fall in a world and response bcs people attack him and then he kill a boss that tell i’m he’s free but the main character have to keep fighting ? what does that meen? who know? see next time!!!
##heyyy dev log 6?? i guess ? : i just work on debuging some problem with the old function that doesn’t take in parameter some of the player new variable for some upgrades and i finish by personnalize the game menu and make gradient slider + button and background of course not everything is in place but it take forms
heyyyy this is the last dev log !!! ============================================================ i post this one because i wasn’t aware i need to go thought a vote for validation and then the vote so since last time i just add the back button for the last menu when you beat the intro and then andle the delete and create a run
Ships:
i just remake an old game prototype and i make it better at first it was all for a friend brithday then i wanted to improve it !!! i’m proud because it was the first time i make a real game even if it’s not perfect. there one thing that i’m sad for is because i can’t carry on this project because of schools works ect and the problem in my country (france) so i upload all i can do. i hope you will enjoy !!! i put here a part of the github readme before you try playing: “ in the game you play a “maxime” it’s my friend hehehe the input are the arrow key or ZQSD if you have a turet “x” to deploy and click on it to improve if you have a grenade push “a” to throw it if you have a frezze power put “g” to deploy it “ have a good day and enjoy (be kind ) i hope you will apreciate the game <3...
|
1793148494.7042184
|
1793234894.7042184
|
|
46314
|
WayneWebOS by @wayne14 | Stardance
|
wayne14
|
1
|
23.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T06:42:22Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]", "repo": "https://github.com/wayne-14e/WebOS", "demo": "https://wayne-14e.github.io/WebOS/"}]...
|
[{"post_id": 73099, "ts": "202 [{"post_id": 73099, "ts": "2026-09-24T11:43:25Z", "hours": 0.7064, "text": "Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor."}, {"post_id": 72660, "ts": "2026-09-23T13:12:12Z", "hours": 0.9714, "text": "I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner."}, {"post_id": 72550, "ts": "2026-09-23T05:57:17Z", "hours": 9.5225, "text": "I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]"}, {"post_id": 71353, "ts": "2026-09-20T17:56:37Z", "hours": 6.52, "text": "Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…"}, {"post_id": 66300, "ts": "2026-09-12T01:56:55Z", "hours": 6.305, "text": "I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!"}]...
|
Title: WayneWebOS by @wayne14 | Stardance
Devlogs Title: WayneWebOS by @wayne14 | Stardance
Devlogs:
I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!
Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…
I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]
I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner.
Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor.
Ships:
I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]...
|
1793152068.9943933
|
1793238468.9943933
|
|
37202
|
HACKPAD!!! by @Jazz | Stardance
|
Jazz
|
0
|
23.67
|
0
|
[]
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[{"post_id": 59775, "ts": "202 [{"post_id": 59775, "ts": "2026-09-01T18:25:40Z", "hours": 1.3419, "text": "Corrections"}, {"post_id": 56351, "ts": "2026-08-28T02:58:22Z", "hours": 2.1133, "text": "complteted"}, {"post_id": 55465, "ts": "2026-08-27T10:21:12Z", "hours": 0.6792, "text": "Done!!"}, {"post_id": 52966, "ts": "2026-08-23T10:48:08Z", "hours": 2.1386, "text": "cad complete done"}, {"post_id": 48012, "ts": "2026-08-16T09:20:05Z", "hours": 3.7208, "text": "had many challenges but here we goo with 70% cad done*i hope"}, {"post_id": 46758, "ts": "2026-08-14T07:34:18Z", "hours": 13.6786, "text": "learning 3d modeling for my hackpad!"}]...
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Title: HACKPAD!!! by @Jazz | Stardance
Devlogs:
l Title: HACKPAD!!! by @Jazz | Stardance
Devlogs:
learning 3d modeling for my hackpad!
had many challenges but here we goo with 70% cad done*i hope
cad complete done
Done!!
complteted
Corrections...
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1792626467.7055352
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1793231267.7055352
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