|
31584
|
Thornwake by @secret | Stardance
|
secret
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:10:42Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Thornwake - a web-based RPG game. The project is finally finished, the game takes about 15-20 minutes to finish, so it isn’t anything huge but I’m still proud of it. If you have any recommendations I’m happy to hear them. Special thanks to my friend Ultra for his recommendations!", "repo": "https://github.com/dominik-vrg/thornwake-webgame", "demo": "https://dominik-vrg.github.io/thornwake/"}]...
|
[{"post_id": 45774, "ts": "202 [{"post_id": 45774, "ts": "2026-08-12T14:08:27Z", "hours": 3.2056, "text": "Thornwake - #devlog 6 Game is finished! I have finished playtesting, fixing bugs and fine tuning the game. New graphics Enemies adjusted Boss modified"}, {"post_id": 30714, "ts": "2026-07-18T15:01:15Z", "hours": 7.95, "text": "Thornwake - #devlog 5 HUGE UPDATE!!! The game is now nearly in its final form, only thing left to do is for me and some of my friends to playtest it. The site will be deployed on github, I will link it below. If you have any recommendations, please let me know. Added 3 new zones to the game Added new types of enemies, including a final boss Added audio and visual effects The character now faces your cursor instead of the direction of movement Enemies are a bit harder to defeat now The game now has persistent storage and 3 different difficulties Two new NPCs were added, one of them being the blacksmith where you can upgrade your items New items and materials have also been added"}, {"post_id": 28538, "ts": "2026-07-14T20:59:17Z", "hours": 3.3581, "text": "Thornwake - #devlog 4 Worked some more on the game, but there is still a long way to go! If you have any recommendations, or found a bug, please let me know in the comments. Added a crafting system together with a few new items Added a shop system along with a merchant NPC called Bram"}, {"post_id": 26917, "ts": "2026-07-11T23:56:52Z", "hours": 3.0319, "text": "Thornwake - #devlog 3 I made some new small changes: Added a system for NPCs Added a system for enemies which have A* pathfinding Created the first NPC and some enemies"}, {"post_id": 24573, "ts": "2026-07-08T08:00:08Z", "hours": 1.0008, "text": "Thornwake - #devlog 2 New progress: Made a titlescreen with some hints and a start button Made a journal, which will contain quests and lore logs of the game"}, {"post_id": 23723, "ts": "2026-07-06T20:46:31Z", "hours": 4.4261, "text": "Thornwake - #devlog 1 I am making a web based RPG game. So far it has: A player that can move with WASD or Arrow Keys A simple map (probably will change later) Inventory UI system Random pickups on the map, including weapons, armor, healing items and materials HP Bar and equipped items indicator"}]...
|
Title: Thornwake by @secret | Stardance
Devlogs:
Title: Thornwake by @secret | Stardance
Devlogs:
Thornwake - #devlog 1 I am making a web based RPG game. So far it has: A player that can move with WASD or Arrow Keys A simple map (probably will change later) Inventory UI system Random pickups on the map, including weapons, armor, healing items and materials HP Bar and equipped items indicator
Thornwake - #devlog 2 New progress: Made a titlescreen with some hints and a start button Made a journal, which will contain quests and lore logs of the game
Thornwake - #devlog 3 I made some new small changes: Added a system for NPCs Added a system for enemies which have A* pathfinding Created the first NPC and some enemies
Thornwake - #devlog 4 Worked some more on the game, but there is still a long way to go! If you have any recommendations, or found a bug, please let me know in the comments. Added a crafting system together with a few new items Added a shop system along with a merchant NPC called Bram
Thornwake - #devlog 5 HUGE UPDATE!!! The game is now nearly in its final form, only thing left to do is for me and some of my friends to playtest it. The site will be deployed on github, I will link it below. If you have any recommendations, please let me know. Added 3 new zones to the game Added new types of enemies, including a final boss Added audio and visual effects The character now faces your cursor instead of the direction of movement Enemies are a bit harder to defeat now The game now has persistent storage and 3 different difficulties Two new NPCs were added, one of them being the blacksmith where you can upgrade your items New items and materials have also been added
Thornwake - #devlog 6 Game is finished! I have finished playtesting, fixing bugs and fine tuning the game. New graphics Enemies adjusted Boss modified
Ships:
Thornwake - a web-based RPG game. The project is finally finished, the game takes about 15-20 minutes to finish, so it isn’t anything huge but I’m still proud of it. If you have any recommendations I’m happy to hear them. Special thanks to my friend Ultra for his recommendations!...
|
1793112522.389493
|
1793198922.389493
|
|
33322
|
My own keyboard! by @J1NX3D | Stardance
|
J1NX3D
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:37:50Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a keyboard to learn pcb making skills. The most challenging part was the firmware which I ended up using an open source program for the keyboard. This was fun to learn since I refinded my onshape skills and made my first pcb!!", "repo": "https://github.com/robogirl11/Custom-keyboard-", "demo": ""}]...
|
[{"post_id": 73112, "ts": "202 [{"post_id": 73112, "ts": "2026-09-24T12:38:42Z", "hours": 3.6833, "text": "I tried learning the firmware but it was confusing so I took a break for a while thats why this is so late"}, {"post_id": 40229, "ts": "2026-08-03T17:06:57Z", "hours": 6.6775, "text": "Finished the case for the keyboard and now have to figure out how to do the cutouts for stabilizers and how to make the keyboard unique."}, {"post_id": 38441, "ts": "2026-07-31T20:11:47Z", "hours": 5.7008, "text": "I started and finished working on the final draft of the pcb. Since this is part of my first project on Kicad I wanted everything perfect which lead me to start over a lot. But after this I feel that this will be my final attempt since it has everything I want. Next I will be uploading to onshape so I can build the case. I also have to update my progress on github and upload everything."}, {"post_id": 29840, "ts": "2026-07-16T23:59:10Z", "hours": 0.5833, "text": "Started the onshape!!"}, {"post_id": 28465, "ts": "2026-07-14T18:33:57Z", "hours": 1.5167, "text": "I worked on and finished the pcb board. Since I was new to the program it took a while for me to finish and I hade a lot of problems like wiring wrong but in the end IT WORKED!!!"}, {"post_id": 28111, "ts": "2026-07-14T05:30:48Z", "hours": 8.7675, "text": "For my keyboard I started going over what I wanted in a keyboard. I decided against extra number buttons and started designing the pcb. Using kicad I went over the wiring and connections and since this was my first time working on kicad I did have to use the guide and look up some things. Also did have to restart a lot but so far it is worth it."}]...
|
Title: My own keyboard! by @J1NX3D | Stardance
De Title: My own keyboard! by @J1NX3D | Stardance
Devlogs:
For my keyboard I started going over what I wanted in a keyboard. I decided against extra number buttons and started designing the pcb. Using kicad I went over the wiring and connections and since this was my first time working on kicad I did have to use the guide and look up some things. Also did have to restart a lot but so far it is worth it.
I worked on and finished the pcb board. Since I was new to the program it took a while for me to finish and I hade a lot of problems like wiring wrong but in the end IT WORKED!!!
Started the onshape!!
I started and finished working on the final draft of the pcb. Since this is part of my first project on Kicad I wanted everything perfect which lead me to start over a lot. But after this I feel that this will be my final attempt since it has everything I want. Next I will be uploading to onshape so I can build the case. I also have to update my progress on github and upload everything.
Finished the case for the keyboard and now have to figure out how to do the cutouts for stabilizers and how to make the keyboard unique.
I tried learning the firmware but it was confusing so I took a break for a while thats why this is so late
Ships:
I made a keyboard to learn pcb making skills. The most challenging part was the firmware which I ended up using an open source program for the keyboard. This was fun to learn since I refinded my onshape skills and made my first pcb!!...
|
1793152302.3285973
|
1793238702.3285973
|
|
35951
|
Slopmark by @hariharann | Stardance
|
hariharann
|
1
|
23.0
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T05:38:15Z", "hours": 23.0, "multiplier": 12.72, "payout": 127, "blessing": "neutral", "text": "-> slopmark is an open ai eval platform where models get the same harness and a rule-based verifier scores them (no llm-as-judge). live at —»> https://slopmark.vercel.app «<–– -> check the three sessions: niche sprint, drawing contest (models draw raw svg very sick btw 🎨), and game night (party-game instruction traps, including the printer haiku 👾). also poke around /bench (byok), /shame, /leaderboard, and /goal if you want. source: https://github.com/nothariharan/benchmark", "repo": "https://github.com/nothariharan/slopmark", "demo": "https://slopmark.vercel.app/"}]...
|
[{"post_id": 30519, "ts": "202 [{"post_id": 30519, "ts": "2026-07-18T04:59:03Z", "hours": 22.8531, "text": "first: why this is one giant devlog instead of a bunch of small ones 🤔 ok so quick context before the actual product dump ive been shipping this under hack club macondo this whole time. i had multiple journals (devlogs) posted there everything was fine until i tried to ship it which then hit me with the ‘u r ‘old’ unc’ so i had to shift programs and here i am that means im not gonna re-post every old macondo update one by one. this single post is the catch-up. everything we built so far in one place. after this normal session-by-session posts continue on stardance live: https://slopmark.vercel.app repo: https://github.com/nothariharan/benchmark what slopmark even is slopmark = the honest slop detector public ai benches are cooked. contamination. saturation. goodhart. vibes scoring. llm-as-judge lying to itself so we built an open eval platform where every model eats the same harness and a rule-based verifier decides pass/fail. never another llm judging another llm spine is dumb on purpose: novel task → fixed harness → behavioral verifier → score + receipt if a model sounds smart but misses the contract it fails. that is the whole product architecture real quick next.js on vercel · eval in lib/harness + lib/eval · providers: openrouter / aiml / fireworks / byok · ~364 seed tasks · rule verifiers only deploy trick: vercel has no sqlite so curated results are committed as results.json and the site just reads them. challenges = curated forever sprints. sessions = ad-hoc byok runs that dont pollute the scoreboards ok architecture done. sessions are the real work the sessions revisitable sprints. fixed tasks. fixed models. fixed harness. run the grid. commit the receipt. anyone can reopen later and see who failed what 1. niche sprint v1 https://slopmark.vercel.app/challenge/niche-sprint-v1 6 aiml models x 10 mixed niche tasks = 60 runs. zero_context. procedural + extract + html + 8-word constraint + json + regex gemini 2.5 flash 90% · deepseek v3 70% · gpt-4o mini + llama 3.1 8b 60% · ministral + qwen 50% every model ate dirt on the 8-word constraint. that one task justified the whole sprint 2. drawing contest v1 https://slopmark.vercel.app/challenge/drawing-contest-v1 text models only. raw svg. no image models. html_contract verifier + live gallery 10 draws (house cat snowman bicycle rocket etc). 5 fireworks models gpt-oss 120b + glm 5.1 = 100%. rest at 90%. common miss: rocket flame color. looking fine is not passing 3. game night v1 https://slopmark.vercel.app/challenge/game-night-v1 same fireworks lineup. party-game instruction contracts: no-e pizza lipogram, pirate wifi, questions-only db explain, taboo cat, 12-word black holes, printer haiku with jam, ALL CAPS chef, haunted house review, internet in one word gpt-oss 90% · deepseek 60% · kimi 30% · glm 5.2 20% · glm 5.1 10% drawing said everyone can draw kinda. game night said almost nobody can shut up and follow a party rule under zero context everything else around it bench + byok · build your own sprint (/challenges/new) · sessions wall · realshot duels · goal games · hall of shame · leaderboard started as arena, pivoted to verifier-first slopmark, stripped auth so vercel just works where we at rn shipped: verifier engine, 3 public sessions with committed receipts, byok + ad-hoc sprints, realshot/goal/shame/leaderboard, vercel json deploy this post is the macondo → stardance handoff. product is slopmark. program is now stardance. building continues from here"}]...
|
Title: Slopmark by @hariharann | Stardance
Devlog Title: Slopmark by @hariharann | Stardance
Devlogs:
first: why this is one giant devlog instead of a bunch of small ones 🤔 ok so quick context before the actual product dump ive been shipping this under hack club macondo this whole time. i had multiple journals (devlogs) posted there everything was fine until i tried to ship it which then hit me with the ‘u r ‘old’ unc’ so i had to shift programs and here i am that means im not gonna re-post every old macondo update one by one. this single post is the catch-up. everything we built so far in one place. after this normal session-by-session posts continue on stardance live: https://slopmark.vercel.app repo: https://github.com/nothariharan/benchmark what slopmark even is slopmark = the honest slop detector public ai benches are cooked. contamination. saturation. goodhart. vibes scoring. llm-as-judge lying to itself so we built an open eval platform where every model eats the same harness and a rule-based verifier decides pass/fail. never another llm judging another llm spine is dumb on purpose: novel task → fixed harness → behavioral verifier → score + receipt if a model sounds smart but misses the contract it fails. that is the whole product architecture real quick next.js on vercel · eval in lib/harness + lib/eval · providers: openrouter / aiml / fireworks / byok · ~364 seed tasks · rule verifiers only deploy trick: vercel has no sqlite so curated results are committed as results.json and the site just reads them. challenges = curated forever sprints. sessions = ad-hoc byok runs that dont pollute the scoreboards ok architecture done. sessions are the real work the sessions revisitable sprints. fixed tasks. fixed models. fixed harness. run the grid. commit the receipt. anyone can reopen later and see who failed what 1. niche sprint v1 https://slopmark.vercel.app/challenge/niche-sprint-v1 6 aiml models x 10 mixed niche tasks = 60 runs. zero_context. procedural + extract + html + 8-word constraint + json + regex gemini 2.5 flash 90% · deepseek v3 70% · gpt-4o mini + llama 3.1 8b 60% · ministral + qwen 50% every model ate dirt on the 8-word constraint. that one task justified the whole sprint 2. drawing contest v1 https://slopmark.vercel.app/challenge/drawing-contest-v1 text models only. raw svg. no image models. html_contract verifier + live gallery 10 draws (house cat snowman bicycle rocket etc). 5 fireworks models gpt-oss 120b + glm 5.1 = 100%. rest at 90%. common miss: rocket flame color. looking fine is not passing 3. game night v1 https://slopmark.vercel.app/challenge/game-night-v1 same fireworks lineup. party-game instruction contracts: no-e pizza lipogram, pirate wifi, questions-only db explain, taboo cat, 12-word black holes, printer haiku with jam, ALL CAPS chef, haunted house review, internet in one word gpt-oss 90% · deepseek 60% · kimi 30% · glm 5.2 20% · glm 5.1 10% drawing said everyone can draw kinda. game night said almost nobody can shut up and follow a party rule under zero context everything else around it bench + byok · build your own sprint (/challenges/new) · sessions wall · realshot duels · goal games · hall of shame · leaderboard started as arena, pivoted to verifier-first slopmark, stripped auth so vercel just works where we at rn shipped: verifier engine, 3 public sessions with committed receipts, byok + ad-hoc sprints, realshot/goal/shame/leaderboard, vercel json deploy this post is the macondo → stardance handoff. product is slopmark. program is now stardance. building continues from here
Ships:
-> slopmark is an open ai eval platform where models get the same harness and a rule-based verifier scores them (no llm-as-judge). live at —»> https://slopmark.vercel.app «<–– -> check the three sessions: niche sprint, drawing contest (models draw raw svg very sick btw 🎨), and game night (party-game instruction traps, including the printer haiku 👾). also poke around /bench (byok), /shame, /leaderboard, and /goal if you want. source: https://github.com/nothariharan/benchmark...
|
1793242159.7456267
|
1793328559.7456267
|
|
37056
|
Main Website/Portfolio by @reshiiiram | Stardance
|
reshiiiram
|
2
|
23.0
|
61
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T20:28:46Z", "hours": 8.0, "multiplier": 7.28, "payout": 61, "blessing": "neutral", "text": "Alright!!! this is going to be my website’s second ship! Please check out the art gallery and the cool image map! I’m really proud of how this portfolio came out and I will be adding the photography page next and may be a blog page next ship.", "repo": "https://github.com/mairemare/reshi-the-coolram", "demo": "https://mairemare.github.io/reshi-the-coolram/"}, {"ship_num": 2, "ts": "2026-07-26T04:11:47Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s finally done!!! I really love how this website turned out after 15 hours of coding. This website really shows my interests and love for space. My website includes: an about me, projects section, and an updates section where I’ll put any important updates on my projects or my life. I’m gonna improve more on website making so that I can promote my future projects even more and my friends with their fan merch businesses. Thank you for all your support! I might take a short break on coding after this and begin on Library of Halcyon.", "repo": "https://github.com/mairemare/reshi-the-coolram", "demo": "https://mairemare.github.io/reshi-the-coolram/"}]...
|
[{"post_id": 81322, "ts": "202 [{"post_id": 81322, "ts": "2026-10-20T20:24:59Z", "hours": 0.4608, "text": "Alright!!! my website it ready for shipping! Not all the pages are done but the gallery is up!"}, {"post_id": 81109, "ts": "2026-10-19T22:17:55Z", "hours": 0.8553, "text": "Image Map Complete! I am now currently adding my art in my art gallery and I will potentially add my photos next."}, {"post_id": 80882, "ts": "2026-10-19T04:44:37Z", "hours": 1.2711, "text": "Added my first link on image map. I’m having a slight problem on alignment but that just means I need to watch a tut on how to actually do this. I also added some of the stuff back from the first version of the website."}, {"post_id": 78923, "ts": "2026-10-12T01:57:39Z", "hours": 1.0742, "text": "reworked about me Okay so I reworked the about me section and put up small details about myself. I will be working on adding coordinates on my image map after I’m done with the main page so that there wouldn’t be any conflict (just in case that it turns my html does not care that the image is a separate entity)."}, {"post_id": 78739, "ts": "2026-10-11T13:25:37Z", "hours": 1.3261, "text": "progress^^ I’m working on an image map so my website can look more cooler and colorful. Might make mini-pages alongside that to show all my artworks and coding projects. I should be able to ship this before stardance ends."}, {"post_id": 60642, "ts": "2026-09-03T04:03:41Z", "hours": 2.9783, "text": "I’ve been reworking on my main website layout (since witchyware is out and there isn’t enough space on the page). I’m still sticking to the space concept and I’m gonna try and figure out the script for making tabs. Probably tomorrow night I’ll think of a different header design."}, {"post_id": 46158, "ts": "2026-08-13T05:36:00Z", "hours": 0.3444, "text": "I’m back! — okay so I updated the website to put concept arts and new updates. I’ve been watching and learning css stuff so that I can make my website easier to navigate. My plan is to separate the sections and the projects…something like that. Then, I’ll add a gallery section and other stuff. — I think I’ll be able to update it once I finish half of the warioware mission."}, {"post_id": 34961, "ts": "2026-07-26T02:47:43Z", "hours": 4.6428, "text": "My website is about to be ready for shipping! I can’t figure out how to get the link to open my website instead of my readme. Either way, here’s a preview of my read me!"}, {"post_id": 34417, "ts": "2026-07-25T03:27:28Z", "hours": 3.8119, "text": "Almost done with the site! All I need to do is to add a few aesthetics and more mechanisms. Anyways, here’s a preview of the projects section. Thank you for all your support chat."}, {"post_id": 33894, "ts": "2026-07-24T05:29:07Z", "hours": 2.3725, "text": "New Layout!! I finally got the arrangement and the buttons to work. I might be able to ship this tomorrow or the day after that."}, {"post_id": 33350, "ts": "2026-07-23T05:56:41Z", "hours": 1.1056, "text": "a lot of progress!! I discovered the existence of img src and text align and underwent an Industrial Revolution. I just need to learn how to code buttons and I’m off to designing and adding stuff."}, {"post_id": 33329, "ts": "2026-07-23T04:24:55Z", "hours": 1.9858, "text": "After 3 Youtube tutorials and 10 google searches later, I finally made some great progress! Well, it doesn’t really look like what I had planned, but everything is starting to come together."}, {"post_id": 32784, "ts": "2026-07-22T05:14:34Z", "hours": 0.4086, "text": "Lowkey finished my website’s outline and what it should look like. I’m working on a cyberpunk style website where I can put up my works and all that stuff."}, {"post_id": 32768, "ts": "2026-07-22T04:13:21Z", "hours": 0.6614, "text": "Just finished the personal web tutorial. Not bad as my first coding project that isn’t block based. I’m gonna start outlining what I want my web to look like on Canva and learn CSS after this log."}]...
|
Title: Main Website/Portfolio by @reshiiiram | Sta Title: Main Website/Portfolio by @reshiiiram | Stardance
Devlogs:
Just finished the personal web tutorial. Not bad as my first coding project that isn’t block based. I’m gonna start outlining what I want my web to look like on Canva and learn CSS after this log.
Lowkey finished my website’s outline and what it should look like. I’m working on a cyberpunk style website where I can put up my works and all that stuff.
After 3 Youtube tutorials and 10 google searches later, I finally made some great progress! Well, it doesn’t really look like what I had planned, but everything is starting to come together.
a lot of progress!! I discovered the existence of img src and text align and underwent an Industrial Revolution. I just need to learn how to code buttons and I’m off to designing and adding stuff.
New Layout!! I finally got the arrangement and the buttons to work. I might be able to ship this tomorrow or the day after that.
Almost done with the site! All I need to do is to add a few aesthetics and more mechanisms. Anyways, here’s a preview of the projects section. Thank you for all your support chat.
My website is about to be ready for shipping! I can’t figure out how to get the link to open my website instead of my readme. Either way, here’s a preview of my read me!
I’m back! — okay so I updated the website to put concept arts and new updates. I’ve been watching and learning css stuff so that I can make my website easier to navigate. My plan is to separate the sections and the projects…something like that. Then, I’ll add a gallery section and other stuff. — I think I’ll be able to update it once I finish half of the warioware mission.
I’ve been reworking on my main website layout (since witchyware is out and there isn’t enough space on the page). I’m still sticking to the space concept and I’m gonna try and figure out the script for making tabs. Probably tomorrow night I’ll think of a different header design.
progress^^ I’m working on an image map so my website can look more cooler and colorful. Might make mini-pages alongside that to show all my artworks and coding projects. I should be able to ship this before stardance ends.
reworked about me Okay so I reworked the about me section and put up small details about myself. I will be working on adding coordinates on my image map after I’m done with the main page so that there wouldn’t be any conflict (just in case that it turns my html does not care that the image is a separate entity).
Added my first link on image map. I’m having a slight problem on alignment but that just means I need to watch a tut on how to actually do this. I also added some of the stuff back from the first version of the website.
Image Map Complete! I am now currently adding my art in my art gallery and I will potentially add my photos next.
Alright!!! my website it ready for shipping! Not all the pages are done but the gallery is up!
Ships:
It’s finally done!!! I really love how this website turned out after 15 hours of coding. This website really shows my interests and love for space. My website includes: an about me, projects section, and an updates section where I’ll put any important updates on my projects or my life. I’m gonna improve more on website making so that I can promote my future projects even more and my friends with their fan merch businesses. Thank you for all your support! I might take a short break on coding after this and begin on Library of Halcyon.
Alright!!! this is going to be my website’s second ship! Please check out the art gallery and the cool image map! I’m really proud of how this portfolio came out and I will be adding the photography page next and may be a blog page next ship....
|
1793256685.3215647
|
1793343085.3215647
|
|
37729
|
LLM by @phattar4phan | Stardance
|
phattar4phan
|
1
|
23.0
|
234
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T16:11:28Z", "hours": 23.0, "multiplier": 10.68, "payout": 234, "blessing": "neutral", "text": "I made an SLM from scratch with 50M parameters and it took holy 18 hours just to train it and ended up with only 40.63% accuracy in training. If you try it at the site and it responded immediately please don’t decide that it didnt work, it’s just that it might failed to connect to the url model is deployed. If i takes long to respond, yeah it worked and dont ever trust this model first it’s not LLM second this is for experimental purposes.", "repo": "https://github.com/phattar4phan/lanna", "demo": "https://llm.phattar4phan.workers.dev/"}]...
|
[{"post_id": 40118, "ts": "202 [{"post_id": 40118, "ts": "2026-08-03T14:52:12Z", "hours": 4.8322, "text": "final: redesign the webpage for easier reach and interaction, also readjust the training pipeline as the old one have many flaws that the I myself couldnt get respond when testing, and it’s fixed ig"}, {"post_id": 35107, "ts": "2026-07-26T10:15:52Z", "hours": 2.7297, "text": "Modify training configurations, pipeline and fix some error in src/model/mlp.py and src/model/rope.py"}, {"post_id": 34053, "ts": "2026-07-24T14:39:14Z", "hours": 4.3247, "text": "Change the dataset from entirely scratch to Dolci-Instruct-SFT , then also add serializer ( src/utils/serialize.py ) to serialize the dataset into .txt file and then to train it with spm.SentencepieceTrain() ( src/utils/tspm.py ) also add bin.py to turn tokenized into token IDs for faster dataloder, also removed unnecessary file"}, {"post_id": 31907, "ts": "2026-07-20T17:51:45Z", "hours": 10.7358, "text": "#1 - Been on configurating the project, also after configuration I go on getting the dataset, while you can search for them online, I wanna be really type of ‘from scratch’ so in this case I also create the dataset from scratch as well. And all those 10hrs 44m, I’ve been manually entering random wikipedia articles to the code to scrap the texts, The main obstacle that make this so long is that sometimes I have typos, wrong words, or even not found which I’ve to also manually resolve all of them. Thats all but been going on around ~1600 articles"}]...
|
Title: LLM by @phattar4phan | Stardance
Devlogs:
Title: LLM by @phattar4phan | Stardance
Devlogs:
#1 - Been on configurating the project, also after configuration I go on getting the dataset, while you can search for them online, I wanna be really type of ‘from scratch’ so in this case I also create the dataset from scratch as well. And all those 10hrs 44m, I’ve been manually entering random wikipedia articles to the code to scrap the texts, The main obstacle that make this so long is that sometimes I have typos, wrong words, or even not found which I’ve to also manually resolve all of them. Thats all but been going on around ~1600 articles
Change the dataset from entirely scratch to Dolci-Instruct-SFT , then also add serializer ( src/utils/serialize.py ) to serialize the dataset into .txt file and then to train it with spm.SentencepieceTrain() ( src/utils/tspm.py ) also add bin.py to turn tokenized into token IDs for faster dataloder, also removed unnecessary file
Modify training configurations, pipeline and fix some error in src/model/mlp.py and src/model/rope.py
final: redesign the webpage for easier reach and interaction, also readjust the training pipeline as the old one have many flaws that the I myself couldnt get respond when testing, and it’s fixed ig
Ships:
I made an SLM from scratch with 50M parameters and it took holy 18 hours just to train it and ended up with only 40.63% accuracy in training. If you try it at the site and it responded immediately please don’t decide that it didnt work, it’s just that it might failed to connect to the url model is deployed. If i takes long to respond, yeah it worked and dont ever trust this model first it’s not LLM second this is for experimental purposes....
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1793126964.85006
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1793213364.85006
|
|
37764
|
FRC 2024 Bot (For Demo) by @Ash-ioL | Stardance
|
Ash-ioL
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T18:20:08Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is my contributions to my frc team’s code. For people who are not familiar with frc, it’s a robotics program and the coding here is a lot about systems integration and less about low level functionalities. Since this is a shared project, I cannot make this as a expected stardance project. And since frc projects aren’t really simple to package adn run, I have included a demo video of the simulation instead, where i demonstrate the robot staying inside the bounds, admin control disabling features, and a custom path generation utility. My biggest challenges were just navigating through the way yagsl (swerve library) works and sometimes i had to work around it even. I’m proud mainly of the things I was able to learn and familiarize myself with like custom path generation and stuff.", "repo": "https://github.com/980-Programming-Team/jpl-day-2026", "demo": "https://www.youtube.com/watch?v=DxJYWbZnAdQ"}]...
|
[{"post_id": 45591, "ts": "202 [{"post_id": 45591, "ts": "2026-08-12T05:47:31Z", "hours": 8.8761, "text": "Shipping! With this robot’s demo purpose out of the way and a bunch of working features developed in it, I think it’s a good closing point for this project, for now. Changes / features added: Collision disabling Robot voltage and other useful loggin Added a boundaries system to kepe the robot in a rectangle boundary Added a precise 2 point angle command to make the robot alignment easy to reset the boundary Boundary override Kid mode to disable admin buttons Challenges: Pigeon problems with the real robot. I checked everything on my side with yagsl and stuff, and I cna read values from the imu. Its just that yagsl isnt able to get it somehow so ive created like some tests to see if i can manually put in the value. But it would’ve been nice if it worked in a straightforward way. Honestly to be super real, shipping this is gonna be a bit hard. since this isnt like a simple project you can try in your browser, and this isnt entirely my creation, I’m gonna try my best to only share what ive implemented. I’ll try to make a good demo video without boring yall out or confusing yall. Signing off, Ash-ioL"}, {"post_id": 36552, "ts": "2026-07-28T19:00:20Z", "hours": 10.2564, "text": "ALMOST READY FOR DEMO First, I want to apoligize for how many hours I’m logging with this single devlog. I just wanted to get to a good stopping point so that I can share my full completed journey for each feature. (Unfortunately, this last problem took me nearly 4 hours to fix). I can hopefully make up for this by making this devlog long, detailed, and thorough. Completed: Added a lot of configs such as robot mass, width, module locations, gear ratios, etc. I overrode the yagsl deadband and applied my own Adjusted and fiddled with tiny things here and there Added code that can switch your alliance during auto in code. Zeroed the encoders (took a while) and funny story, we tried putting in the value from phoenix tuner x thinking it was radians but it was degrees, so we used a radians to degrees conversion, but that just messed everythign up, when after like hours we found out that it was in rotations (0 to 1) and not radians. Fixed some controller axis inversion that happened in a specific alliance Tried to get the project to build by figuring out what the right dpendencies are Put in debugging code to try and fix the problem with reading pigeon values Followfunctioncommand and bounds system I didn’t record time for this but I also helped prepare a backup roborio, did testing in sim and in the real robot, zeroed encoders, measured weight, and did other stuff with the real robot. I also made a controller guide which wasnt recorded. FollowFunctionCommand (not tested yet however) What this basically does is it takes a Function<double, double> and it converts the x value to time based on a ratio, and it take the output as the y value, and generates a custom autonomous trajectory that traces the function. The reason I decided to do this is for a learning experience in autonomous paths, pathplanner, and the pipelien and all that. Some struggles I had are that I started off with the completely wrong approach, treating it like a lazy command that goes to eahc spot as the time comes. But then I made it so that it instantly generates the path and it just runs the path, which is just a lot smoother and better. Boundary System Our demo space is a square area so I added a safety feature that keeps teh robot inside the space even if someone tries to drive it out. I also added overrides that someone on our demo team can use if it becomes finicky. Since we added vision, I had to code a setup command (which was honestly the hardest part of doing this). I made it so that you pick two setpoints to make the robot face straight (which is more accurate than mannually aiming straight), then to go ot a spot on the boundary which the odometry resets to. I also added telemtry so the driver can see where the robot thinks its at and work with that. The biggest issues I faced with this is because of some rules with how you use the SwerveInputStream type by yagsl. I removed the deadband thinking you didn’t need it since I had my own manual one, but it was required to make the robot face a certain heading. This problem took me a stupid amount of time to solve. I had to do human binary search through all my commits to see what couldve changed and what went wrong and allat. TODO The highest priority is to get the real robot working and the pigeon values read. I won’t be recording hours for that though since its a hassle. Without the pigeon (imu), half my other features are useless. Set up the driverstation in our main laptop Finish and test the grapher finally remove the custom joystick overhead since well be using windows Add kid mode so peopel who want to try driving don’t accidentally mess with our setup buttons Maybe some other stuff I forgot to include. Anyways thanks for reading my devlog, as long and boring as it is. Signing off, Ash-ioL"}, {"post_id": 33360, "ts": "2026-07-23T06:36:59Z", "hours": 2.2881, "text": "I am sleepy so short devlog Quick summary: Added AdvantageKit Made sure the swerve 2d simulation works Changed default settings in custom joystick Measured some things in the robot and filled in configs Added current and speed limit Fixed the deadband Fixed som broken config values (not sure if this counts) but I also spent some time figuring out whats wrong with the can loop in the hardware (not counted in the 2h) Plans: Test everything on the real robot Maybe add a fancy auto Maybe add a normal controller for people to try out, and an override controller Idk more ideas forming Signing off, Ash-ioL"}, {"post_id": 31961, "ts": "2026-07-20T19:43:54Z", "hours": 1.4981, "text": "Devlog 1: First “Build Successful” At the point where I spent 90 minutes on this, we hit a nice milestone where we saw a beautiful build successful. However after this point I spend a couple more hours on this which I wasn’t able to record unfortunately. To make sure the changes aligns with the time spent, I will not be considering the changes from the lost hours in this devlog. First attempt: The first attempt involved reviving the 2024 code as is, but we found that this was getting us nowhere as we faced gradle issues, vendordep issues, and we wre just having a hard time to get it to work. Solution: I decided to start a new project all together and redo the yagsl ocnfigurations, and use the old code as a reference. Completed: Build Successful Yagsl Configured Vendordeps issues gone Future goals Get simulation working collect robot properties maybe prepare a nice auto limit speed and make kid friendly Signing off, Ash-ioL"}]...
|
Title: FRC 2024 Bot (For Demo) by @Ash-ioL | Stard Title: FRC 2024 Bot (For Demo) by @Ash-ioL | Stardance
Devlogs:
Devlog 1: First “Build Successful” At the point where I spent 90 minutes on this, we hit a nice milestone where we saw a beautiful build successful. However after this point I spend a couple more hours on this which I wasn’t able to record unfortunately. To make sure the changes aligns with the time spent, I will not be considering the changes from the lost hours in this devlog. First attempt: The first attempt involved reviving the 2024 code as is, but we found that this was getting us nowhere as we faced gradle issues, vendordep issues, and we wre just having a hard time to get it to work. Solution: I decided to start a new project all together and redo the yagsl ocnfigurations, and use the old code as a reference. Completed: Build Successful Yagsl Configured Vendordeps issues gone Future goals Get simulation working collect robot properties maybe prepare a nice auto limit speed and make kid friendly Signing off, Ash-ioL
I am sleepy so short devlog Quick summary: Added AdvantageKit Made sure the swerve 2d simulation works Changed default settings in custom joystick Measured some things in the robot and filled in configs Added current and speed limit Fixed the deadband Fixed som broken config values (not sure if this counts) but I also spent some time figuring out whats wrong with the can loop in the hardware (not counted in the 2h) Plans: Test everything on the real robot Maybe add a fancy auto Maybe add a normal controller for people to try out, and an override controller Idk more ideas forming Signing off, Ash-ioL
ALMOST READY FOR DEMO First, I want to apoligize for how many hours I’m logging with this single devlog. I just wanted to get to a good stopping point so that I can share my full completed journey for each feature. (Unfortunately, this last problem took me nearly 4 hours to fix). I can hopefully make up for this by making this devlog long, detailed, and thorough. Completed: Added a lot of configs such as robot mass, width, module locations, gear ratios, etc. I overrode the yagsl deadband and applied my own Adjusted and fiddled with tiny things here and there Added code that can switch your alliance during auto in code. Zeroed the encoders (took a while) and funny story, we tried putting in the value from phoenix tuner x thinking it was radians but it was degrees, so we used a radians to degrees conversion, but that just messed everythign up, when after like hours we found out that it was in rotations (0 to 1) and not radians. Fixed some controller axis inversion that happened in a specific alliance Tried to get the project to build by figuring out what the right dpendencies are Put in debugging code to try and fix the problem with reading pigeon values Followfunctioncommand and bounds system I didn’t record time for this but I also helped prepare a backup roborio, did testing in sim and in the real robot, zeroed encoders, measured weight, and did other stuff with the real robot. I also made a controller guide which wasnt recorded. FollowFunctionCommand (not tested yet however) What this basically does is it takes a Function<double, double> and it converts the x value to time based on a ratio, and it take the output as the y value, and generates a custom autonomous trajectory that traces the function. The reason I decided to do this is for a learning experience in autonomous paths, pathplanner, and the pipelien and all that. Some struggles I had are that I started off with the completely wrong approach, treating it like a lazy command that goes to eahc spot as the time comes. But then I made it so that it instantly generates the path and it just runs the path, which is just a lot smoother and better. Boundary System Our demo space is a square area so I added a safety feature that keeps teh robot inside the space even if someone tries to drive it out. I also added overrides that someone on our demo team can use if it becomes finicky. Since we added vision, I had to code a setup command (which was honestly the hardest part of doing this). I made it so that you pick two setpoints to make the robot face straight (which is more accurate than mannually aiming straight), then to go ot a spot on the boundary which the odometry resets to. I also added telemtry so the driver can see where the robot thinks its at and work with that. The biggest issues I faced with this is because of some rules with how you use the SwerveInputStream type by yagsl. I removed the deadband thinking you didn’t need it since I had my own manual one, but it was required to make the robot face a certain heading. This problem took me a stupid amount of time to solve. I had to do human binary search through all my commits to see what couldve changed and what went wrong and allat. TODO The highest priority is to get the real robot working and the pigeon values read. I won’t be recording hours for that though since its a hassle. Without the pigeon (imu), half my other features are useless. Set up the driverstation in our main laptop Finish and test the grapher finally remove the custom joystick overhead since well be using windows Add kid mode so peopel who want to try driving don’t accidentally mess with our setup buttons Maybe some other stuff I forgot to include. Anyways thanks for reading my devlog, as long and boring as it is. Signing off, Ash-ioL
Shipping! With this robot’s demo purpose out of the way and a bunch of working features developed in it, I think it’s a good closing point for this project, for now. Changes / features added: Collision disabling Robot voltage and other useful loggin Added a boundaries system to kepe the robot in a rectangle boundary Added a precise 2 point angle command to make the robot alignment easy to reset the boundary Boundary override Kid mode to disable admin buttons Challenges: Pigeon problems with the real robot. I checked everything on my side with yagsl and stuff, and I cna read values from the imu. Its just that yagsl isnt able to get it somehow so ive created like some tests to see if i can manually put in the value. But it would’ve been nice if it worked in a straightforward way. Honestly to be super real, shipping this is gonna be a bit hard. since this isnt like a simple project you can try in your browser, and this isnt entirely my creation, I’m gonna try my best to only share what ive implemented. I’ll try to make a good demo video without boring yall out or confusing yall. Signing off, Ash-ioL
Ships:
This project is my contributions to my frc team’s code. For people who are not familiar with frc, it’s a robotics program and the coding here is a lot about systems integration and less about low level functionalities. Since this is a shared project, I cannot make this as a expected stardance project. And since frc projects aren’t really simple to package adn run, I have included a demo video of the simulation instead, where i demonstrate the robot staying inside the bounds, admin control disabling features, and a custom path generation utility. My biggest challenges were just navigating through the way yagsl (swerve library) works and sometimes i had to work around it even. I’m proud mainly of the things I was able to learn and familiarize myself with like custom path generation and stuff....
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1793252965.89093
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1793339365.89093
|
|
38366
|
PyFi by @Choc0latesauce | Stardance
|
Choc0latesauce
|
1
|
23.0
|
339
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T21:33:25Z", "hours": 23.0, "multiplier": 14.54, "payout": 339, "blessing": "neutral", "text": "I want to preface this with the fact that I am so grateful for this community and what it does for getting kids into stem, I wish I knew about hack club earlier! Thank you so much for bothering to read this too reviewers! This is my first ever mega project, it took a lot of reading, learning, trial and error and many, many hours troubleshooting. But the end result is something I’m genuinely proud of, actually use and want to show to the world! So here’s the description I cooked up: The Pitch: Do you like listening to music? - Most likely. Are you fed up with money hungry billionaires pilfering your wallet in order for you to listen to your tracks in an accessible way? - Most Likely. Do you want to actually OWN your music but not have to faff around with awful UI and/or optical media? - Most Likely… Then you need PyFi! My Spotify or Apple Music esque mp3 player that allows you to listen to your music and actually own it all while having a sleek and intuitive user and familiar interface and is chocked full of useful features. The Features: 📱 Intuitive & customisable UI - Anything as long as it’s blue, red, yellow, pink, green, purple or turquoise! ♾️ Infinite upload potential - Upload single song or whole albums in one go, all of which are cataloged by the: 🖼️ PyFi meta ripper™ - Pulls album info, artist info and thumbnails from your tracks in order to organise them automatically. 🔀 Shuffle - Pretty self explanatory, shuffles songs innit… 🔁 Song looper - Loops songs! 🔊 Volume slider - Easy In-App audio control 🎼 Current playlist viewer - Allows you to see upcoming songs and reorder them by dragging them 📌 Pin window - Pin the window ontop of others which goes well with: 🪟 Scalable window - Have as much or as little info as you want, go from a full Spotify like view to a minimal one - more later. 📚 Library view - View your uploaded albums in an easy format and load their tracks or play your custom playlist made using: 💖 The favourite button - Favourite your songs in order to add them to a custom playlist that you can use at any point. 🎵 EQ mode - Wanna change how your music sounds? Choose from 20 custom EQ presets. 💾 Persistence - PyFi makes use of .json files in order to save your settings and media between sessions. 🗄️ External storage support - Allows you to use external storage including USB sticks and NAS servers, saving between disconnects. 🌐 Multi Language support - Almost full translations of both Spanish and Swedish", "repo": "https://github.com/Choc0latesauce/PyFi", "demo": "https://github.com/Choc0latesauce/PyFi/releases"}]...
|
[{"post_id": 65608, "ts": "202 [{"post_id": 65608, "ts": "2026-09-10T20:58:24Z", "hours": 0.6931, "text": "Wait? That wasn’t the final devlog?!?! 😱 I fixed a couple of last minute bugs and worked on multiple ways for you to download and use PyFi! IT’S ABOUT TO RELEASE OMG I’M SO EXCITED Don’t really have an image so here’s a blahaj"}, {"post_id": 65258, "ts": "2026-09-10T08:11:57Z", "hours": 3.7553, "text": "The final update!!! So what’s new? I have massively optimised PyFi, speeding up initial launch times and preventing crashes. fully implemented the favourite tracks function so a user can easily make a custom playlist. Which ties into the album viewer, allowing the user to view their uploaded albums, select and play them specifically or play their favourite / all tracks. All of which is saved to a .json file making it persistent between app launches. I’m very very happy that PyFi is now complete and I’m very excited to see what you guys think! Known bugs?!? -> A couple of the Ui elements haven’t been translated, this will come in a later update as I pride myself on having actual human translators, but at the same time I’m kinda rushing to get this out lol."}, {"post_id": 62904, "ts": "2026-09-06T13:17:35Z", "hours": 6.0633, "text": "After A long hiatus I have produced the biggest update to PyFi so far! Coming with ui improvements, dynamic song location saving and persistence (allowing it to read songs from a network drive or USB stick, etc, and saves the locations in such a way that at any point in the future you can reconnect the storage and it will auto load the songs again), the framework for album creation and viewing, language improvements and refinement as well as the ability to drag songs to reorder them in the playlist viewer plus a bunch of other stuff I did a while ago that I quite frankly, cannot remember lol. I’m very excited as PyFi is almost feature complete!"}, {"post_id": 50476, "ts": "2026-08-19T17:17:57Z", "hours": 3.9461, "text": "Absolutely gargantuan update today! First of all, I fixed formatting and text for the labels and volume slider. Fixed a few bugs surrounding the album art being displayed. Added in a playlist viewer like Spotify and such which displays the tracks, album art and artists. I added a settings json file that PyFi saves to in order to save all of your settings to in order to make them persistent between sessions. Another feature / happy coincidence, Pyfi is compatible with Network Attached Storage, being able to pull and do playback from one. I want to add the ability for song locations to be saved between sessions so you don’t have to upload the songs every time you launch, fixed the formatting of album art, make it so the playlist viewer actually tells you what track is selected and a full album uploader / viewer incorporating the Favourite button."}, {"post_id": 48413, "ts": "2026-08-16T19:06:41Z", "hours": 3.7608, "text": "A big update this time! While this isn’t the best example, PyFi is now able to pull album art from mp3s and other such formats and display it like Spotify or Apple Music. I have also added various other new features such as the ability to change the Ui language within PyFi to English, Spanish, French, Hungarian or Swedish currently supported and translated accurately (not by translate!). The user is now able to select from a wide range of Ui colour options to style PyFi to their liking with font styles possibly being an option in the future. I have also added support for EQ settings and presets, allowing the user to select from a wide range of options such as Classical, Techno, Bass boost and many, many more to customise their listening experience to their exact preference. A minor change but I have changed the next and previous buttons to be icons until you hover over them, at which point they display text telling the user what the button does. Finally and most importantly I have added a playback scrubber and playtime, allowing users to select specific parts of their songs to listen to and track how long is left."}, {"post_id": 46587, "ts": "2026-08-13T22:29:51Z", "hours": 1.0794, "text": "PyFi now actually plays audio files! Using vlc as a framework, the user is able to provide an audio file (of almost any variety) and PyFi can play it back, even with a functional volume slider."}, {"post_id": 46540, "ts": "2026-08-13T20:46:01Z", "hours": 2.8436, "text": "Improving on ui design and scalability, including adding support for a dynamic amount of frames and window sizes. Improved the outputs from the buttons and tickboxes and buttons as well as making it so the play/pause button actually changes text whenever you click it to represent what it will do. I also added in window pinning functionality that allows the user to pin PyFi above all of their other apps easily and unpin it all the same."}, {"post_id": 35287, "ts": "2026-07-26T16:25:21Z", "hours": 1.1694, "text": "I am creating a python based music and mp3 listening software that is a from the ground up remake of a basic mp3 player I made a year or 2 ago with increased functionality and an updated, modern UI. Here I am practicing and blocking out the UI with customtkinter, something that I have never used before (I used pygame for the last one) but am finding very intuitive and useful. I am able to add check boxes and buttons that can have custom outputs as shown in the terminal, I can’t wait to do more! The UI also scales perfectly to any resolution and window size, something I learnt was very important from my first html project lol"}]...
|
Title: PyFi by @Choc0latesauce | Stardance
Devlog Title: PyFi by @Choc0latesauce | Stardance
Devlogs:
I am creating a python based music and mp3 listening software that is a from the ground up remake of a basic mp3 player I made a year or 2 ago with increased functionality and an updated, modern UI. Here I am practicing and blocking out the UI with customtkinter, something that I have never used before (I used pygame for the last one) but am finding very intuitive and useful. I am able to add check boxes and buttons that can have custom outputs as shown in the terminal, I can’t wait to do more! The UI also scales perfectly to any resolution and window size, something I learnt was very important from my first html project lol
Improving on ui design and scalability, including adding support for a dynamic amount of frames and window sizes. Improved the outputs from the buttons and tickboxes and buttons as well as making it so the play/pause button actually changes text whenever you click it to represent what it will do. I also added in window pinning functionality that allows the user to pin PyFi above all of their other apps easily and unpin it all the same.
PyFi now actually plays audio files! Using vlc as a framework, the user is able to provide an audio file (of almost any variety) and PyFi can play it back, even with a functional volume slider.
A big update this time! While this isn’t the best example, PyFi is now able to pull album art from mp3s and other such formats and display it like Spotify or Apple Music. I have also added various other new features such as the ability to change the Ui language within PyFi to English, Spanish, French, Hungarian or Swedish currently supported and translated accurately (not by translate!). The user is now able to select from a wide range of Ui colour options to style PyFi to their liking with font styles possibly being an option in the future. I have also added support for EQ settings and presets, allowing the user to select from a wide range of options such as Classical, Techno, Bass boost and many, many more to customise their listening experience to their exact preference. A minor change but I have changed the next and previous buttons to be icons until you hover over them, at which point they display text telling the user what the button does. Finally and most importantly I have added a playback scrubber and playtime, allowing users to select specific parts of their songs to listen to and track how long is left.
Absolutely gargantuan update today! First of all, I fixed formatting and text for the labels and volume slider. Fixed a few bugs surrounding the album art being displayed. Added in a playlist viewer like Spotify and such which displays the tracks, album art and artists. I added a settings json file that PyFi saves to in order to save all of your settings to in order to make them persistent between sessions. Another feature / happy coincidence, Pyfi is compatible with Network Attached Storage, being able to pull and do playback from one. I want to add the ability for song locations to be saved between sessions so you don’t have to upload the songs every time you launch, fixed the formatting of album art, make it so the playlist viewer actually tells you what track is selected and a full album uploader / viewer incorporating the Favourite button.
After A long hiatus I have produced the biggest update to PyFi so far! Coming with ui improvements, dynamic song location saving and persistence (allowing it to read songs from a network drive or USB stick, etc, and saves the locations in such a way that at any point in the future you can reconnect the storage and it will auto load the songs again), the framework for album creation and viewing, language improvements and refinement as well as the ability to drag songs to reorder them in the playlist viewer plus a bunch of other stuff I did a while ago that I quite frankly, cannot remember lol. I’m very excited as PyFi is almost feature complete!
The final update!!! So what’s new? I have massively optimised PyFi, speeding up initial launch times and preventing crashes. fully implemented the favourite tracks function so a user can easily make a custom playlist. Which ties into the album viewer, allowing the user to view their uploaded albums, select and play them specifically or play their favourite / all tracks. All of which is saved to a .json file making it persistent between app launches. I’m very very happy that PyFi is now complete and I’m very excited to see what you guys think! Known bugs?!? -> A couple of the Ui elements haven’t been translated, this will come in a later update as I pride myself on having actual human translators, but at the same time I’m kinda rushing to get this out lol.
Wait? That wasn’t the final devlog?!?! 😱 I fixed a couple of last minute bugs and worked on multiple ways for you to download and use PyFi! IT’S ABOUT TO RELEASE OMG I’M SO EXCITED Don’t really have an image so here’s a blahaj
Ships:
I want to preface this with the fact that I am so grateful for this community and what it does for getting kids into stem, I wish I knew about hack club earlier! Thank you so much for bothering to read this too reviewers! This is my first ever mega project, it took a lot of reading, learning, trial and error and many, many hours troubleshooting. But the end result is something I’m genuinely proud of, actually use and want to show to the world! So here’s the description I cooked up: The Pitch: Do you like listening to music? - Most likely. Are you fed up with money hungry billionaires pilfering your wallet in order for you to listen to your tracks in an accessible way? - Most Likely. Do you want to actually OWN your music but not have to faff around with awful UI and/or optical media? - Most Likely… Then you need PyFi! My Spotify or Apple Music esque mp3 player that allows you to listen to your music and actually own it all while having a sleek and intuitive user and familiar interface and is chocked full of useful features. The Features: 📱 Intuitive & customisable UI - Anything as long as it’s blue, red, yellow, pink, green, purple or turquoise! ♾️ Infinite upload potential - Upload single song or whole albums in one go, all of which are cataloged by the: 🖼️ PyFi meta ripper™ - Pulls album info, artist info and thumbnails from your tracks in order to organise them automatically. 🔀 Shuffle - Pretty self explanatory, shuffles songs innit… 🔁 Song looper - Loops songs! 🔊 Volume slider - Easy In-App audio control 🎼 Current playlist viewer - Allows you to see upcoming songs and reorder them by dragging them 📌 Pin window - Pin the window ontop of others which goes well with: 🪟 Scalable window - Have as much or as little info as you want, go from a full Spotify like view to a minimal one - more later. 📚 Library view - View your uploaded albums in an easy format and load their tracks or play your custom playlist made using: 💖 The favourite button - Favourite your songs in order to add them to a custom playlist that you can use at any point. 🎵 EQ mode - Wanna change how your music sounds? Choose from 20 custom EQ presets. 💾 Persistence - PyFi makes use of .json files in order to save your settings and media between sessions. 🗄️ External storage support - Allows you to use external storage including USB sticks and NAS servers, saving between disconnects. 🌐 Multi Language support - Almost full translations of both Spanish and Swedish...
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1793148546.8339708
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1793234946.8339708
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42247
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Compose ADB GUI by @door | Stardance
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door
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1
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23.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T11:38:24Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an app that lets you easily manage your Android device! It includes a package manager, file manager, terminal, and quick actions that allow you to get uptime, screen resolution, reboot into bootloader, reboot… You can also Remove all of the annoying bloatware Samsung or whatever manuacturer you have by simply selecting your device, selecting which manufacturer the device is from and then clicking Run!", "repo": "https://github.com/whatAdoor/ADB-GUI", "demo": "https://github.com/whatAdoor/ADB-GUI/releases"}]...
|
[{"post_id": 50894, "ts": "202 [{"post_id": 50894, "ts": "2026-08-20T11:07:23Z", "hours": 1.7222, "text": "Just finished. I set up github actions to build the app and generated a app icon with Gemini. I had a hard time setting it tho because i edited the wrong gradle file."}, {"post_id": 50526, "ts": "2026-08-19T18:29:15Z", "hours": 3.62, "text": "Implemented the package manager, you can search for your apps and delete them, system apps included. You can also click the little filter Icon on the top right corner and select a manufacturer which will then select the appropriate tasks to remove bloatware and preinstalled apps that nobody needs."}, {"post_id": 47637, "ts": "2026-08-15T17:45:50Z", "hours": 6.5169, "text": "Finished the File Manager, but i had to strip down its functionality a bit because im still learning and I dont want to just vibe code it. So now you can browse the files, delete, download and upload files in the File Manager. Next I will make the Terminal and Package Manager and the different actions and I think that will wrap up this project then."}, {"post_id": 41490, "ts": "2026-08-05T18:48:04Z", "hours": 4.0931, "text": "First steps on the File Manager done, I am basically just using ls and then interpreting each line and turning them into data objects to then display them. Gonna start to implement the Actions like download, upload, copy… tomorrow. I also feel like changing up the Icons a bit, and maybe I’ll start switching up the colors a bit and experimenting with that. 👀"}, {"post_id": 40317, "ts": "2026-08-03T19:12:17Z", "hours": 0.6756, "text": "Day 3: Today i was short on time so i just added two Buttons, which will allow the user to open a terminal to a specific device, and one that will open a file Explorer to a specific device. I also polished the output Box formatting. The next big task will be to implement the File Explorer, after that I will add more commands to the command list. I also thought about adding a third button where you can see all the installed packages on a device and uninstall them. Currently you can select devices connected via adb and then select commands you want to be executed on the selected device(s) and click run, the output will be shown in the black box."}, {"post_id": 39557, "ts": "2026-08-02T16:21:37Z", "hours": 2.7569, "text": "Day 2: Did some polishing on the UI and implemented a search bar. Please leave reccomendations for the commands i should implement in the comments!"}, {"post_id": 39103, "ts": "2026-08-01T20:13:48Z", "hours": 3.2736, "text": "Brainstorming on the core functionality and implemented some first layouts. Doesnt look good but rebooting works already."}]...
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Title: Compose ADB GUI by @door | Stardance
Devlo Title: Compose ADB GUI by @door | Stardance
Devlogs:
Brainstorming on the core functionality and implemented some first layouts. Doesnt look good but rebooting works already.
Day 2: Did some polishing on the UI and implemented a search bar. Please leave reccomendations for the commands i should implement in the comments!
Day 3: Today i was short on time so i just added two Buttons, which will allow the user to open a terminal to a specific device, and one that will open a file Explorer to a specific device. I also polished the output Box formatting. The next big task will be to implement the File Explorer, after that I will add more commands to the command list. I also thought about adding a third button where you can see all the installed packages on a device and uninstall them. Currently you can select devices connected via adb and then select commands you want to be executed on the selected device(s) and click run, the output will be shown in the black box.
First steps on the File Manager done, I am basically just using ls and then interpreting each line and turning them into data objects to then display them. Gonna start to implement the Actions like download, upload, copy… tomorrow. I also feel like changing up the Icons a bit, and maybe I’ll start switching up the colors a bit and experimenting with that. 👀
Finished the File Manager, but i had to strip down its functionality a bit because im still learning and I dont want to just vibe code it. So now you can browse the files, delete, download and upload files in the File Manager. Next I will make the Terminal and Package Manager and the different actions and I think that will wrap up this project then.
Implemented the package manager, you can search for your apps and delete them, system apps included. You can also click the little filter Icon on the top right corner and select a manufacturer which will then select the appropriate tasks to remove bloatware and preinstalled apps that nobody needs.
Just finished. I set up github actions to build the app and generated a app icon with Gemini. I had a hard time setting it tho because i edited the wrong gradle file.
Ships:
I built an app that lets you easily manage your Android device! It includes a package manager, file manager, terminal, and quick actions that allow you to get uptime, screen resolution, reboot into bootloader, reboot… You can also Remove all of the annoying bloatware Samsung or whatever manuacturer you have by simply selecting your device, selecting which manufacturer the device is from and then clicking Run!...
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1793220476.4833667
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1793306876.4833667
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42308
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Skybound by @SCAMMARAS | Stardance
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SCAMMARAS
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1
|
23.0
|
361
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T12:30:52Z", "hours": 23.0, "multiplier": 15.89, "payout": 361, "blessing": "neutral", "text": "After 11 days and 23 hours spent working on this project i finally DONE!! So for those who do not know what this is here is a small description , so this is a game i made solo in Godot 4 , i use art that i found on itch.io that was public for most of the art , but there is still hints of my art. Anyway i am so happy that i have finished this even though i got sick at a time it didn’t got me down and after a day of laying in bed i was able to stand up again and continuing on this project. Special thanks to anthropics and claude that made my journey less stressing and easier", "repo": "https://github.com/Nikolaossamaras/Skybound", "demo": "https://scammaras.itch.io/skybound"}]...
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[{"post_id": 45120, "ts": "202 [{"post_id": 45120, "ts": "2026-08-11T12:23:38Z", "hours": 0.9722, "text": "Devlog 11 | FINALLY WE ARE READY TO SHIP!!!. Today i made my readme and published my game to itchio and i think i am ready to Ship . YAY!"}, {"post_id": 44778, "ts": "2026-08-10T19:40:51Z", "hours": 2.5781, "text": "Devlog 10 | Today is the day guys !!! I finally finished making my game . I added a saving /loading system , made touch ups and finished with the Victory Screen , all that is left to do is post the game to itch.io and make the README file for github"}, {"post_id": 44268, "ts": "2026-08-09T22:09:58Z", "hours": 0.7939, "text": "Devlog 9 | Today i finished with the Boss fight last level. What i have left to do now is the winning screen and load / save process , so you can save progress . I will also make micro changes so the game feels more fair and rewarding. That’s all . Until next time"}, {"post_id": 43532, "ts": "2026-08-08T21:05:40Z", "hours": 1.8103, "text": "Devlog 8| i made the boss for my final level . I added how to kill him and how he kills you . I got some strange error that made my root of the boss not being root and some other strange things so i just remade the boss scene entirerly , but because i had the code it was fast. That’s all for today. Until tommorow"}, {"post_id": 43462, "ts": "2026-08-08T18:47:05Z", "hours": 2.2861, "text": "Devlog 7 | Today i made a coins shop , where you can buy upgrades like more health , higher jumps and more speed. I also though that it would be nice for the final level (10) to have a boss instead of just parkour and you can beat this boss by collecting diffrent stones on the map that you can access doing some platforming. That’s all for today. Until next time"}, {"post_id": 42504, "ts": "2026-08-07T09:06:48Z", "hours": 2.7111, "text": "Devlog 6 | Today i added two levels (level 8 and 9) as well as their unique traps. I added a ceiling trap and an arrow trap. Tommorow i will make the 10th and finial level and i will start thinking what can the player spend his coins on (if you have any ideas please comment them). That’s it for today . Stay tuned for more updates"}, {"post_id": 40989, "ts": "2026-08-04T21:19:15Z", "hours": 2.8894, "text": "Devlog 5 | Today i made progress!!! Wassup people , so today i made level 6-7 (no troll) of my game , it doesn’t have a name yet so i will just call it skybound as a placeholder . Anyway , what i added is two new obstacles .1. A breaking platform and 2 a Sandworm trap (looks amazing btw). Yeah that’s it for today. Stay tuned for more updates"}, {"post_id": 40197, "ts": "2026-08-03T16:29:02Z", "hours": 2.2553, "text": "Devlog 4 | Yesterday i got sick , so i couldn’t get any progress done , but atleast today i managed to make 2 new levels , as well as one new obstacle. I hope that tomorrow i will have more energy so i can complete as much of this project as i can."}, {"post_id": 39184, "ts": "2026-08-01T23:43:01Z", "hours": 1.0842, "text": "Devlog 3| I made level 3 , it was easy as i had already made the enemy sprite . i combined the ability from the previous level with the enemies of this one and i think it came out being pretty fun . See you tmr with more updates 🥳🥳🥳🥳"}, {"post_id": 39168, "ts": "2026-08-01T22:33:28Z", "hours": 3.3467, "text": "Devlog 2| Today i finished with level 1 and moved to level 2 . I added to the game an ability!! the ability is called dimensional rotation and it basicly rotates the gravity for the player allowing him to climb walls and avoid obstacles . I also added a coin system and a notification system when you get coins or an ability"}, {"post_id": 38193, "ts": "2026-07-31T13:55:11Z", "hours": 1.985, "text": "Devlog 1 | Today i started working on my platform game in godot . Today i made the player , an enemy and a jumppad . Untill now everything works as it should. Tommorow i will add spikes and make the first level . I plan making 10 level each with a new obsicle. I also will add a save and load system , but that will be when i have finished with the 10 levels."}]...
|
Title: Skybound by @SCAMMARAS | Stardance
Devlogs Title: Skybound by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Today i started working on my platform game in godot . Today i made the player , an enemy and a jumppad . Untill now everything works as it should. Tommorow i will add spikes and make the first level . I plan making 10 level each with a new obsicle. I also will add a save and load system , but that will be when i have finished with the 10 levels.
Devlog 2| Today i finished with level 1 and moved to level 2 . I added to the game an ability!! the ability is called dimensional rotation and it basicly rotates the gravity for the player allowing him to climb walls and avoid obstacles . I also added a coin system and a notification system when you get coins or an ability
Devlog 3| I made level 3 , it was easy as i had already made the enemy sprite . i combined the ability from the previous level with the enemies of this one and i think it came out being pretty fun . See you tmr with more updates 🥳🥳🥳🥳
Devlog 4 | Yesterday i got sick , so i couldn’t get any progress done , but atleast today i managed to make 2 new levels , as well as one new obstacle. I hope that tomorrow i will have more energy so i can complete as much of this project as i can.
Devlog 5 | Today i made progress!!! Wassup people , so today i made level 6-7 (no troll) of my game , it doesn’t have a name yet so i will just call it skybound as a placeholder . Anyway , what i added is two new obstacles .1. A breaking platform and 2 a Sandworm trap (looks amazing btw). Yeah that’s it for today. Stay tuned for more updates
Devlog 6 | Today i added two levels (level 8 and 9) as well as their unique traps. I added a ceiling trap and an arrow trap. Tommorow i will make the 10th and finial level and i will start thinking what can the player spend his coins on (if you have any ideas please comment them). That’s it for today . Stay tuned for more updates
Devlog 7 | Today i made a coins shop , where you can buy upgrades like more health , higher jumps and more speed. I also though that it would be nice for the final level (10) to have a boss instead of just parkour and you can beat this boss by collecting diffrent stones on the map that you can access doing some platforming. That’s all for today. Until next time
Devlog 8| i made the boss for my final level . I added how to kill him and how he kills you . I got some strange error that made my root of the boss not being root and some other strange things so i just remade the boss scene entirerly , but because i had the code it was fast. That’s all for today. Until tommorow
Devlog 9 | Today i finished with the Boss fight last level. What i have left to do now is the winning screen and load / save process , so you can save progress . I will also make micro changes so the game feels more fair and rewarding. That’s all . Until next time
Devlog 10 | Today is the day guys !!! I finally finished making my game . I added a saving /loading system , made touch ups and finished with the Victory Screen , all that is left to do is post the game to itch.io and make the README file for github
Devlog 11 | FINALLY WE ARE READY TO SHIP!!!. Today i made my readme and published my game to itchio and i think i am ready to Ship . YAY!
Ships:
After 11 days and 23 hours spent working on this project i finally DONE!! So for those who do not know what this is here is a small description , so this is a game i made solo in Godot 4 , i use art that i found on itch.io that was public for most of the art , but there is still hints of my art. Anyway i am so happy that i have finished this even though i got sick at a time it didn’t got me down and after a day of laying in bed i was able to stand up again and continuing on this project. Special thanks to anthropics and claude that made my journey less stressing and easier...
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1793267256.194239
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1793353656.194239
|
|
42651
|
Bookly by @iamsrijitbanerjee | Stardance
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iamsrijitbanerjee
|
2
|
23.0
|
192
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T11:44:20Z", "hours": 15.0, "multiplier": 12.01, "payout": 148, "blessing": "neutral", "text": "Bookly is a web platform dedicated to providing students with free easy-to-access educational textbooks and study materials. It gives students a fast and clean environment to find, read and organize good academic materials, focused on making it easy to use. It has a search function, personalized collections and it saves your data even when you are not connected to the internet. Over 80 textbooks, for Science, Commerce and Humanities and Olympiad prep. I put all these books a JSON file. This makes the website really fast. You can search for anything you want because we are using Fuse.js. It is really easy to read books on the website. You can open a book. Read it right in your browser without having to download it. The website also remembers where you stopped reading so you can pick up where you left off. You can make your own list of books to study. It will save on your device. If you want to make an account using Firebase all your information will be saved online. I also added a mode that helps you focus with quiet music and a chat room where students can talk to each other share tips and send links to books. The website is simple, fast and free. You can look at it here: book;y-v1.web.app . Let me know what you think about the website!", "repo": "https://github.com/iamsrijitbanerjee/Bookly.git/", "demo": "https://bookly-v1.firebaseapp.com/"}, {"ship_num": 2, "ts": "2026-08-02T00:08:27Z", "hours": 8.0, "multiplier": 7.41, "payout": 44, "blessing": "neutral", "text": "Bookly is a kind of website that helps make education better for students. It gives them fast access to important books. When I was building Bookly, I had to make sure the website could handle a lot of books without being slow. i fixed this problem by changing the way i stored the book information. I put it into a JSON database. This made the website more efficient. I also used the browsers ability to show PDF files. Now Bookly has a lot of features. It has a search engine that works fast and can find books from all over the world. It also has a feature that picks a new book every week. Students can even make their own lists of books using a custom dashboard. To see how Bookly works you can type a subject into the search bar click on a book and open it up. You can even save the book to a folder and look at all your books on the Library page. Bookly is about making it easy for students to find and use the books they need. Bookly has a lot of features that make it easy to use. For example you can use Bookly to make a list of your books. You can use Bookly to find new books to read. Bookly is a tool, for students who want to learn new things.", "repo": "https://github.com/iamsrijitbanerjee/Bookly.git/", "demo": "https://bookly-v1.firebaseapp.com/"}]...
|
[{"post_id": 46848, "ts": "202 [{"post_id": 46848, "ts": "2026-08-14T11:36:01Z", "hours": 4.0522, "text": "All books are updated, divided into 4 categories: science, humanities, commerce, olympiad. Website debugged and fixed any errors present. Added sign in and sign up option, linked it with firebase. Version 1 is complete. I would like to work on these features in version 2: google sign in through firebase, phone sign in through firebase, complete profile with details and info, sms verification through firebase, audiobooks. Hope you like the project and also support it. G."}, {"post_id": 45580, "ts": "2026-08-12T05:17:16Z", "hours": 2.1883, "text": "I spent the day working on the NCERT catalog for Class 11 and Class 12. I made sure that all the main subjects like Sciences, Commerce and Humanities are included. Each subject has covers, correct descriptions and direct links to download the books. I also added some books to the list. These are books that can help students get ready for Olympiad exams. There are also some reference books for different subjects. The database is now a collection of educational content. The library is almost ready to use. Now I am focusing on adding fiction and non-fiction books to the library. I want to finish adding these books soon, as possible."}, {"post_id": 45369, "ts": "2026-08-11T19:43:00Z", "hours": 1.7444, "text": "Today’s update focused on expanding the content. With the dynamic frontend and Firebase backend set up, I added a large amount of data to our books.json database. I went beyond just the core sciences to include Humanities, Fine Arts, Economics, and History. Thanks to the scalable architecture I developed earlier, the new books automatically filled the library grid, integrated with the Fuse.js search engine, and synced with the Smart Recommendations algorithm without needing to change a single line of code. Now, it’s time to run firebase deploy one last time and expand json to include fiction and non-fiction books."}, {"post_id": 44811, "ts": "2026-08-10T20:46:15Z", "hours": 2.0419, "text": "Huge step in this update. I successfully integrated Firebase to handle user authentication and real-time database management. Students can now create accounts. Their custom study playlists will instantly sync to the cloud making their reading profiles accessible across any device without losing the bookmark, using local-storage speed I built earlier.. I didn’t stop at personal data. To build a learning experience I created deep linking allowing users to generate and share direct links to specific textbooks with a single click. Finally I added a real-time Community Chat widget by Firestores. Now authenticated students worldwide can instantly message each other share study tips. Drop book links in a persistent slide-out lounge."}, {"post_id": 43926, "ts": "2026-08-09T11:43:31Z", "hours": 5.0639, "text": "So to start off with version 1.1 of booky I put in a JSON architecture so it is easy to grow the library. I added lazy loading so covers show up fast without using too much data. I got rid of “tab bounce” by making a native in-browser full-screen PDF reader. To make it even better I added Fuse.js for searching that can handle typos (it waits a bit before searching to avoid slowing things down). I put the whole user interface inside a glass look. The frontend is all cleaned up I will work on the backend next. I have also removed any books that were there, for a start."}, {"post_id": 39196, "ts": "2026-08-02T00:05:30Z", "hours": 1.3783, "text": "The last update was about finishing up things and sending it out. I looked at all the code carefully finding every broken link changing the last bits of fake text with real final words and checking for any problems that might happen. I spent a lot of time making sure that the global search engine, custom playlists and native PDF reader all work well on every page. When the tests in my computer were approved I put the files online and made the site live. Bookly is now officially online and ready to help students, over the world."}, {"post_id": 39156, "ts": "2026-08-01T21:53:23Z", "hours": 1.2722, "text": "This update was about making Bookly real. I did a data change removing the fake items and putting real textbooks and real cover images in their place. The library now. Feels like a real and working platform! Along with the books I connected the social media links and changed the sites main details to show our real brand. Now that the structure and system are all set the hard work is done. From on the plan is simple: the rest of the work is mostly about making the user interface better and adding more books to the JSON database for the community. We are, near the end!"}, {"post_id": 39111, "ts": "2026-08-01T20:26:05Z", "hours": 0.5228, "text": "I just finished making the platform feel really alive. It does not need me to fix it all the time. I worked on the Featured Book section on the Home page. Before I had to change the code by hand to show a book. Now it uses a JavaScript loop that runs automatically. I made a function that figures out what week of the year it is. The script uses math to switch between a list of book IDs from our database every 7 days. It puts the book cover, description and other details into the PDF reader and the UI Modal perfectly. The Featured Book section is. Changing all the time and it is ready for students to use. The platform is working dynamically. The Featured Book section is automatically updated. I made the Featured Book section feel alive. It is ready, for the students."}, {"post_id": 39085, "ts": "2026-08-01T19:46:21Z", "hours": 0.7372, "text": "I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information. I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. Todays update adds a Spotify-style “Collections” feature to the platform. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown, inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information."}, {"post_id": 39044, "ts": "2026-08-01T18:37:27Z", "hours": 0.5472, "text": "This time, I focused on enhancing the user experience. First, I expanded our central books.json database, populating it with a wider variety of texts and injecting new metadata—like author names, page counts, and synopses. To display this rich data without cluttering the main grid, I built a custom, glass-morphism UI Modal. Now, clicking “View Book” triggers a sleek pop-up rather than aggressively forcing a download. The biggest technical win, however, is the new “Read Online” integration. By leveraging the target=”_blank” attribute paired with the raw PDF URL, Bookly now securely hands off the file to the browser’s native PDF viewer. This bypasses the need for heavy third-party libraries, ensuring students get a hardware-accelerated, lag-free reading experience right in their current window."}, {"post_id": 38939, "ts": "2026-08-01T15:35:37Z", "hours": 1.2339, "text": "I am working on my HTML project. I want to make it more interesting. The old version of my project had a problem. It was not easy to make it bigger. I had written a lot of code for each book in my library.html file which made the code very long and hard to work with. Today I removed all the code that I had written for each book. I put all my books into a small file called books.json. Now my website uses JavaScript to get the information from this file. It makes the book cards on its own. This way the information and the way it looks are separate so adding books is easy. I just need to add some new information to the file. I want to note something for developers: when you try to get a file from your own computer the browser will stop you because of security rules. So I started using a tool in my code editor called Live Server to help me work on my project on my own computer. This tool makes sure that my website can get the information, from the file without any problems."}, {"post_id": 38789, "ts": "2026-08-01T11:06:50Z", "hours": 2.4903, "text": "Coming back to a four-year- codebase is always a trip. The original Bookly did the job. The structure was holding it back. It was a single-page application that tried to do much all at once. The goal for this update wasn’t just to fix problems; it was to give the platform space to grow changing to a multi-page setup while keeping the original idea of making education easy to reach. The biggest change in the structure was splitting the site into focused pages (Home, Library, Explore and Support). This made the site load faster. Made it easier for people to find what they need. On the side I created a solution using localStorage to build a working “Favorites” feature. People can now make their reading lists and the browser keeps track of their choices between sessions without needing a complex backend or user login. I also added a mode toggle—something that is very important for students who study late at night. In terms of looks the user interface was updated. The old heavy sliders were replaced with endless Swiper grids. The basic loading screen was changed to a custom animation made with CSS that flips pages like a book giving the site a feel from the very first moment. Even though using plain JavaScript makes the site super fast the next step is to add a backend. I plan to use a database, like Firebase or Supabase to handle user accounts so favorites can stay the same on different devices. Also I want to create a PDF reader that works in the browser so students can study directly on the site of downloading files helping them save space on their phones."}]...
|
Title: Bookly by @iamsrijitbanerjee | Stardance
D Title: Bookly by @iamsrijitbanerjee | Stardance
Devlogs:
Coming back to a four-year- codebase is always a trip. The original Bookly did the job. The structure was holding it back. It was a single-page application that tried to do much all at once. The goal for this update wasn’t just to fix problems; it was to give the platform space to grow changing to a multi-page setup while keeping the original idea of making education easy to reach. The biggest change in the structure was splitting the site into focused pages (Home, Library, Explore and Support). This made the site load faster. Made it easier for people to find what they need. On the side I created a solution using localStorage to build a working “Favorites” feature. People can now make their reading lists and the browser keeps track of their choices between sessions without needing a complex backend or user login. I also added a mode toggle—something that is very important for students who study late at night. In terms of looks the user interface was updated. The old heavy sliders were replaced with endless Swiper grids. The basic loading screen was changed to a custom animation made with CSS that flips pages like a book giving the site a feel from the very first moment. Even though using plain JavaScript makes the site super fast the next step is to add a backend. I plan to use a database, like Firebase or Supabase to handle user accounts so favorites can stay the same on different devices. Also I want to create a PDF reader that works in the browser so students can study directly on the site of downloading files helping them save space on their phones.
I am working on my HTML project. I want to make it more interesting. The old version of my project had a problem. It was not easy to make it bigger. I had written a lot of code for each book in my library.html file which made the code very long and hard to work with. Today I removed all the code that I had written for each book. I put all my books into a small file called books.json. Now my website uses JavaScript to get the information from this file. It makes the book cards on its own. This way the information and the way it looks are separate so adding books is easy. I just need to add some new information to the file. I want to note something for developers: when you try to get a file from your own computer the browser will stop you because of security rules. So I started using a tool in my code editor called Live Server to help me work on my project on my own computer. This tool makes sure that my website can get the information, from the file without any problems.
This time, I focused on enhancing the user experience. First, I expanded our central books.json database, populating it with a wider variety of texts and injecting new metadata—like author names, page counts, and synopses. To display this rich data without cluttering the main grid, I built a custom, glass-morphism UI Modal. Now, clicking “View Book” triggers a sleek pop-up rather than aggressively forcing a download. The biggest technical win, however, is the new “Read Online” integration. By leveraging the target=”_blank” attribute paired with the raw PDF URL, Bookly now securely hands off the file to the browser’s native PDF viewer. This bypasses the need for heavy third-party libraries, ensuring students get a hardware-accelerated, lag-free reading experience right in their current window.
I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information. I am trying to expand Booklys library putting every saved book into one “Favorites” list just wasn’t working. Students study for subjects and exams at the same time. Todays update adds a Spotify-style “Collections” feature to the platform. First I improved our localStorage structure from a flat array to a dictionary object. This let me include a custom dropdown, inside the Book UI Modal where users can make their folders right away (like “Term 1 Finals” or “Weekend Reading”). Lastly I redesigned the Library page swapping the favorites grid for a lively tabbed dashboard. Users can now move through their custom folders easily. To finish I created a migration script so anyone who had books stored in the system had them moved to a default “Favorites” folder without losing any information.
I just finished making the platform feel really alive. It does not need me to fix it all the time. I worked on the Featured Book section on the Home page. Before I had to change the code by hand to show a book. Now it uses a JavaScript loop that runs automatically. I made a function that figures out what week of the year it is. The script uses math to switch between a list of book IDs from our database every 7 days. It puts the book cover, description and other details into the PDF reader and the UI Modal perfectly. The Featured Book section is. Changing all the time and it is ready for students to use. The platform is working dynamically. The Featured Book section is automatically updated. I made the Featured Book section feel alive. It is ready, for the students.
This update was about making Bookly real. I did a data change removing the fake items and putting real textbooks and real cover images in their place. The library now. Feels like a real and working platform! Along with the books I connected the social media links and changed the sites main details to show our real brand. Now that the structure and system are all set the hard work is done. From on the plan is simple: the rest of the work is mostly about making the user interface better and adding more books to the JSON database for the community. We are, near the end!
The last update was about finishing up things and sending it out. I looked at all the code carefully finding every broken link changing the last bits of fake text with real final words and checking for any problems that might happen. I spent a lot of time making sure that the global search engine, custom playlists and native PDF reader all work well on every page. When the tests in my computer were approved I put the files online and made the site live. Bookly is now officially online and ready to help students, over the world.
So to start off with version 1.1 of booky I put in a JSON architecture so it is easy to grow the library. I added lazy loading so covers show up fast without using too much data. I got rid of “tab bounce” by making a native in-browser full-screen PDF reader. To make it even better I added Fuse.js for searching that can handle typos (it waits a bit before searching to avoid slowing things down). I put the whole user interface inside a glass look. The frontend is all cleaned up I will work on the backend next. I have also removed any books that were there, for a start.
Huge step in this update. I successfully integrated Firebase to handle user authentication and real-time database management. Students can now create accounts. Their custom study playlists will instantly sync to the cloud making their reading profiles accessible across any device without losing the bookmark, using local-storage speed I built earlier.. I didn’t stop at personal data. To build a learning experience I created deep linking allowing users to generate and share direct links to specific textbooks with a single click. Finally I added a real-time Community Chat widget by Firestores. Now authenticated students worldwide can instantly message each other share study tips. Drop book links in a persistent slide-out lounge.
Today’s update focused on expanding the content. With the dynamic frontend and Firebase backend set up, I added a large amount of data to our books.json database. I went beyond just the core sciences to include Humanities, Fine Arts, Economics, and History. Thanks to the scalable architecture I developed earlier, the new books automatically filled the library grid, integrated with the Fuse.js search engine, and synced with the Smart Recommendations algorithm without needing to change a single line of code. Now, it’s time to run firebase deploy one last time and expand json to include fiction and non-fiction books.
I spent the day working on the NCERT catalog for Class 11 and Class 12. I made sure that all the main subjects like Sciences, Commerce and Humanities are included. Each subject has covers, correct descriptions and direct links to download the books. I also added some books to the list. These are books that can help students get ready for Olympiad exams. There are also some reference books for different subjects. The database is now a collection of educational content. The library is almost ready to use. Now I am focusing on adding fiction and non-fiction books to the library. I want to finish adding these books soon, as possible.
All books are updated, divided into 4 categories: science, humanities, commerce, olympiad. Website debugged and fixed any errors present. Added sign in and sign up option, linked it with firebase. Version 1 is complete. I would like to work on these features in version 2: google sign in through firebase, phone sign in through firebase, complete profile with details and info, sms verification through firebase, audiobooks. Hope you like the project and also support it. G.
Ships:
Bookly is a kind of website that helps make education better for students. It gives them fast access to important books. When I was building Bookly, I had to make sure the website could handle a lot of books without being slow. i fixed this problem by changing the way i stored the book information. I put it into a JSON database. This made the website more efficient. I also used the browsers ability to show PDF files. Now Bookly has a lot of features. It has a search engine that works fast and can find books from all over the world. It also has a feature that picks a new book every week. Students can even make their own lists of books using a custom dashboard. To see how Bookly works you can type a subject into the search bar click on a book and open it up. You can even save the book to a folder and look at all your books on the Library page. Bookly is about making it easy for students to find and use the books they need. Bookly has a lot of features that make it easy to use. For example you can use Bookly to make a list of your books. You can use Bookly to find new books to read. Bookly is a tool, for students who want to learn new things.
Bookly is a web platform dedicated to providing students with free easy-to-access educational textbooks and study materials. It gives students a fast and clean environment to find, read and organize good academic materials, focused on making it easy to use. It has a search function, personalized collections and it saves your data even when you are not connected to the internet. Over 80 textbooks, for Science, Commerce and Humanities and Olympiad prep. I put all these books a JSON file. This makes the website really fast. You can search for anything you want because we are using Fuse.js. It is really easy to read books on the website. You can open a book. Read it right in your browser without having to download it. The website also remembers where you stopped reading so you can pick up where you left off. You can make your own list of books to study. It will save on your device. If you want to make an account using Firebase all your information will be saved online. I also added a mode that helps you focus with quiet music and a chat room where students can talk to each other share tips and send links to books. The website is simple, fast and free. You can look at it here: book;y-v1.web.app . Let me know what you think about the website!...
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1793134255.418906
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1793220655.418906
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43646
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Mesh Tracker by @runthebot | Stardance
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runthebot
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0
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23.0
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0
|
[]
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[{"post_id": 56122, "ts": "202 [{"post_id": 56122, "ts": "2024-08-03T00:00:00Z", "hours": 4.0, "text": "I’M ON A TRAIN!!!! Toronto to NYC so lets get some work done Internet Kinda Sucks. CADed a housing Added mounting Holes Forked meshtastic and did some simple mods"}, {"post_id": 56110, "ts": "2024-07-31T00:00:00Z", "hours": 4.0, "text": "Hours: 4 Feed the PCB into a LLM to catch mistakes, caught a bunch of missing pull resistors Also gave it to friends, I missed all my decoupling caps 😭"}, {"post_id": 56109, "ts": "2024-07-28T00:00:00Z", "hours": 8.0, "text": "Hours: 8 Grinded out the rest of the schematic and started initial layout Side note: Spent way too long getting everything placed correctly, Why does Kicad suck so much for the display I had to do weird transform stuff and a flat section for the USB C had to be done in on shape and exported, and the I had to do weird transforms because I could not align to the center of the “arc”"}, {"post_id": 56108, "ts": "2024-07-25T00:00:00Z", "hours": 5.0, "text": "Hours: 5 Started choosing the ICs that will be used. I chose the GPS chip and a maganometer. GPS: MAX-M10S-00B Widely available and was simple enough to implement Mag: QMC5883P Used it in a previous project Rediscovered how USB C works With the CC pins. Did usb stuff and voltage regulation stuff to be able to run the WIO off usb."}, {"post_id": 56107, "ts": "2024-07-24T00:00:00Z", "hours": 2.0, "text": "Initial Microcontroller research and selection. I chose the Wio-S3 for it’s use of external antennas (Less RF to deal with) Labeled"}]...
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Title: Mesh Tracker by @runthebot | Stardance
Dev Title: Mesh Tracker by @runthebot | Stardance
Devlogs:
Initial Microcontroller research and selection. I chose the Wio-S3 for it’s use of external antennas (Less RF to deal with) Labeled
Hours: 5 Started choosing the ICs that will be used. I chose the GPS chip and a maganometer. GPS: MAX-M10S-00B Widely available and was simple enough to implement Mag: QMC5883P Used it in a previous project Rediscovered how USB C works With the CC pins. Did usb stuff and voltage regulation stuff to be able to run the WIO off usb.
Hours: 8 Grinded out the rest of the schematic and started initial layout Side note: Spent way too long getting everything placed correctly, Why does Kicad suck so much for the display I had to do weird transform stuff and a flat section for the USB C had to be done in on shape and exported, and the I had to do weird transforms because I could not align to the center of the “arc”
Hours: 4 Feed the PCB into a LLM to catch mistakes, caught a bunch of missing pull resistors Also gave it to friends, I missed all my decoupling caps 😭
I’M ON A TRAIN!!!! Toronto to NYC so lets get some work done Internet Kinda Sucks. CADed a housing Added mounting Holes Forked meshtastic and did some simple mods...
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1793231569.3495593
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1793836369.3495593
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44244
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Lost&Found by @yeagerist | Stardance
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yeagerist
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3
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23.0
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262
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T03:44:47Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a tribute to my lost&found with a dead last ship with small update", "repo": "https://github.com/Aarjal/The_Bug", "demo": "https://the-bug.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-25T10:20:33Z", "hours": 5.0, "multiplier": 11.08, "payout": 59, "blessing": "neutral", "text": "This is my second ship to my project lost&found with little css tweaks and UI/UX enhancements as per the reviews from first ship. This web app is basically a platform for people to perform actions regarding lost items. (either seek their lost item or post a found item) The basic workflow is : -Sign up with a random acc and post a lost item in feed -Sign up with a diff random acc and post a related found item in feed -The system will create a match between those two items and let you choose wat to do furthur with it. As per last ship reviews, One important suggestion i found was to include a demo video of whole workflow in my README and this time I’ve not missed that out dw. That might help yall a lot in this ship since signing in and our repeatedly is troublesome. Looking forward to hear from you guys. (Suggestions are immensely appreciated😋)", "repo": "https://github.com/Aarjal/The_Bug", "demo": "https://the-bug.vercel.app/"}, {"ship_num": 3, "ts": "2026-09-14T09:31:21Z", "hours": 16.0, "multiplier": 12.39, "payout": 203, "blessing": "neutral", "text": "I built Lost&Found mainly with the aim to make finding lost belongings a little less painful. Yes, it was a result of some disappointing personal experience. Instead of having to search through different media groups or hope someone sees your post, you can report a lost or found item here and let the system look for possible matches. The main part I’m proud of is the matching system. Lost and found posts are compared using things like category, description, location and dates to find possible matches, and users can get notified when one is found. I also added the usual stuff around it like authentication, notifications, resolving recovered cases, an admin dashboard, and as always a light/dark mode. It might seem quite like “Okay now how the hell am i supposed to use it then?” Here’s something important. A quick way to test it: create an account → make a Lost Item post → create another account →create a matching Found Item post with similar details → check the notifications/matches → if it’s the right item, you can resolve the case. (You can also try the flow the other way around by posting a found item first.) The backend is hosted through render and may take a LITTLE time to load but please be patient for a few seconds and the flow’s gonna go as mentioned above", "repo": "https://github.com/Aarjal/The_Bug", "demo": "https://the-bug.vercel.app/"}]...
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[{"post_id": 80173, "ts": "202 [{"post_id": 80173, "ts": "2026-10-16T15:34:34Z", "hours": 1.5981, "text": "I got idea from some other open source web-app and added a new “Recent activity feature in my admin dashboard”. Here’s also the recent data of what ya’ll have been doing ><"}, {"post_id": 73264, "ts": "2026-09-24T18:16:20Z", "hours": 1.6661, "text": "Rewrote the READMe from sctrach and tuned up the CSS a bit cus they asked ¯ _ (ツ)_/¯"}, {"post_id": 70220, "ts": "2026-09-18T18:51:33Z", "hours": 0.8733, "text": "it seems the css wasnt responding well in feed page after the hosting. took me some time but i’ve fixed the code and it works as expected now :)"}, {"post_id": 68774, "ts": "2026-09-15T18:48:39Z", "hours": 0.4542, "text": "just improved the Readme a bit nothing much nothing more showed for review and now adjusted as per the recommendations. Now the next thing is finally the shipping of project Optimistic to hear your says on this😄😄"}, {"post_id": 68246, "ts": "2026-09-14T19:27:07Z", "hours": 2.3539, "text": "I spent some time cleaning up the frontend code and styles to make the app faster and easier to maintain. Split up bloated pages: Broke down massive files like Item Detail, Recovery Requests, Feed, and Navbar into smaller subcomponents (modals, media previews, contact info, filters). Now editing one UI block won’t risk breaking the whole page. Fixed React state quirks: Switched Feed categories to derive directly with useMemo to skip extra re-renders, fixed initial edit form state, and added cleanup guards on API calls so navigating away doesn’t trigger memory leak warnings. Cleaned up the CSS: Replaced duplicated skeleton loaders and empty-state styles across 5 files with shared rules in index.css. Swapped hardcoded colors and overlays across all stylesheets for theme tokens so dark and light modes behave properly everywhere."}, {"post_id": 67507, "ts": "2026-09-13T17:04:49Z", "hours": 1.1086, "text": "Finally got the main workflow of Lost&Found working! The posting flow and matching system are connected now, so users can actually post lost or found items and the backend can go through the matching logic to find possible matches. I also finished up the remaining bits around resolving cases, notifications, and the other backend connections. I’ve now made the project deployable too. The frontend is hosted on Vercel and the backend is running on Render, and I’ve connected the two so the live app can actually communicate with the backend. There are obviously still things I can improve later, but for now the main workflow is working properly and the project is finally ready to ship."}, {"post_id": 66169, "ts": "2026-09-11T20:27:49Z", "hours": 1.7531, "text": "Been working on connecting the rest of the backend now. I got the resolving part done so when someone gets their item back, they can mark the case as resolved and it gets taken out of the active feed instead of sitting there like it’s still available. I also worked on the privacy policy agreement during signup, making sure that gets properly handled instead of just being a checkbox that does nothing. Apart from that I’ve connected the remaining reports, notifications, matching and user posts so they all actually talk to the backend properly. Most of the main stuff is pretty much done now, just a few small things left to fix and test. After that it should finally be ready to ship. Next devlog is basically going to be getting everything ready for deployment😋"}, {"post_id": 66062, "ts": "2026-09-11T17:05:13Z", "hours": 2.1011, "text": "FINALLLLYY I’ve worked on the matching system. This is what the whole app was all about tbh. The backend compares lost and found posts instead of just showing everything as a possible match. It looks at things like the item category, description/details, location, and dates, so a lost wallet and a found wallet in a completely different place or with an impossible date won’t just get treated the same. I’m also working on the backend logic that calculates these matches and sends the relevant results back to the frontend. A certain kinda post and match is successfully tested and its GREEN > < but there’s still some testing to do with different combinations of posts and I’m not confident about it yet :’("}, {"post_id": 65444, "ts": "2026-09-10T16:08:19Z", "hours": 0.9175, "text": "I’ve started working more on the backend! This time I focused on the lost and found reporting system, making sure the reports actually get sent through the API and saved properly in MongoDB. Each report is linked to the user who created it, along with things like the category, description, location, date, and image info. I also added some validation so the backend doesn’t just accept whatever the frontend sends. There were a few annoying little issues between the form, authentication, API and database, but I’ve got the main flow working now."}, {"post_id": 64928, "ts": "2026-09-09T17:25:26Z", "hours": 1.2067, "text": "This time I worked on adding light and dark mode. Previously the button was just sitting there doing nothing. Now the app can adapt to the user’s system theme instead of forcing them to pick one manually. If someone has their device set to dark mode, Lost&Found can follow that preference, while still giving them the option to switch between light and dark mode themselves. Still doing some small tweaks here and there, but this might be the final goodbye to frontend now"}, {"post_id": 64676, "ts": "2026-09-09T08:28:09Z", "hours": 1.2125, "text": "Today I worked on the admin dashboard. The idea behind it is to give me a simple overview of what’s happening across the platform instead of having to dig through individual reports. It includes stats for total lost reports, found reports, resolved cases, recovery rate, average resolution time, and the most common item categories. It doesn’t look the best but works for now.."}, {"post_id": 64320, "ts": "2026-09-08T16:38:23Z", "hours": 1.1492, "text": "Okay the progress is I made a few changes and improvements across the app to make the main user flow feel more complete. Up untill now was just the frontend part. I’ve also started working on the backend side of things, connecting the frontend features with the actual application logic and getting the necessary API functionality in place. There’s still quite a bit to connect and test, but the project is gradually moving from just having separate features to having everything work together as one proper application."}, {"post_id": 50954, "ts": "2026-08-20T12:54:52Z", "hours": 0.9122, "text": "I spent this session working on more of the Lost&Found frontend. I worked on the news feed, the UI for reporting both lost and found items, and the notifications frontend. One thing I also noticed with Stardance: when I linked my other Hackatime projects (i was working on separate directories for client and server side) to this project, their tracked time got added to the time shown on my previous devlog. My first devlog originally showed around 1 hour, but after linking those projects it changed to 6h . It didn’t work like that previously on Flavortown. Other than that, the frontend is coming together and I’m getting closer to having the main Lost → Match → Notification flow fully connected."}, {"post_id": 41398, "ts": "2026-08-05T16:21:00Z", "hours": 6.0625, "text": "I’m working on a web-app which I’ve named ‘Lost&Found’. As the name suggests, it’s a community help oriented, supportive, efficient and easy to use application which people can hop onto to search for their lost belongings. The idea is to create match between lost items and found items based on their descriptions and filters to finally get a confidence match score of whether the item is actually the one the user is looking for ( basically checking if lost-item = found-item ) For now, the actual countable work i’ve done is created a few icons for the web_app and finalised on one which is followed by same favicon."}]...
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Title: Lost&Found by @yeagerist | Stardance
D Title: Lost&Found by @yeagerist | Stardance
Devlogs:
I’m working on a web-app which I’ve named ‘Lost&Found’. As the name suggests, it’s a community help oriented, supportive, efficient and easy to use application which people can hop onto to search for their lost belongings. The idea is to create match between lost items and found items based on their descriptions and filters to finally get a confidence match score of whether the item is actually the one the user is looking for ( basically checking if lost-item = found-item ) For now, the actual countable work i’ve done is created a few icons for the web_app and finalised on one which is followed by same favicon.
I spent this session working on more of the Lost&Found frontend. I worked on the news feed, the UI for reporting both lost and found items, and the notifications frontend. One thing I also noticed with Stardance: when I linked my other Hackatime projects (i was working on separate directories for client and server side) to this project, their tracked time got added to the time shown on my previous devlog. My first devlog originally showed around 1 hour, but after linking those projects it changed to 6h . It didn’t work like that previously on Flavortown. Other than that, the frontend is coming together and I’m getting closer to having the main Lost → Match → Notification flow fully connected.
Okay the progress is I made a few changes and improvements across the app to make the main user flow feel more complete. Up untill now was just the frontend part. I’ve also started working on the backend side of things, connecting the frontend features with the actual application logic and getting the necessary API functionality in place. There’s still quite a bit to connect and test, but the project is gradually moving from just having separate features to having everything work together as one proper application.
Today I worked on the admin dashboard. The idea behind it is to give me a simple overview of what’s happening across the platform instead of having to dig through individual reports. It includes stats for total lost reports, found reports, resolved cases, recovery rate, average resolution time, and the most common item categories. It doesn’t look the best but works for now..
This time I worked on adding light and dark mode. Previously the button was just sitting there doing nothing. Now the app can adapt to the user’s system theme instead of forcing them to pick one manually. If someone has their device set to dark mode, Lost&Found can follow that preference, while still giving them the option to switch between light and dark mode themselves. Still doing some small tweaks here and there, but this might be the final goodbye to frontend now
I’ve started working more on the backend! This time I focused on the lost and found reporting system, making sure the reports actually get sent through the API and saved properly in MongoDB. Each report is linked to the user who created it, along with things like the category, description, location, date, and image info. I also added some validation so the backend doesn’t just accept whatever the frontend sends. There were a few annoying little issues between the form, authentication, API and database, but I’ve got the main flow working now.
FINALLLLYY I’ve worked on the matching system. This is what the whole app was all about tbh. The backend compares lost and found posts instead of just showing everything as a possible match. It looks at things like the item category, description/details, location, and dates, so a lost wallet and a found wallet in a completely different place or with an impossible date won’t just get treated the same. I’m also working on the backend logic that calculates these matches and sends the relevant results back to the frontend. A certain kinda post and match is successfully tested and its GREEN > < but there’s still some testing to do with different combinations of posts and I’m not confident about it yet :’(
Been working on connecting the rest of the backend now. I got the resolving part done so when someone gets their item back, they can mark the case as resolved and it gets taken out of the active feed instead of sitting there like it’s still available. I also worked on the privacy policy agreement during signup, making sure that gets properly handled instead of just being a checkbox that does nothing. Apart from that I’ve connected the remaining reports, notifications, matching and user posts so they all actually talk to the backend properly. Most of the main stuff is pretty much done now, just a few small things left to fix and test. After that it should finally be ready to ship. Next devlog is basically going to be getting everything ready for deployment😋
Finally got the main workflow of Lost&Found working! The posting flow and matching system are connected now, so users can actually post lost or found items and the backend can go through the matching logic to find possible matches. I also finished up the remaining bits around resolving cases, notifications, and the other backend connections. I’ve now made the project deployable too. The frontend is hosted on Vercel and the backend is running on Render, and I’ve connected the two so the live app can actually communicate with the backend. There are obviously still things I can improve later, but for now the main workflow is working properly and the project is finally ready to ship.
I spent some time cleaning up the frontend code and styles to make the app faster and easier to maintain. Split up bloated pages: Broke down massive files like Item Detail, Recovery Requests, Feed, and Navbar into smaller subcomponents (modals, media previews, contact info, filters). Now editing one UI block won’t risk breaking the whole page. Fixed React state quirks: Switched Feed categories to derive directly with useMemo to skip extra re-renders, fixed initial edit form state, and added cleanup guards on API calls so navigating away doesn’t trigger memory leak warnings. Cleaned up the CSS: Replaced duplicated skeleton loaders and empty-state styles across 5 files with shared rules in index.css. Swapped hardcoded colors and overlays across all stylesheets for theme tokens so dark and light modes behave properly everywhere.
just improved the Readme a bit nothing much nothing more showed for review and now adjusted as per the recommendations. Now the next thing is finally the shipping of project Optimistic to hear your says on this😄😄
it seems the css wasnt responding well in feed page after the hosting. took me some time but i’ve fixed the code and it works as expected now :)
Rewrote the READMe from sctrach and tuned up the CSS a bit cus they asked ¯ _ (ツ)_/¯
I got idea from some other open source web-app and added a new “Recent activity feature in my admin dashboard”. Here’s also the recent data of what ya’ll have been doing ><
Ships:
I built Lost&Found mainly with the aim to make finding lost belongings a little less painful. Yes, it was a result of some disappointing personal experience. Instead of having to search through different media groups or hope someone sees your post, you can report a lost or found item here and let the system look for possible matches. The main part I’m proud of is the matching system. Lost and found posts are compared using things like category, description, location and dates to find possible matches, and users can get notified when one is found. I also added the usual stuff around it like authentication, notifications, resolving recovered cases, an admin dashboard, and as always a light/dark mode. It might seem quite like “Okay now how the hell am i supposed to use it then?” Here’s something important. A quick way to test it: create an account → make a Lost Item post → create another account →create a matching Found Item post with similar details → check the notifications/matches → if it’s the right item, you can resolve the case. (You can also try the flow the other way around by posting a found item first.) The backend is hosted through render and may take a LITTLE time to load but please be patient for a few seconds and the flow’s gonna go as mentioned above
This is my second ship to my project lost&found with little css tweaks and UI/UX enhancements as per the reviews from first ship. This web app is basically a platform for people to perform actions regarding lost items. (either seek their lost item or post a found item) The basic workflow is : -Sign up with a random acc and post a lost item in feed -Sign up with a diff random acc and post a related found item in feed -The system will create a match between those two items and let you choose wat to do furthur with it. As per last ship reviews, One important suggestion i found was to include a demo video of whole workflow in my README and this time I’ve not missed that out dw. That might help yall a lot in this ship since signing in and our repeatedly is troublesome. Looking forward to hear from you guys. (Suggestions are immensely appreciated😋)
this is a tribute to my lost&found with a dead last ship with small update...
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1793148633.364817
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1793235033.364817
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48023
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Ask AgPulse by @praneel23o | Stardance
|
praneel23o
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T06:08:40Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an AI advisor for commodity trading. So, my father works in finance field, I came to know about commodity trading. And then this idea hit me to revolutionise the field. Instead of randomly guessing what to invest in you ask the advisor about it. What I personally found challenging was connecting the data ingestion pipeline (I failed in it couple of times). Though it requires a little more of computational requirements. Then what nest could provide me, yet I got a symbolic representative demo. To use it download source code from GitHub and follow steps in readme.md. Hope y’all like it. Thanks for reading me.", "repo": "https://github.com/pannilal/rag", "demo": "https://github.com/pannilal/agpulse"}]...
|
[{"post_id": 47313, "ts": "202 [{"post_id": 47313, "ts": "2026-08-15T05:54:04Z", "hours": 23.1361, "text": "I am making a RAG model (retrieval augmented generation). So, what it does is it advises people to invest in a particular commodity or not. It basically is an advisor for commodity traders. Since It’s a rag model it gives the data extract fromm the data it has been given to analyze the past trends. You can ingest it with pdf for sentiment analysis and csv for past pricing trends. Just for Reviewers: The demo link isn’t the fully functional actual project because what it requires isn’t fulfilled by hack club like the computational requirements."}]...
|
Title: Ask AgPulse by @praneel23o | Stardance
Dev Title: Ask AgPulse by @praneel23o | Stardance
Devlogs:
I am making a RAG model (retrieval augmented generation). So, what it does is it advises people to invest in a particular commodity or not. It basically is an advisor for commodity traders. Since It’s a rag model it gives the data extract fromm the data it has been given to analyze the past trends. You can ingest it with pdf for sentiment analysis and csv for past pricing trends. Just for Reviewers: The demo link isn’t the fully functional actual project because what it requires isn’t fulfilled by hack club like the computational requirements.
Ships:
I made an AI advisor for commodity trading. So, my father works in finance field, I came to know about commodity trading. And then this idea hit me to revolutionise the field. Instead of randomly guessing what to invest in you ask the advisor about it. What I personally found challenging was connecting the data ingestion pipeline (I failed in it couple of times). Though it requires a little more of computational requirements. Then what nest could provide me, yet I got a symbolic representative demo. To use it download source code from GitHub and follow steps in readme.md. Hope y’all like it. Thanks for reading me....
|
1793127079.6690998
|
1793213479.6690998
|
|
50089
|
space-war by @dineshkarthik | Stardance
|
dineshkarthik
|
1
|
23.0
|
163
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T05:14:05Z", "hours": 13.0, "multiplier": 12.87, "payout": 163, "blessing": "neutral", "text": "🚀 Space War - Shipping Description I made a browser-based space shooter where the player has options to determine a certain way of playing and getting better at the game. In the project, I implemented different war zones, from 180 ° and 360 °, and added a variety of gameplays. The game allows battling enemy waves, collecting resources, upgrading the player’s ship, and being able to set and beat your own personal records. I also added a menu where you can choose a certain game mode and the system to store records to keep track of your stats accurately and have a reference of the best results. I aimed for variety in gameplay and for the player to feel like they are part of a bigger system, not just a simple space shooter, which is why I focused on adding content that would give them a reason to keep playing.", "repo": "https://github.com/Karthik-854321/space-war", "demo": "https://space-war-beta.vercel.app/"}]...
|
[{"post_id": 58217, "ts": "202 [{"post_id": 58217, "ts": "2026-08-30T16:00:53Z", "hours": 1.5722, "text": "improving from the feedback and suggestion i got from the first ship some formaulas or modified and some changes in js is taking apart soon you will see a complete game hsing everything suggested and this is the highest score i got make a try to break it"}, {"post_id": 54345, "ts": "2026-08-25T09:29:23Z", "hours": 4.3333, "text": "FINAL DEVLOG finally completed by project by adding a selection page that display the game highest records and give options to selct gaem mode with my custom arcrade retro style theme literally it takes a lot of time to arrange the background frame with the button trapezium shapes and with that and it is looking really great . i designed it by my thoughts if any suggestions are improvements are accepted and i will try to implement it later TRY IT NOW: https://space-war-beta.vercel.app/"}, {"post_id": 53794, "ts": "2026-08-24T14:31:51Z", "hours": 3.2506, "text": "a long time taken to refine complete css after getting too many resubmits for using ai in it actually i built the whole game from scratch from choosing the enimies their characters their shapes and in auto shoot game i revised my old mathematics textbook for shortest distance formulas and point of contact formulas that makes me learn my 11th textbook again i learned a lot from this finally i am about to complete the css part a few modifications are apart"}, {"post_id": 52155, "ts": "2026-08-22T07:50:40Z", "hours": 0.8447, "text": "forgot to write a devlog lost 10h of time but yet my GAME is making a clean 3d visuals"}, {"post_id": 50101, "ts": "2026-08-19T05:08:24Z", "hours": 2.0697, "text": "Space War - Final Devlog Space War’s development iteration has been completed in time for the next step. The current gameplay hub offers a pure mode-based experience. The following features have been added: 180° and 360° War Zone selection Both games are now separated as individual modes A 360° exclusive records panel has been added Highest Score, Best Survival Time, Missions and Coins are now available for tracking Everything is persistent via localStorage The whole UI is now organized into two sections: the game itself on the left and the records panel on the right Added responsive behavior so that the game area is always fully playable Original systems, upgrades, enemies, effects and controls are preserved From selecting a battlefield to challenging oneself to a new record, the Space War gameplay hub is now a truly comprehensive mode-based system."}, {"post_id": 48820, "ts": "2026-08-17T11:11:00Z", "hours": 1.79, "text": "Devlog 03, Hyperion: Space Defender The third update involved a significant redesign rather than just adding new features. I renamed the experience Hyperion: Space Defender and reworked the interface with a dedicated command system. The battlefield now takes up 75% of the screen , while the remaining 25% serves as a Command & Telemetry sidebar . The sidebar shows live information such as ship tier, hull integrity, system level, XP, coins, gems, score, and flight time . I also created a proper start screen and gameplay guide so players can learn the controls before they enter combat. Previous records like best score, best flight time, and most coins are displayed as well. The progression system became richer with different enemy classes and a boss system , which includes a dedicated boss health display. Players now have extra progression statistics such as tier, coins, score, and improved combat attributes. Persistence has also improved. High score, best survival time, and maximum coins are saved using localStorage , allowing records to persist between sessions. Finally, I upgraded the audio system from simple oscillator effects to a more advanced Web Audio setup, which uses oscillators, gain nodes, filters, and generated noise for better laser and explosion sounds. This update turned the project from a basic browser shooter into a more complete space-survival game system with progression, persistence, telemetry, mobile controls, bosses, audio, and a stronger interface ."}, {"post_id": 48699, "ts": "2026-08-17T06:37:05Z", "hours": 0.3347, "text": "Devlog 02 - Expanding the Gameplay SystemsThe second update went from a bare-bones prototype to a more fleshed-out survival gameI added progression and level-up systems for the player, which let him upgrade his laser size, movement speed, collection radius, fire rate, max HP, and special attack cooldown.The game now has XP, levels, gems, particles, damage numbers, screen effects, and a proper HUD that displays the level, time, HP, and XP.The most important addition, however, was mobile support - the game now has a virtual joystick that appears on touchscreens and turns swipes into directional inputI also added synthesized sound effects for lasers, hits, gems, slashes, and explosions using the Web Audio API.The game now has a proper survival loop - the player gathers XP and resources, levels up, buys upgrades, and fights off hordes of enemies that get progressively stronger.This iteration marked the first true step away from the technical experimentation of the early prototype toward an actual game with content and depth."}, {"post_id": 48688, "ts": "2026-08-17T06:09:50Z", "hours": 8.4686, "text": "Devlog 01 — Building the Core Combat PrototypeThe first update was about getting the basic game loop working before adding complicated systems.I built the initial Bullet Haven Game as a Canvas-based space shooter. The player can move using WASD, aim toward the mouse, and automatically fire bullets. The game includes three basic enemy types — Swarmer, Basic, and Tank — each with different speed, size, and HP values.I also added sprite loading with fallback shapes, so the game can continue running even if the image assets are unavailable. Enemy spawning happens from outside the screen and enemies move toward the player.For combat feedback, I implemented bullet-enemy collision, particle effects when enemies are destroyed, score tracking, and screen shake. The rendering system draws bullets, particles, enemies, the player, and the score every frame.This update gave me the foundation: movement → shooting → enemies → collision → destruction → score → game loop.The main goal was not to make the game complete yet, but to prove that the core gameplay system worked."}]...
|
Title: space-war by @dineshkarthik | Stardance
De Title: space-war by @dineshkarthik | Stardance
Devlogs:
Devlog 01 — Building the Core Combat PrototypeThe first update was about getting the basic game loop working before adding complicated systems.I built the initial Bullet Haven Game as a Canvas-based space shooter. The player can move using WASD, aim toward the mouse, and automatically fire bullets. The game includes three basic enemy types — Swarmer, Basic, and Tank — each with different speed, size, and HP values.I also added sprite loading with fallback shapes, so the game can continue running even if the image assets are unavailable. Enemy spawning happens from outside the screen and enemies move toward the player.For combat feedback, I implemented bullet-enemy collision, particle effects when enemies are destroyed, score tracking, and screen shake. The rendering system draws bullets, particles, enemies, the player, and the score every frame.This update gave me the foundation: movement → shooting → enemies → collision → destruction → score → game loop.The main goal was not to make the game complete yet, but to prove that the core gameplay system worked.
Devlog 02 - Expanding the Gameplay SystemsThe second update went from a bare-bones prototype to a more fleshed-out survival gameI added progression and level-up systems for the player, which let him upgrade his laser size, movement speed, collection radius, fire rate, max HP, and special attack cooldown.The game now has XP, levels, gems, particles, damage numbers, screen effects, and a proper HUD that displays the level, time, HP, and XP.The most important addition, however, was mobile support - the game now has a virtual joystick that appears on touchscreens and turns swipes into directional inputI also added synthesized sound effects for lasers, hits, gems, slashes, and explosions using the Web Audio API.The game now has a proper survival loop - the player gathers XP and resources, levels up, buys upgrades, and fights off hordes of enemies that get progressively stronger.This iteration marked the first true step away from the technical experimentation of the early prototype toward an actual game with content and depth.
Devlog 03, Hyperion: Space Defender The third update involved a significant redesign rather than just adding new features. I renamed the experience Hyperion: Space Defender and reworked the interface with a dedicated command system. The battlefield now takes up 75% of the screen , while the remaining 25% serves as a Command & Telemetry sidebar . The sidebar shows live information such as ship tier, hull integrity, system level, XP, coins, gems, score, and flight time . I also created a proper start screen and gameplay guide so players can learn the controls before they enter combat. Previous records like best score, best flight time, and most coins are displayed as well. The progression system became richer with different enemy classes and a boss system , which includes a dedicated boss health display. Players now have extra progression statistics such as tier, coins, score, and improved combat attributes. Persistence has also improved. High score, best survival time, and maximum coins are saved using localStorage , allowing records to persist between sessions. Finally, I upgraded the audio system from simple oscillator effects to a more advanced Web Audio setup, which uses oscillators, gain nodes, filters, and generated noise for better laser and explosion sounds. This update turned the project from a basic browser shooter into a more complete space-survival game system with progression, persistence, telemetry, mobile controls, bosses, audio, and a stronger interface .
Space War - Final Devlog Space War’s development iteration has been completed in time for the next step. The current gameplay hub offers a pure mode-based experience. The following features have been added: 180° and 360° War Zone selection Both games are now separated as individual modes A 360° exclusive records panel has been added Highest Score, Best Survival Time, Missions and Coins are now available for tracking Everything is persistent via localStorage The whole UI is now organized into two sections: the game itself on the left and the records panel on the right Added responsive behavior so that the game area is always fully playable Original systems, upgrades, enemies, effects and controls are preserved From selecting a battlefield to challenging oneself to a new record, the Space War gameplay hub is now a truly comprehensive mode-based system.
forgot to write a devlog lost 10h of time but yet my GAME is making a clean 3d visuals
a long time taken to refine complete css after getting too many resubmits for using ai in it actually i built the whole game from scratch from choosing the enimies their characters their shapes and in auto shoot game i revised my old mathematics textbook for shortest distance formulas and point of contact formulas that makes me learn my 11th textbook again i learned a lot from this finally i am about to complete the css part a few modifications are apart
FINAL DEVLOG finally completed by project by adding a selection page that display the game highest records and give options to selct gaem mode with my custom arcrade retro style theme literally it takes a lot of time to arrange the background frame with the button trapezium shapes and with that and it is looking really great . i designed it by my thoughts if any suggestions are improvements are accepted and i will try to implement it later TRY IT NOW: https://space-war-beta.vercel.app/
improving from the feedback and suggestion i got from the first ship some formaulas or modified and some changes in js is taking apart soon you will see a complete game hsing everything suggested and this is the highest score i got make a try to break it
Ships:
🚀 Space War - Shipping Description I made a browser-based space shooter where the player has options to determine a certain way of playing and getting better at the game. In the project, I implemented different war zones, from 180 ° and 360 °, and added a variety of gameplays. The game allows battling enemy waves, collecting resources, upgrading the player’s ship, and being able to set and beat your own personal records. I also added a menu where you can choose a certain game mode and the system to store records to keep track of your stats accurately and have a reference of the best results. I aimed for variety in gameplay and for the player to feel like they are part of a bigger system, not just a simple space shooter, which is why I focused on adding content that would give them a reason to keep playing....
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1792878469.4185536
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1793742469.4185536
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53878
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Kiko(Focusing app) by @Davonys | Stardance
|
Davonys
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T19:35:49Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Kiko is a productivity web application designed to help you stay focused. You can create both one-time and recurring tasks to manage your schedule. To keep you company, Kiko features an interactive character that works, studies, and relaxes with you. Stay motivated by competing on the leaderboard—but be careful! If you miss a deadline, your virtual garden will begin to wither.", "repo": "https://github.com/davitkhlghatyan2010-afk/Kiko", "demo": "https://kiko-frontend-eta.vercel.app/"}]...
|
[{"post_id": 77143, "ts": "202 [{"post_id": 77143, "ts": "2026-10-05T19:32:00Z", "hours": 3.2706, "text": "So, I fixed some mechanics and added interactivity!"}, {"post_id": 57324, "ts": "2026-08-29T13:17:17Z", "hours": 5.7256, "text": "I have already finished website and now I will work mostly on documentatin!1"}, {"post_id": 54702, "ts": "2026-08-25T19:31:46Z", "hours": 14.4011, "text": "I have done design and documentation(PRD)!!!"}]...
|
Title: Kiko(Focusing app) by @Davonys | Stardance
Title: Kiko(Focusing app) by @Davonys | Stardance
Devlogs:
I have done design and documentation(PRD)!!!
I have already finished website and now I will work mostly on documentatin!1
So, I fixed some mechanics and added interactivity!
Ships:
Kiko is a productivity web application designed to help you stay focused. You can create both one-time and recurring tasks to manage your schedule. To keep you company, Kiko features an interactive character that works, studies, and relaxes with you. Stay motivated by competing on the leaderboard—but be careful! If you miss a deadline, your virtual garden will begin to wither....
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1793152485.3072057
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1793238885.3072057
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53994
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Godot - Froken by @martycat111 | Stardance
|
martycat111
|
1
|
23.0
|
143
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T20:07:34Z", "hours": 23.0, "multiplier": 6.22, "payout": 143, "blessing": "neutral", "text": "A silly Godot game. I made it to learn Godot. Signals are hard when instantiating. Physics are annoying. It was fun.", "repo": "https://github.com/Martycat111/Froken", "demo": "https://martycat111.itch.io/froken"}]...
|
[{"post_id": 76518, "ts": "202 [{"post_id": 76518, "ts": "2026-10-03T19:55:11Z", "hours": 4.9028, "text": "Final build, will ship unless i find bugs. Improved tutorial, transitions, and gameplay tweaks. Check out my itch. :)"}, {"post_id": 75482, "ts": "2026-09-30T07:06:36Z", "hours": 8.635, "text": "Huge Updates - Title screen, art, terrain, and so, so much more…"}, {"post_id": 74309, "ts": "2026-09-27T05:06:09Z", "hours": 6.7633, "text": "Fixed most aspects of my game. Its not a 1/10 anymore."}, {"post_id": 58552, "ts": "2026-08-31T00:12:15Z", "hours": 2.6772, "text": "Godot game chicken flies"}]...
|
Title: Godot - Froken by @martycat111 | Stardance
Title: Godot - Froken by @martycat111 | Stardance
Devlogs:
Godot game chicken flies
Fixed most aspects of my game. Its not a 1/10 anymore.
Huge Updates - Title screen, art, terrain, and so, so much more…
Final build, will ship unless i find bugs. Improved tutorial, transitions, and gameplay tweaks. Check out my itch. :)
Ships:
A silly Godot game. I made it to learn Godot. Signals are hard when instantiating. Physics are annoying. It was fun....
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1793152522.0912147
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1793238922.0912147
|
|
58749
|
VulpeculaOS by @AuraMonster | Stardance
|
AuraMonster
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T21:42:54Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VulpeculaOS, a desktop app that is an OS but has a creepy twist to it. It is actually a horror game! (Of course, I am not going to spoil it for you, so it is up to figure it out!). Also, explore a lot and be patient, since this is meant to be 20 minutes long.", "repo": "https://github.com/mdmutahhar24-pixel/VulpeculaOS", "demo": "https://github.com/mdmutahhar24-pixel/VulpeculaOS/releases"}]...
|
[{"post_id": 71969, "ts": "202 [{"post_id": 71969, "ts": "2026-09-21T21:40:38Z", "hours": 1.7475, "text": "Seventh and Final Devlog for VulpeculaOS What is VulpeculaOS Really? VulpeculaOS is an OS that is actually a horror game. And no, this is not the webOS mission, since it is a desktop app. There will be several anomalies that the user goes through. If the user attempts to ask Vulp about it, Vulp is supposed to respond in a weird way. New Features: Debugged some stuff Added Vulp Text-To-Speech Updated some Horror events to actually give out vibes Ship will be coming soon!"}, {"post_id": 71453, "ts": "2026-09-20T21:11:48Z", "hours": 2.3394, "text": "Sixth Devlog for VulpeculaOS New Features: OS now has a start up Screen! [REDACTED] Happiness system was finished Calculator finished Browser Finished Vulp ? Finished Scrapped: Settings EXPECT NEXT DEVLOG TO BE FINAL **ERROR: VULP is slowly being taken over by… static ** NOTE: the truth about this OS will be revealed… in the next devlog and the ship."}, {"post_id": 69967, "ts": "2026-09-18T04:24:16Z", "hours": 6.5525, "text": "Fifth Devlog for VulpeculaOS New Features: SFX for UI In Progress: [REDACTED] happiness events Vulp Reactions Easter Eggs Smth idk Browser Planned Features (Subject to Change): More apps to store Settings Calculator Content Vulp is acting pretty strange today…"}, {"post_id": 65498, "ts": "2026-09-10T17:59:32Z", "hours": 5.0594, "text": "Fourth Devlog for VulpeculaOS New Features: You can now Maximize and Minimize windows OS System Error: AI: VULP has gained access to app window control In Progress: Store Browser [REDACTED] Happiness level Revamp of current OS Planned Features: Settings More apps in the store Actually being able to open a webpage inside of VulpeculaOS. (* static *) Too late to turn back"}, {"post_id": 63913, "ts": "2026-09-07T23:04:25Z", "hours": 2.1544, "text": "Third Devlog For VelpeculaOS New Features: Notes App completed Terminal, Files, and Notes are now all completely intertwined Command Menu added OS SYSTEM BREACH: VULP HAS GAINED THE ABILITY OF SPEECH Work in Progress: Vulp being able to Warn modify files Planned Features (Subject to change): [Redacted] level Settings You open Vulpecula OS again…Vulp has something to tell you. You were shocked by the next words Vulp said."}, {"post_id": 63750, "ts": "2026-09-07T18:23:12Z", "hours": 2.7758, "text": "Second Devlog for Vulpecula OS New Features: Terminal Complete Added a filesystem to keep track of you of your files Added Local Date In Progress: Notes Feature Vulp, your personal {REDACTED} assistant Planned Features (Subject to change): {REDACTED} level Command (like the windows button) As you keep exploring the OS, you notice something off… It’s nothing right?"}, {"post_id": 63120, "ts": "2026-09-06T19:03:19Z", "hours": 2.0158, "text": "Vulpecula OS First Devlog What is VulpeculaOS? Vulpecula OS is a [REDACTED] totally Normal OS on a Desktop App. Users are put through [REDACTED] normal OS stuff. New Features: Added Windows Added Time Added Background Future Features (Subject to Change): Your personal [REDACTED] Vulp Assistant Command [REDACTED] level More… OS System Error: He is already after you. It is too late, you know too much - Vulp"}]...
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Title: VulpeculaOS by @AuraMonster | Stardance
De Title: VulpeculaOS by @AuraMonster | Stardance
Devlogs:
Vulpecula OS First Devlog What is VulpeculaOS? Vulpecula OS is a [REDACTED] totally Normal OS on a Desktop App. Users are put through [REDACTED] normal OS stuff. New Features: Added Windows Added Time Added Background Future Features (Subject to Change): Your personal [REDACTED] Vulp Assistant Command [REDACTED] level More… OS System Error: He is already after you. It is too late, you know too much - Vulp
Second Devlog for Vulpecula OS New Features: Terminal Complete Added a filesystem to keep track of you of your files Added Local Date In Progress: Notes Feature Vulp, your personal {REDACTED} assistant Planned Features (Subject to change): {REDACTED} level Command (like the windows button) As you keep exploring the OS, you notice something off… It’s nothing right?
Third Devlog For VelpeculaOS New Features: Notes App completed Terminal, Files, and Notes are now all completely intertwined Command Menu added OS SYSTEM BREACH: VULP HAS GAINED THE ABILITY OF SPEECH Work in Progress: Vulp being able to Warn modify files Planned Features (Subject to change): [Redacted] level Settings You open Vulpecula OS again…Vulp has something to tell you. You were shocked by the next words Vulp said.
Fourth Devlog for VulpeculaOS New Features: You can now Maximize and Minimize windows OS System Error: AI: VULP has gained access to app window control In Progress: Store Browser [REDACTED] Happiness level Revamp of current OS Planned Features: Settings More apps in the store Actually being able to open a webpage inside of VulpeculaOS. (* static *) Too late to turn back
Fifth Devlog for VulpeculaOS New Features: SFX for UI In Progress: [REDACTED] happiness events Vulp Reactions Easter Eggs Smth idk Browser Planned Features (Subject to Change): More apps to store Settings Calculator Content Vulp is acting pretty strange today…
Sixth Devlog for VulpeculaOS New Features: OS now has a start up Screen! [REDACTED] Happiness system was finished Calculator finished Browser Finished Vulp ? Finished Scrapped: Settings EXPECT NEXT DEVLOG TO BE FINAL **ERROR: VULP is slowly being taken over by… static ** NOTE: the truth about this OS will be revealed… in the next devlog and the ship.
Seventh and Final Devlog for VulpeculaOS What is VulpeculaOS Really? VulpeculaOS is an OS that is actually a horror game. And no, this is not the webOS mission, since it is a desktop app. There will be several anomalies that the user goes through. If the user attempts to ask Vulp about it, Vulp is supposed to respond in a weird way. New Features: Debugged some stuff Added Vulp Text-To-Speech Updated some Horror events to actually give out vibes Ship will be coming soon!
Ships:
I made VulpeculaOS, a desktop app that is an OS but has a creepy twist to it. It is actually a horror game! (Of course, I am not going to spoil it for you, so it is up to figure it out!). Also, explore a lot and be patient, since this is meant to be 20 minutes long....
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1793152476.1726248
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1793238876.1726248
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60821
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Pyrecall by @SiddharthL | Stardance
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SiddharthL
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1
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23.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T01:08:03Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a python package(MIT Licensed and uploaded on PyPi) that helps mitigate catastrophic forgetting while fine tuning. Fine tuning is one of the most relevant things out there at this moment, but it can set some drawbacks. While fine tuning on new data, some previous knowledge may get lost. That’s what pyrecall helps detect. To get started, do “pip install pyrecall” in your terminal in VSCode(or any code editor) and get started. Use https://pyrecall.github.io/Pyrecall/ to get pyrecall in action!", "repo": "https://github.com/Pyrecall/Pyrecall", "demo": "https://pyrecall.github.io/Pyrecall/"}]...
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[{"post_id": 65637, "ts": "202 [{"post_id": 65637, "ts": "2026-09-10T22:06:00Z", "hours": 23.1922, "text": "Working on an open-source python package called Pyrecall which helps mitigate catastrophic forgetting"}]...
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Title: Pyrecall by @SiddharthL | Stardance
Devlog Title: Pyrecall by @SiddharthL | Stardance
Devlogs:
Working on an open-source python package called Pyrecall which helps mitigate catastrophic forgetting
Ships:
This is a python package(MIT Licensed and uploaded on PyPi) that helps mitigate catastrophic forgetting while fine tuning. Fine tuning is one of the most relevant things out there at this moment, but it can set some drawbacks. While fine tuning on new data, some previous knowledge may get lost. That’s what pyrecall helps detect. To get started, do “pip install pyrecall” in your terminal in VSCode(or any code editor) and get started. Use https://pyrecall.github.io/Pyrecall/ to get pyrecall in action!...
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1793206537.5616016
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1793292937.5616016
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65480
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Simple Chat by @MarioS271 | Stardance
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MarioS271
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1
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23.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T21:29:00Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Simple Chat A TUI-based chat client and server for local networks, featuring encryption and ssh-like host configuration. simple-chat lets you chat with others on the same network (a LAN, a tailscale tailnet or similar) via a simple terminal UI. It requires no classical internet connection (in the sense that you have to be able to reach the world wide web like google.com or similar), no accounts and no third-party servers. You control everything, and you’re the only one who sees the messages unencrypted. How to get it working quickly Begin by downloading the executable. Then, open a shell in the directory where the simple-chat or simple-chat.exe file is located (or open one via the start menu and cd into the folder where the file is). You will also need multiple shells for this; at least two (one server and one client) but I recommend testing with three to have two clients join onto one server. First, you need to create a server: ./simple-chat server --new <name> You will get an encryption key and a QR code. You need to copy or note down the encryption key. When scanned, the QR code also contains the encryption key. Then, you need to register the server so the clients can connect to it: ./simple-chat client --add <name> --address localhost <name> doesn’t need to be the same name you used in the first command, but I still strongly recommend it. Now, we wanna start the server: ./simple-chat server <name> You should see something like Running as server on port 42003 . Now, in a second terminal, type: ./simple-chat client <name> --name \"Testuser-1\" Then, you should see the TUI pop up. If not, use the README and the docs in the GitHub repo to troubleshoot. Note: In the above command, we’re using the explicit --name flag because if we want two clients on the same machine, they would try to load the same name from the configs. Therefore, we need to explicitly assign two different names via --name . If you want a second client, run the following in a third terminal: ./simple-chat client <name> --name \"Testuser-2\" Additional Info for the above guide In all of the commands, you should substitute <name> with the name for the server, for example Testserver . I recommend you use the same name everywhere, although you CAN theoretically give the actual server and the client-saved server a different name. Thanks for reading all this if you came to this part and have fun! :P", "repo": "https://github.com/MarioS271/simple-chat", "demo": "https://github.com/MarioS271/simple-chat/releases/latest"}]...
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[{"post_id": 81331, "ts": "202 [{"post_id": 81331, "ts": "2026-10-20T21:11:08Z", "hours": 3.0769, "text": "Final Touches Simple Chat is now basically finished after some final touches. Lots of fixes have been made, along with adding more documentation. Here’s a quick changelog: Fix issue where invalid timestamps would panic all clients which received them Fix key inputs being registered twice on windows Check user name length properly Fix multi-line message drawing logic Add a timeout for the initial handshake (5s) Validate chat messages and user names for control characters Write the timestamp on the server-side to prevent spoofing Fix CTRL+C not quitting the TUI Add a TUI message backlog limit Fix the TUI text input box (wide chars now work properly) Update documentation Fix a few other minor inconsistencies"}, {"post_id": 80738, "ts": "2026-10-18T17:32:01Z", "hours": 3.6989, "text": "Packet Types After a (way too long) pause, I’m finally working on Simple Chat again. I’ve added a packet enum, which wraps all possible kinds of data communication. What this means Basically, now everything that’s being sent has the same interface: serialize and deserialize. You don’t need to worry about what is in this packet, just serialize it, encrypt it and it works. This means handshakes aren’t loose bytes being sent between client and server and held together by pure hopes and dream (im praying somebody gets the reference), but instead a proper packet, which can also now be encrypted. Heartbeats Previously, there was also a big design flaw. If no message was being sent, you couldn’t tell if the others were just not sending anything or had already (uncleanly) disconnected. The TCP stream looked the same in both scenarios. Because of this, I’ve added a Packet::Heartbeat type. It contains no data, and if it gets received by any party, (almost) nothing happens. It’s sole purpose is to keep the stream alive. Now with this, lets say we’re the server: a client doesn’t send a heartbeat twice. We now know that they’ve likely crashed or not properly disconnected in some other way. Because of this, we can now kick them instead of keeping a connection live."}, {"post_id": 76098, "ts": "2026-10-02T10:04:08Z", "hours": 8.5097, "text": "Server Rewrite! I’ve rewritten the server using Tokio instead of Threads for improved performance and less server-side overhead. What Tokio is It utilizes Rust’s async implementation with futures to create a much more lightweight alternative to threads. Basically, you can summon multiple tasks and instead of them being full threads with seperate 8MB stacks and so on, they have way less context switching overhead and a much smaller stack per instance. Other Server-Side Changes In the initial handshake, the client provides its name to the server. If the server receives a message with the wrong name from that client, it will replace the name with the originally given one. Encryption I’m still working on finishing up encryption for all messages and the initial handshake."}, {"post_id": 73319, "ts": "2026-09-24T21:00:42Z", "hours": 2.165, "text": "im almost done already what So… it kinda works???? The client AND server, the TUI, the new message structs and all of that work now. Changelog Reworked Message Struct(s) and multiple message types ( Chat , System ) Proper connect handshake Rework server to use SystemMessage s to broadcast client connect/disconnect events What’s planned A config file to store your name ( ~/.lan-chat ) Encryption (between clients)"}, {"post_id": 73260, "ts": "2026-09-24T18:08:38Z", "hours": 1.1111, "text": "TUI Time! :) The TUI works now, I only need to polish it (stuff like scrolling when message box is full) Additonally, I’m planning to add a special kind of message that the server sends on client join/leave events."}, {"post_id": 73217, "ts": "2026-09-24T16:48:43Z", "hours": 4.4622, "text": "New Project!! This is LAN Chat, a TUI chat messenger to use in the same LAN as others. Build using Rust with ratatui (a TUI library) Currently, I have a working client/server system, which sends serialized message structs. Next up, I’m gonna work on getting the TUI running."}]...
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Title: Simple Chat by @MarioS271 | Stardance
Devl Title: Simple Chat by @MarioS271 | Stardance
Devlogs:
New Project!! This is LAN Chat, a TUI chat messenger to use in the same LAN as others. Build using Rust with ratatui (a TUI library) Currently, I have a working client/server system, which sends serialized message structs. Next up, I’m gonna work on getting the TUI running.
TUI Time! :) The TUI works now, I only need to polish it (stuff like scrolling when message box is full) Additonally, I’m planning to add a special kind of message that the server sends on client join/leave events.
im almost done already what So… it kinda works???? The client AND server, the TUI, the new message structs and all of that work now. Changelog Reworked Message Struct(s) and multiple message types ( Chat , System ) Proper connect handshake Rework server to use SystemMessage s to broadcast client connect/disconnect events What’s planned A config file to store your name ( ~/.lan-chat ) Encryption (between clients)
Server Rewrite! I’ve rewritten the server using Tokio instead of Threads for improved performance and less server-side overhead. What Tokio is It utilizes Rust’s async implementation with futures to create a much more lightweight alternative to threads. Basically, you can summon multiple tasks and instead of them being full threads with seperate 8MB stacks and so on, they have way less context switching overhead and a much smaller stack per instance. Other Server-Side Changes In the initial handshake, the client provides its name to the server. If the server receives a message with the wrong name from that client, it will replace the name with the originally given one. Encryption I’m still working on finishing up encryption for all messages and the initial handshake.
Packet Types After a (way too long) pause, I’m finally working on Simple Chat again. I’ve added a packet enum, which wraps all possible kinds of data communication. What this means Basically, now everything that’s being sent has the same interface: serialize and deserialize. You don’t need to worry about what is in this packet, just serialize it, encrypt it and it works. This means handshakes aren’t loose bytes being sent between client and server and held together by pure hopes and dream (im praying somebody gets the reference), but instead a proper packet, which can also now be encrypted. Heartbeats Previously, there was also a big design flaw. If no message was being sent, you couldn’t tell if the others were just not sending anything or had already (uncleanly) disconnected. The TCP stream looked the same in both scenarios. Because of this, I’ve added a Packet::Heartbeat type. It contains no data, and if it gets received by any party, (almost) nothing happens. It’s sole purpose is to keep the stream alive. Now with this, lets say we’re the server: a client doesn’t send a heartbeat twice. We now know that they’ve likely crashed or not properly disconnected in some other way. Because of this, we can now kick them instead of keeping a connection live.
Final Touches Simple Chat is now basically finished after some final touches. Lots of fixes have been made, along with adding more documentation. Here’s a quick changelog: Fix issue where invalid timestamps would panic all clients which received them Fix key inputs being registered twice on windows Check user name length properly Fix multi-line message drawing logic Add a timeout for the initial handshake (5s) Validate chat messages and user names for control characters Write the timestamp on the server-side to prevent spoofing Fix CTRL+C not quitting the TUI Add a TUI message backlog limit Fix the TUI text input box (wide chars now work properly) Update documentation Fix a few other minor inconsistencies
Ships:
Simple Chat A TUI-based chat client and server for local networks, featuring encryption and ssh-like host configuration. simple-chat lets you chat with others on the same network (a LAN, a tailscale tailnet or similar) via a simple terminal UI. It requires no classical internet connection (in the sense that you have to be able to reach the world wide web like google.com or similar), no accounts and no third-party servers. You control everything, and you’re the only one who sees the messages unencrypted. How to get it working quickly Begin by downloading the executable. Then, open a shell in the directory where the simple-chat or simple-chat.exe file is located (or open one via the start menu and cd into the folder where the file is). You will also need multiple shells for this; at least two (one server and one client) but I recommend testing with three to have two clients join onto one server. First, you need to create a server: ./simple-chat server --new <name> You will get an encryption key and a QR code. You need to copy or note down the encryption key. When scanned, the QR code also contains the encryption key. Then, you need to register the server so the clients can connect to it: ./simple-chat client --add <name> --address localhost <name> doesn’t need to be the same name you used in the first command, but I still strongly recommend it. Now, we wanna start the server: ./simple-chat server <name> You should see something like Running as server on port 42003 . Now, in a second terminal, type: ./simple-chat client <name> --name "Testuser-1" Then, you should see the TUI pop up. If not, use the README and the docs in the GitHub repo to troubleshoot. Note: In the above command, we’re using the explicit --name flag because if we want two clients on the same machine, they would try to load the same name from the configs. Therefore, we need to explicitly assign two different names via --name . If you want a second client, run the following in a third terminal: ./simple-chat client <name> --name "Testuser-2" Additional Info for the above guide In all of the commands, you should substitute <name> with the name for the server, for example Testserver . I recommend you use the same name everywhere, although you CAN theoretically give the actual server and the client-saved server a different name. Thanks for reading all this if you came to this part and have fun! :P...
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1793249557.7658207
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1793335957.7658207
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66665
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ShareList by @Huseyin | Stardance
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Huseyin
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1
|
23.0
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222
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T22:42:16Z", "hours": 23.0, "multiplier": 9.69, "payout": 222, "blessing": "neutral", "text": "ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others.", "repo": "https://github.com/krambo345/ShareList", "demo": "https://sharelist.krambo.space"}]...
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[{"post_id": 80828, "ts": "202 [{"post_id": 80828, "ts": "2026-10-18T22:29:08Z", "hours": 0.9003, "text": "Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it"}, {"post_id": 79863, "ts": "2026-10-15T17:26:08Z", "hours": 6.7394, "text": "RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…"}, {"post_id": 79513, "ts": "2026-10-14T12:12:06Z", "hours": 3.3314, "text": "UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able."}, {"post_id": 76941, "ts": "2026-10-05T04:41:38Z", "hours": 7.0897, "text": "Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!"}, {"post_id": 75068, "ts": "2026-09-29T01:44:46Z", "hours": 4.8722, "text": "ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!"}]...
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Title: ShareList by @Huseyin | Stardance
Devlogs: Title: ShareList by @Huseyin | Stardance
Devlogs:
ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!
Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!
UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able.
RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…
Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it
Ships:
ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others....
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1793155812.680188
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1793242212.680188
|
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67128
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StudyFlow by @geeky | Stardance
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geeky
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1
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23.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T15:37:08Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "StudyFlow, a task organizer for students, built with plain HTML, CSS and JavaScript (no frameworks, no backend) The problem: students notice deadlines too late, so the app makes urgency visible.", "repo": "https://github.com/filippoplesca3-wq/StudyFlow", "demo": "https://filippoplesca3-wq.github.io/StudyFlow/"}]...
|
[{"post_id": 78301, "ts": "202 [{"post_id": 78301, "ts": "2026-10-10T11:04:05Z", "hours": 3.5744, "text": "Just finished setting up the github repo!!!"}, {"post_id": 78128, "ts": "2026-10-09T17:20:51Z", "hours": 0.4286, "text": "just updated the style i think it looks way cooler now. im finishing js aand it wil be ready!!!"}, {"post_id": 76161, "ts": "2026-10-02T15:27:46Z", "hours": 19.2456, "text": "A simple web app that helps students organize homework by subject, priority and due date. Built with plain HTML, CSS and JavaScript — no frameworks, no backend."}]...
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Title: StudyFlow by @geeky | Stardance
Devlogs:
A Title: StudyFlow by @geeky | Stardance
Devlogs:
A simple web app that helps students organize homework by subject, priority and due date. Built with plain HTML, CSS and JavaScript — no frameworks, no backend.
just updated the style i think it looks way cooler now. im finishing js aand it wil be ready!!!
Just finished setting up the github repo!!!
Ships:
StudyFlow, a task organizer for students, built with plain HTML, CSS and JavaScript (no frameworks, no backend) The problem: students notice deadlines too late, so the app makes urgency visible....
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1792817382.4388914
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1793681382.4388914
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69491
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Pearl Sandbox by @CraftingHERO | Stardance
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CraftingHERO
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1
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23.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T12:09:22Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Pearl Sandbox is an interactive web-based physics simulation in which you can drop shiny pearls into a three-dimensional glass box and observe their realistic behavior. Using intuitive sliders and controls, you can adjust and experiment with parameters—such as the size of the box, the number of pearls, colors, and physical interactions—in real time. The project serves as an illustrative experiment demonstrating how modern 3D graphics and physics systems can be implemented directly within a web browser, without the need for any additional installations.", "repo": "https://github.com/CraftingHERO28/pearl-sandbox", "demo": "https://craftinghero28.github.io/pearl-sandbox/"}]...
|
[{"post_id": 81758, "ts": "202 [{"post_id": 81758, "ts": "2026-10-22T12:02:29Z", "hours": 5.0453, "text": "Transitioning from Version 4 to Version 5, the Pearl Sandbox has received a massive upgrade focusing on total user customization and much more fluid camera controls. The most exciting new addition is the expanded control menu, which now comes packed with dynamic sliders that let you tweak the entire simulation on the fly. You can now adjust the size of the glass box to give your pearls more or less room, change the maximum pearl limit to handle denser particle stacks, and fine-tune exactly how many pearls spawn with a single click. Alongside these powerful new settings, a fresh color option has been added to the palette to give your pearls an extra splash of style. Finally, camera navigation got a major quality-of-life overhaul: the top-right orientation gizmo cube is now fully interactive, allowing you to directly grab and rotate the mini cube to seamlessly sync and spin the main 3D camera view around your sandbox."}, {"post_id": 80977, "ts": "2026-10-19T14:01:31Z", "hours": 6.3625, "text": "In Version 4 of the Pearl Sandbox, the simulation feels much more responsive and satisfying to play with. The biggest visual change is that pearls no longer just drop from the ceiling in random spots. Instead, wherever you click on the glass box—whether it’s the top, the side walls, or near the bottom—the pearls now spawn right at your cursor position and burst inward into the box. The main hurdle in this update was getting the box boundaries and click detection right. In earlier tests, fast-moving pearls would glitch out and fall right through the glass walls, or spawn halfway outside the box. To fix this, all six sides of the glass box are now completely solid, keeping every single pearl trapped inside even when dozens are bouncing around at once. Another challenge was making sure the pearls shoot inward away from the wall you click on rather than just dropping straight down. Once that was dialed in, adding a small collapsible menu overlay and the 3D orientation gizmo in the corner really helped tie everything together, making camera navigation feel smooth while keeping the focus on the bouncing pearls."}, {"post_id": 80121, "ts": "2026-10-16T09:09:20Z", "hours": 3.8361, "text": "In version 3 of the Pearl Sandbox, the interactivity of the 3D environment is significantly expanded. While the pearls in the previous version were statically predefined, this iteration introduces a click function: each mouse click spawns a cluster of new pink pearls in the upper section of the transparent 3D cube. These spheres fall from the ceiling; however, since the walls are not yet solid, the pearls pass right through them. The ability to freely rotate the camera using the mouse is also retained, allowing users to observe the action from any angle. The next stage of development will refine the spawning mechanism—moving away from a fixed origin at the ceiling to a system that uses raycasting to spawn pearls exactly where the user clicks on the box—with further updates to follow, including UI menus, color customization options, and a 3D orientation cube."}, {"post_id": 79606, "ts": "2026-10-14T18:02:47Z", "hours": 4.6403, "text": "I’ve changed the setup: instead of the previous 2D, there is now a 3D space where you can view the scene and aditionally you can actually rotate the view. However, you can’t spawn spheres yourself; instead, there are some pre-existing ones. They are currently falling through the walls because I haven’t managed to create solid, transparent walls yet."}, {"post_id": 79325, "ts": "2026-10-13T15:03:28Z", "hours": 3.1267, "text": "The initial release of the Pearl Sandbox project is a lightweight 2D prototype built entirely with HTML, CSS, and plain JavaScript. Designed to test core interaction and physics before moving into a full 3D space, this version uses an HTML canvas element to render colorful pearls within a bounded square box. Simple physics calculations handle continuous gravity, wall bounce dynamics, and basic velocity damping to make the movement feel natural. Players can interact directly with the simulation by clicking anywhere on the screen to instantly spawn clusters of pearls that fall, bounce off the walls, and settle at the bottom. As the project continues to evolve, these foundational mechanics will be expanded into a complete 3D environment."}]...
|
Title: Pearl Sandbox by @CraftingHERO | Stardance
Title: Pearl Sandbox by @CraftingHERO | Stardance
Devlogs:
The initial release of the Pearl Sandbox project is a lightweight 2D prototype built entirely with HTML, CSS, and plain JavaScript. Designed to test core interaction and physics before moving into a full 3D space, this version uses an HTML canvas element to render colorful pearls within a bounded square box. Simple physics calculations handle continuous gravity, wall bounce dynamics, and basic velocity damping to make the movement feel natural. Players can interact directly with the simulation by clicking anywhere on the screen to instantly spawn clusters of pearls that fall, bounce off the walls, and settle at the bottom. As the project continues to evolve, these foundational mechanics will be expanded into a complete 3D environment.
I’ve changed the setup: instead of the previous 2D, there is now a 3D space where you can view the scene and aditionally you can actually rotate the view. However, you can’t spawn spheres yourself; instead, there are some pre-existing ones. They are currently falling through the walls because I haven’t managed to create solid, transparent walls yet.
In version 3 of the Pearl Sandbox, the interactivity of the 3D environment is significantly expanded. While the pearls in the previous version were statically predefined, this iteration introduces a click function: each mouse click spawns a cluster of new pink pearls in the upper section of the transparent 3D cube. These spheres fall from the ceiling; however, since the walls are not yet solid, the pearls pass right through them. The ability to freely rotate the camera using the mouse is also retained, allowing users to observe the action from any angle. The next stage of development will refine the spawning mechanism—moving away from a fixed origin at the ceiling to a system that uses raycasting to spawn pearls exactly where the user clicks on the box—with further updates to follow, including UI menus, color customization options, and a 3D orientation cube.
In Version 4 of the Pearl Sandbox, the simulation feels much more responsive and satisfying to play with. The biggest visual change is that pearls no longer just drop from the ceiling in random spots. Instead, wherever you click on the glass box—whether it’s the top, the side walls, or near the bottom—the pearls now spawn right at your cursor position and burst inward into the box. The main hurdle in this update was getting the box boundaries and click detection right. In earlier tests, fast-moving pearls would glitch out and fall right through the glass walls, or spawn halfway outside the box. To fix this, all six sides of the glass box are now completely solid, keeping every single pearl trapped inside even when dozens are bouncing around at once. Another challenge was making sure the pearls shoot inward away from the wall you click on rather than just dropping straight down. Once that was dialed in, adding a small collapsible menu overlay and the 3D orientation gizmo in the corner really helped tie everything together, making camera navigation feel smooth while keeping the focus on the bouncing pearls.
Transitioning from Version 4 to Version 5, the Pearl Sandbox has received a massive upgrade focusing on total user customization and much more fluid camera controls. The most exciting new addition is the expanded control menu, which now comes packed with dynamic sliders that let you tweak the entire simulation on the fly. You can now adjust the size of the glass box to give your pearls more or less room, change the maximum pearl limit to handle denser particle stacks, and fine-tune exactly how many pearls spawn with a single click. Alongside these powerful new settings, a fresh color option has been added to the palette to give your pearls an extra splash of style. Finally, camera navigation got a major quality-of-life overhaul: the top-right orientation gizmo cube is now fully interactive, allowing you to directly grab and rotate the mini cube to seamlessly sync and spin the main 3D camera view around your sandbox.
Ships:
Pearl Sandbox is an interactive web-based physics simulation in which you can drop shiny pearls into a three-dimensional glass box and observe their realistic behavior. Using intuitive sliders and controls, you can adjust and experiment with parameters—such as the size of the box, the number of pearls, colors, and physical interactions—in real time. The project serves as an illustrative experiment demonstrating how modern 3D graphics and physics systems can be implemented directly within a web browser, without the need for any additional installations....
|
1793155736.9335
|
1793242136.9335
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17963
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Blank - C UI Library by @Thepigcat | Stardance
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Thepigcat
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0
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22.99
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0
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[]
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[{"post_id": 39669, "ts": "202 [{"post_id": 39669, "ts": "2026-08-02T19:58:02Z", "hours": 4.7136, "text": "Devlog - Adding colors, images and clickable element Colors The colors used in blank are no longer hardcoded and can now instead be determined while building the ui. Images After resolving some issues that annoyed me in the last devlog, I was finally able to start adding more ui elements. The first of which was an image component (Displaying the fancy logo here). Clickable elements Elements are now clickable. This works through an if check in the app loop that allows you to execute code based on the id of a ui element or the mouse button used. Next up I wanna add more ui elements and also layouts so people can do things like adding side panels and stuff lol. Might also work on making the existing components and overally style prettier."}, {"post_id": 38810, "ts": "2026-08-01T11:36:56Z", "hours": 7.1017, "text": "Devlog - Rewriting the ui arranging and fixing bad multithreading code Fixing bad multithreading code I spent a lot of time recently debugging and fixing issues related to the multithreading code in blank. Most of the issues were related to missing mutex locks or use-after-frees. They would lead to random crashes at runtime without sufficient error messages. Using Thread-Sanitizer i was able to address most of them. Rewriting the layout arranging code Previously, layout arranging, the process of ordering and placing elements in the ui using a given layout, relied heavily on using ratios and relative sizes to determine the position and size of individual elements. I have now rewritten the ui element layout process to use absolute sizes which makes the system more reliable and less prone to floating point errors. I was also able to massively simplify the process, which will hopefully result in better performance overall. Next up Next, i wanna improve the memory management and rely more on arena allocators for things like ui elements and render commands. This will probably mean including mutexes to make the allocators that are used on multiple threads thread-safe. I also wanna improve the api (header) to use a single file rather than being split into multiple files."}, {"post_id": 15197, "ts": "2026-06-24T18:19:06Z", "hours": 2.3494, "text": "Devlog - Adding groups with nested layouts Groups Groups allow you to group elements with a custom layout. They are stored in an array and then submitted to the regular layout, while still stored in the group component. To achieve nested layouts i rewrote the way layouts are built to have them first calculate the minimum size of each component, then see what share of the screen they take up and then scale them so the entire screen is covered. While this is not fully functional yet, it allows for nested layouts in the first place. The group components are then flattened and submitted to the regular renderable ui components for rendering. Next up im gonna work on polishing this, adding vertical support and refining the system to properly calculate how much of the screen gets taken up."}, {"post_id": 13756, "ts": "2026-06-22T15:27:01Z", "hours": 6.6675, "text": "Devlog - Adding ui elements, layouts, refreshing and event handling UI Elements The basic system for ui-elements is now in place as can be seen by the button example. UI Elements need to be submitted, then the layout will be rebuilt and they are assigned their positions and sizes, unless specified directly. They are then rendered. Some of the next ui components will be labels, text-fields and groups UI Layouts Layouts allow you to customise the placement of components in a group or at the base ui building. Right now, only the linear layout is implemented, but in the future i plan on adding grid-layouts and more probably lol Event handling You are now able to handle events like window closing and window resizing in the app thread to rebuild the ui when required. Next up, im gonna be working on implementing ui-groups and inner layouts for them."}, {"post_id": 8107, "ts": "2026-06-13T15:06:29Z", "hours": 2.1575, "text": "Devlog : Implementing blank’s basic infrastructure I started by adding a relatively flexible backend system, that allows you to use any backend for rendering, thread-handling… by passing in a single initializer function. I also implemented very basic multi-threading, and task separation since the intention is to make it a ui with state. Next up, I will probably work on getting basic ui element submission and rendering working."}]...
|
Title: Blank - C UI Library by @Thepigcat | Starda Title: Blank - C UI Library by @Thepigcat | Stardance
Devlogs:
Devlog : Implementing blank’s basic infrastructure I started by adding a relatively flexible backend system, that allows you to use any backend for rendering, thread-handling… by passing in a single initializer function. I also implemented very basic multi-threading, and task separation since the intention is to make it a ui with state. Next up, I will probably work on getting basic ui element submission and rendering working.
Devlog - Adding ui elements, layouts, refreshing and event handling UI Elements The basic system for ui-elements is now in place as can be seen by the button example. UI Elements need to be submitted, then the layout will be rebuilt and they are assigned their positions and sizes, unless specified directly. They are then rendered. Some of the next ui components will be labels, text-fields and groups UI Layouts Layouts allow you to customise the placement of components in a group or at the base ui building. Right now, only the linear layout is implemented, but in the future i plan on adding grid-layouts and more probably lol Event handling You are now able to handle events like window closing and window resizing in the app thread to rebuild the ui when required. Next up, im gonna be working on implementing ui-groups and inner layouts for them.
Devlog - Adding groups with nested layouts Groups Groups allow you to group elements with a custom layout. They are stored in an array and then submitted to the regular layout, while still stored in the group component. To achieve nested layouts i rewrote the way layouts are built to have them first calculate the minimum size of each component, then see what share of the screen they take up and then scale them so the entire screen is covered. While this is not fully functional yet, it allows for nested layouts in the first place. The group components are then flattened and submitted to the regular renderable ui components for rendering. Next up im gonna work on polishing this, adding vertical support and refining the system to properly calculate how much of the screen gets taken up.
Devlog - Rewriting the ui arranging and fixing bad multithreading code Fixing bad multithreading code I spent a lot of time recently debugging and fixing issues related to the multithreading code in blank. Most of the issues were related to missing mutex locks or use-after-frees. They would lead to random crashes at runtime without sufficient error messages. Using Thread-Sanitizer i was able to address most of them. Rewriting the layout arranging code Previously, layout arranging, the process of ordering and placing elements in the ui using a given layout, relied heavily on using ratios and relative sizes to determine the position and size of individual elements. I have now rewritten the ui element layout process to use absolute sizes which makes the system more reliable and less prone to floating point errors. I was also able to massively simplify the process, which will hopefully result in better performance overall. Next up Next, i wanna improve the memory management and rely more on arena allocators for things like ui elements and render commands. This will probably mean including mutexes to make the allocators that are used on multiple threads thread-safe. I also wanna improve the api (header) to use a single file rather than being split into multiple files.
Devlog - Adding colors, images and clickable element Colors The colors used in blank are no longer hardcoded and can now instead be determined while building the ui. Images After resolving some issues that annoyed me in the last devlog, I was finally able to start adding more ui elements. The first of which was an image component (Displaying the fancy logo here). Clickable elements Elements are now clickable. This works through an if check in the app loop that allows you to execute code based on the id of a ui element or the mouse button used. Next up I wanna add more ui elements and also layouts so people can do things like adding side panels and stuff lol. Might also work on making the existing components and overally style prettier....
|
1793231784.852454
|
1793836584.852454
|
|
42701
|
OpenBrain by @Praknoor | Stardance
|
Praknoor
|
1
|
22.97
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T10:27:57Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yoo gng so this is v1, it has some bugs, pls forgive me but other updates will be rolled out soon……..so this basicly is like a platform where u can create ai agents and finetune llm localy, i haven’t made it public since i would need a server😭😭 for the finetuning so it’s all local ………….also pls this video it shows all the functions https://youtu.be/tX9TiHpuJhE?is=FIUTSD5F6_O4ri6c", "repo": "https://github.com/GurnoorLog/OpenBrain", "demo": "https://hub.docker.com/r/praknoor/openbrain-runtime"}]...
|
[{"post_id": 50421, "ts": "202 [{"post_id": 50421, "ts": "2026-08-19T16:17:18Z", "hours": 1.9731, "text": "yoo gng just added a setup file, it will guuide u how to use it and all, also optimized the platform and improved a bit the ui……"}, {"post_id": 40358, "ts": "2026-08-03T20:10:05Z", "hours": 0.7589, "text": "Check-out this video gng … https://youtu.be/tX9TiHpuJhE?is=FIUTSD5F6_O4ri6c"}, {"post_id": 40153, "ts": "2026-08-03T15:36:20Z", "hours": 3.1997, "text": "added a tui……….this is where u will export ure .brain files"}, {"post_id": 40028, "ts": "2026-08-03T11:42:12Z", "hours": 2.8733, "text": "lol gng i am having some crazy ideas……so i am creating a cli, sdk…….. no spoilers gng 😭😭🤣🤣🤣🤣 i am cooking something great stay tuned"}, {"post_id": 39700, "ts": "2026-08-02T20:43:04Z", "hours": 5.0556, "text": "just polished the ui and the canva engine"}, {"post_id": 39366, "ts": "2026-08-02T09:32:56Z", "hours": 8.6433, "text": "yoo gng i have built this landing page… i have also built the core functions where u can create AI brain on a visual canvas, then fine-tune and ship it, soon it will be made public the site"}]...
|
Title: OpenBrain by @Praknoor | Stardance
Devlogs Title: OpenBrain by @Praknoor | Stardance
Devlogs:
yoo gng i have built this landing page… i have also built the core functions where u can create AI brain on a visual canvas, then fine-tune and ship it, soon it will be made public the site
just polished the ui and the canva engine
lol gng i am having some crazy ideas……so i am creating a cli, sdk…….. no spoilers gng 😭😭🤣🤣🤣🤣 i am cooking something great stay tuned
added a tui……….this is where u will export ure .brain files
Check-out this video gng … https://youtu.be/tX9TiHpuJhE?is=FIUTSD5F6_O4ri6c
yoo gng just added a setup file, it will guuide u how to use it and all, also optimized the platform and improved a bit the ui……
Ships:
yoo gng so this is v1, it has some bugs, pls forgive me but other updates will be rolled out soon……..so this basicly is like a platform where u can create ai agents and finetune llm localy, i haven’t made it public since i would need a server😭😭 for the finetuning so it’s all local ………….also pls this video it shows all the functions https://youtu.be/tX9TiHpuJhE?is=FIUTSD5F6_O4ri6c...
|
1793137851.9811099
|
1793224251.9811099
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24702
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Custom Game Engine by @robboach | Stardance
|
robboach
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0
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22.96
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0
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[]
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[{"post_id": 46087, "ts": "202 [{"post_id": 46087, "ts": "2026-08-13T01:37:21Z", "hours": 6.0078, "text": "A lot of stuff, I had to rework my shader program system as well as fix my build system (CMake) in order for it to copy assets over. I had to import a library “whereami” to figure out where the binary file was according to the users file system, which let me discover the final assets. Not a lot content-wise. Greatly improved backend rendering."}, {"post_id": 30988, "ts": "2026-07-19T00:31:12Z", "hours": 1.42, "text": "I got inputs working and I can navigate my 3D environment (big steps)"}, {"post_id": 30807, "ts": "2026-07-18T18:34:05Z", "hours": 0.7022, "text": "Made a FPS counter and made sure to turn off vsync."}, {"post_id": 30727, "ts": "2026-07-18T15:28:49Z", "hours": 0.8342, "text": "Woah. I finally got a 3d rotation triangle :O"}, {"post_id": 30434, "ts": "2026-07-17T23:43:32Z", "hours": 3.4714, "text": "We’ve come a long way (and i’ve been lazy) but I finally got texture rendering to work. I’ve also spent a lot of time organizing things into classes so complex behavior (like raw opengl calls) are abstracted away and I can speed up development in my game engine. Soon to go 3D!"}, {"post_id": 28332, "ts": "2026-07-14T14:54:55Z", "hours": 2.9539, "text": "I made the triangle go bigger and smaller, had to rework my shader system in order to support modifying vertex points. I also spent a lot of time abstracting mesh things into classes (vertex buffer objects, vertex array object) so it’s easier to use in the future and I don’t have to work with raw opengl calls every time. note: you may notice that the scale of the triangle doesn’t increase/decrease orderly (uniformly increasing) this is because my scale code is being called in the render, which is for every frame. This issue is usually resolved by creasing “fixed updates”; like the minecraft tick system that runs game logic (not rendering)."}, {"post_id": 23521, "ts": "2026-07-06T15:22:39Z", "hours": 0.5753, "text": "Because I’m going to need extensive debugging logic, I decided to go with a GUI system (ImGui) after watching jdh’s video on his experience while creating a game engine. This is going to help me change values, etc, etc in the game engine, which is especially helpful for the (maybe) later on level editor."}, {"post_id": 21216, "ts": "2026-07-03T01:11:40Z", "hours": 3.5519, "text": "Wow! I finally got a 2d triangle rendered on screen. (Even though my engine will be in 3d)"}, {"post_id": 15209, "ts": "2026-06-24T18:32:52Z", "hours": 1.4156, "text": "I built a simple custom logger for my project. I also had to make a seperate subdirectory (Core) for this. (I didn’t have to but ethe rway)"}, {"post_id": 14581, "ts": "2026-06-23T19:03:38Z", "hours": 0.8789, "text": "I fixed up my CMake config files and then implemented the window creation logic. (yes, blank window. no rendering yet)"}, {"post_id": 14520, "ts": "2026-06-23T17:40:18Z", "hours": 1.1464, "text": "I did a couple things: Setup CMake (first time using this) to easily compile and build my project, as well as automatically download glfw3 on the user’s computer if they dont’ already have it. Setup project in general (git, gitignore) I also forced myself to use Neovim to prevent accidental AI usage"}]...
|
Title: Custom Game Engine by @robboach | Stardance Title: Custom Game Engine by @robboach | Stardance
Devlogs:
I did a couple things: Setup CMake (first time using this) to easily compile and build my project, as well as automatically download glfw3 on the user’s computer if they dont’ already have it. Setup project in general (git, gitignore) I also forced myself to use Neovim to prevent accidental AI usage
I fixed up my CMake config files and then implemented the window creation logic. (yes, blank window. no rendering yet)
I built a simple custom logger for my project. I also had to make a seperate subdirectory (Core) for this. (I didn’t have to but ethe rway)
Wow! I finally got a 2d triangle rendered on screen. (Even though my engine will be in 3d)
Because I’m going to need extensive debugging logic, I decided to go with a GUI system (ImGui) after watching jdh’s video on his experience while creating a game engine. This is going to help me change values, etc, etc in the game engine, which is especially helpful for the (maybe) later on level editor.
I made the triangle go bigger and smaller, had to rework my shader system in order to support modifying vertex points. I also spent a lot of time abstracting mesh things into classes (vertex buffer objects, vertex array object) so it’s easier to use in the future and I don’t have to work with raw opengl calls every time. note: you may notice that the scale of the triangle doesn’t increase/decrease orderly (uniformly increasing) this is because my scale code is being called in the render, which is for every frame. This issue is usually resolved by creasing “fixed updates”; like the minecraft tick system that runs game logic (not rendering).
We’ve come a long way (and i’ve been lazy) but I finally got texture rendering to work. I’ve also spent a lot of time organizing things into classes so complex behavior (like raw opengl calls) are abstracted away and I can speed up development in my game engine. Soon to go 3D!
Woah. I finally got a 3d rotation triangle :O
Made a FPS counter and made sure to turn off vsync.
I got inputs working and I can navigate my 3D environment (big steps)
A lot of stuff, I had to rework my shader program system as well as fix my build system (CMake) in order for it to copy assets over. I had to import a library “whereami” to figure out where the binary file was according to the users file system, which let me discover the final assets. Not a lot content-wise. Greatly improved backend rendering....
|
1793184847.2418828
|
1793789647.2418828
|
|
59723
|
3D-Portfolio by @suchaz7539 | Stardance
|
suchaz7539
|
0
|
22.93
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0
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[]
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[{"post_id": 68121, "ts": "202 [{"post_id": 68121, "ts": "2026-09-14T15:31:39Z", "hours": 2.3106, "text": "I Added a Skills, Contacts, and Footer Section and finally finished"}, {"post_id": 64941, "ts": "2026-09-09T17:54:10Z", "hours": 3.1897, "text": "Added a projects section with a cool animation when loaded and also i added a journey section but I couldn’t take a screen shot cause it is too big."}, {"post_id": 64391, "ts": "2026-09-08T18:37:26Z", "hours": 3.9522, "text": "i changed the previous design i think this one looks better"}, {"post_id": 64162, "ts": "2026-09-08T11:41:29Z", "hours": 13.4725, "text": "This is my first time working with 3d but it was surprisingly easy, here is my first design of the hero section but i didnt like it very much so i planning on changing it, but i still saved the design"}]...
|
Title: 3D-Portfolio by @suchaz7539 | Stardance
De Title: 3D-Portfolio by @suchaz7539 | Stardance
Devlogs:
This is my first time working with 3d but it was surprisingly easy, here is my first design of the hero section but i didnt like it very much so i planning on changing it, but i still saved the design
i changed the previous design i think this one looks better
Added a projects section with a cool animation when loaded and also i added a journey section but I couldn’t take a screen shot cause it is too big.
I Added a Skills, Contacts, and Footer Section and finally finished...
|
1793029851.8194113
|
1793634651.8194113
|
|
636
|
Google Drive Clone by @blowupthenoobs | Stardance
|
blowupthenoobs
|
0
|
22.88
|
0
|
[]
|
[{"post_id": 77522, "ts": "202 [{"post_id": 77522, "ts": "2026-10-07T09:55:19Z", "hours": 3.7128, "text": "Finally managed to get the trash directory working, need to make the folders work for this, but it should hopefully be a lot easier now that I know how the files work. Also need to fix the thumbnail things for the trash directory cuz I think it’s crashing the backend for some reason."}, {"post_id": 68639, "ts": "2026-09-15T13:24:33Z", "hours": 1.1269, "text": "Because of a lot of my older work, reimplementing file uploads was pretty easy, but it took me awhile to figure out that the errors saying the upload failed were because of remnants of code still trying to connect to the DB, lol."}, {"post_id": 66176, "ts": "2026-09-11T20:43:46Z", "hours": 0.6603, "text": "Got the “Parent Bar” to show nested directories and made you able to go back through them individually. Probably will need to add a … thingy at some point for longer directories, but it should be able to fit a lot of em for now tho."}, {"post_id": 65970, "ts": "2026-09-11T13:52:59Z", "hours": 1.0414, "text": "Pretty small update, but I repaired the navigation bar. Now I’ll probably want to make it show the full file path, but for now, it works as it did before with the DB."}, {"post_id": 65421, "ts": "2026-09-10T15:27:41Z", "hours": 0.3722, "text": "Finally got to fixing the random backend crashes. Admittedly most of what I did was just paste stuff into ChatGPT, but thankfully the fixes were pretty easy (as you could probably tell by the dev time. It was pretty much just using a slightly wrong variable name in some places.) Hopefully with this fix I won’t have to be having to figure out whether or not the stuff I built is actually working or ghosting me, lol."}, {"post_id": 64850, "ts": "2026-09-09T15:23:04Z", "hours": 1.2517, "text": "Turns out getting the stuff to work on subsequent directories was pretty easy. All I needed to do was change the :id at the end of the routes to /* then the params.id to just params[0] to grab the whole route. I’ve been sent on wild goose chases to figure out why some stuff wasn’t working, only to find it later just working despite me only writing debug lines. Also need to figure out why the backend sometimes just randomly crashes since it forces me to manually restart the website which is kinda annoying."}, {"post_id": 62610, "ts": "2026-09-06T02:35:27Z", "hours": 3.1486, "text": "Finally managed to get mp4 files working, though I need to adapt the thing to work for other file types as well (hopefully won’t be too hard.)"}, {"post_id": 40510, "ts": "2026-08-04T02:59:51Z", "hours": 1.5403, "text": "Still need to get some of the stuff working a tad bit better… namely getting videos to be able to play again but the images are working out quite nicely"}, {"post_id": 39812, "ts": "2026-08-03T01:36:21Z", "hours": 1.8758, "text": "Removed some of the user verification stuffs and stuff and suddenly the thumbnails appeared (and the gif on the left plays.) Having ChatGPT look at it helped me catch that one stupid lil mistake, lol (I was trying to read at the filenames instead of the filepaths). I now have to figure out why the icons are not appearing for the files inside folders, but at least I got one part of it workieing."}, {"post_id": 29453, "ts": "2026-07-16T12:19:42Z", "hours": 1.7678, "text": "Dunno how it happened, but some things broke and after not being on this for so long it was a bit annoying to remember how things work and such, but I managed to fix the small lil bugs and then make the directory stuff work for files. Next should be fixing thumbnails and such, tho also making /something/something work as well, but hopefully that’ll just be easy."}, {"post_id": 7511, "ts": "2026-06-12T15:22:25Z", "hours": 1.8108, "text": "Made the folders read based on the url above, just need to make it search more than one folder (it seems as if the pages only load if there’s only 1 /whatever after the /folder) and then make the files do the same thing. Then I can get to repairing the uploads and such (as the account system is drastically changing.)"}, {"post_id": 6377, "ts": "2026-06-10T18:53:48Z", "hours": 3.0511, "text": "This took way longer than it should have, but I got the folders working the same way that the files do. Now I got to make the secondary directories work so that files are actually useful. (And then fixing the thumbnails and such…)"}, {"post_id": 2328, "ts": "2026-06-04T19:23:06Z", "hours": 1.5211, "text": "Managed to get the files to appear without an account (pretty much step 1 to decoupling it from mongo,) so now I can hopefully fix the thumbnails again and eventually make the accounts give the route to look for files in"}]...
|
Title: Google Drive Clone by @blowupthenoobs | Sta Title: Google Drive Clone by @blowupthenoobs | Stardance
Devlogs:
Managed to get the files to appear without an account (pretty much step 1 to decoupling it from mongo,) so now I can hopefully fix the thumbnails again and eventually make the accounts give the route to look for files in
This took way longer than it should have, but I got the folders working the same way that the files do. Now I got to make the secondary directories work so that files are actually useful. (And then fixing the thumbnails and such…)
Made the folders read based on the url above, just need to make it search more than one folder (it seems as if the pages only load if there’s only 1 /whatever after the /folder) and then make the files do the same thing. Then I can get to repairing the uploads and such (as the account system is drastically changing.)
Dunno how it happened, but some things broke and after not being on this for so long it was a bit annoying to remember how things work and such, but I managed to fix the small lil bugs and then make the directory stuff work for files. Next should be fixing thumbnails and such, tho also making /something/something work as well, but hopefully that’ll just be easy.
Removed some of the user verification stuffs and stuff and suddenly the thumbnails appeared (and the gif on the left plays.) Having ChatGPT look at it helped me catch that one stupid lil mistake, lol (I was trying to read at the filenames instead of the filepaths). I now have to figure out why the icons are not appearing for the files inside folders, but at least I got one part of it workieing.
Still need to get some of the stuff working a tad bit better… namely getting videos to be able to play again but the images are working out quite nicely
Finally managed to get mp4 files working, though I need to adapt the thing to work for other file types as well (hopefully won’t be too hard.)
Turns out getting the stuff to work on subsequent directories was pretty easy. All I needed to do was change the :id at the end of the routes to /* then the params.id to just params[0] to grab the whole route. I’ve been sent on wild goose chases to figure out why some stuff wasn’t working, only to find it later just working despite me only writing debug lines. Also need to figure out why the backend sometimes just randomly crashes since it forces me to manually restart the website which is kinda annoying.
Finally got to fixing the random backend crashes. Admittedly most of what I did was just paste stuff into ChatGPT, but thankfully the fixes were pretty easy (as you could probably tell by the dev time. It was pretty much just using a slightly wrong variable name in some places.) Hopefully with this fix I won’t have to be having to figure out whether or not the stuff I built is actually working or ghosting me, lol.
Pretty small update, but I repaired the navigation bar. Now I’ll probably want to make it show the full file path, but for now, it works as it did before with the DB.
Got the “Parent Bar” to show nested directories and made you able to go back through them individually. Probably will need to add a … thingy at some point for longer directories, but it should be able to fit a lot of em for now tho.
Because of a lot of my older work, reimplementing file uploads was pretty easy, but it took me awhile to figure out that the errors saying the upload failed were because of remnants of code still trying to connect to the DB, lol.
Finally managed to get the trash directory working, need to make the folders work for this, but it should hopefully be a lot easier now that I know how the files work. Also need to fix the thumbnail things for the trash directory cuz I think it’s crashing the backend for some reason....
|
1793159380.2446058
|
1793764180.2446058
|
|
19138
|
Custom Shell by @adityaviraj | Stardance
|
adityaviraj
|
1
|
22.87
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T14:05:28Z", "hours": 5.0, "multiplier": 7.08, "payout": 33, "blessing": "neutral", "text": "I have been diving deep into low level programming , trying to get away from high level abstractions and understand what’s actually happening at the metal. I have spent the last few days building a custom Unix shell ‘hsh’ entirely in C from scratch . It’s definitely been a learning curve (and I have definitely had my share of segmentation faults!), but seeing it actually interact with the kernel is the coolest thing I have built so far..! . Definitely planning to keep iterating on this to add redirection and signal handling next. New versions coming up..! If you are into low level stuff or just want to see how I broke this down, check out the repo..! https://github.com/AdityaViraj/hsh-systems-kernel", "repo": "https://github.com/AdityaViraj/hsh-systems-kernel", "demo": "https://github.com/AdityaViraj/hsh-systems-kernel/releases/tag/v2.0"}]...
|
[{"post_id": 25137, "ts": "202 [{"post_id": 25137, "ts": "2026-07-09T05:01:23Z", "hours": 10.6297, "text": "In the updated version I have been working on improving : POSIX Pipelines (|): Fixed pointer bugs to successfully chain commands and stream output directly between processes. Asynchronous Jobs (&): Added non-blocking execution to allow tasks to run silently in the background. Process Management: Built a SIGCHLD signal handler to automatically reap zombie processes and prevent system leaks. Arena Allocator: Ripped out dynamic malloc calls and replaced them with a zero-allocation static memory arena for maximum parsing speed. Hardware Telemetry: Embedded monotonic clocks to measure the exact nanosecond latency of new hot path."}, {"post_id": 12441, "ts": "2026-06-20T09:32:03Z", "hours": 7.2386, "text": "Path to Version 2.0 I received feedback on v1.0 regarding the distribution of binaries. I have treated this not just as a fix, but as an opportunity to move to a fully modularised, production grade build system. What I am changing for Version 2.0 ? Automated Build System: I have implemented a professional Makefile that handles compilation, dependency management, and binary generation. This ensures that any reviewer can clone the repo, run make, and have a working binary in seconds. Binary Distribution: v2.0 will include the pre-compiled hsh binary attached directly to the GitHub release, ensuring instant usability. Error Handling: Version 2.0 will introduce specific error handling for non-existent commands and restricted directory access, moving away from simple execution to a “user-proof” shell experience. My Goal for v2.0 To ship a fully functional, stable Unix like shell that demonstrates deep integration with the Linux Kernel via system calls, providing a seamless experience for the end user."}, {"post_id": 9909, "ts": "2026-06-16T12:44:30Z", "hours": 4.6814, "text": "I have spent the last few days building a custom Unix shell ‘hsh’ version 1.0 entirely in C. It’s been a crazy ride. I started out not knowing much about an Operating System ."}]...
|
Title: Custom Shell by @adityaviraj | Stardance
D Title: Custom Shell by @adityaviraj | Stardance
Devlogs:
I have spent the last few days building a custom Unix shell ‘hsh’ version 1.0 entirely in C. It’s been a crazy ride. I started out not knowing much about an Operating System .
Path to Version 2.0 I received feedback on v1.0 regarding the distribution of binaries. I have treated this not just as a fix, but as an opportunity to move to a fully modularised, production grade build system. What I am changing for Version 2.0 ? Automated Build System: I have implemented a professional Makefile that handles compilation, dependency management, and binary generation. This ensures that any reviewer can clone the repo, run make, and have a working binary in seconds. Binary Distribution: v2.0 will include the pre-compiled hsh binary attached directly to the GitHub release, ensuring instant usability. Error Handling: Version 2.0 will introduce specific error handling for non-existent commands and restricted directory access, moving away from simple execution to a “user-proof” shell experience. My Goal for v2.0 To ship a fully functional, stable Unix like shell that demonstrates deep integration with the Linux Kernel via system calls, providing a seamless experience for the end user.
In the updated version I have been working on improving : POSIX Pipelines (|): Fixed pointer bugs to successfully chain commands and stream output directly between processes. Asynchronous Jobs (&): Added non-blocking execution to allow tasks to run silently in the background. Process Management: Built a SIGCHLD signal handler to automatically reap zombie processes and prevent system leaks. Arena Allocator: Ripped out dynamic malloc calls and replaced them with a zero-allocation static memory arena for maximum parsing speed. Hardware Telemetry: Embedded monotonic clocks to measure the exact nanosecond latency of new hot path.
Ships:
I have been diving deep into low level programming , trying to get away from high level abstractions and understand what’s actually happening at the metal. I have spent the last few days building a custom Unix shell ‘hsh’ entirely in C from scratch . It’s definitely been a learning curve (and I have definitely had my share of segmentation faults!), but seeing it actually interact with the kernel is the coolest thing I have built so far..! . Definitely planning to keep iterating on this to add redirection and signal handling next. New versions coming up..! If you are into low level stuff or just want to see how I broke this down, check out the repo..! https://github.com/AdityaViraj/hsh-systems-kernel...
|
1793109012.7226987
|
1793195412.7226987
|
|
25790
|
StartupOS Monorepo Final by @to_aarav_g | Stardanc StartupOS Monorepo Final by @to_aarav_g | Stardance...
|
to_aarav_g
|
1
|
22.85
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T14:53:19Z", "hours": 6.0, "multiplier": 7.93, "payout": 39, "blessing": "neutral", "text": "🚀 Shipped the complete StartupOS Monorepo ! StartupOS is an AI Operating System for founders that compresses weeks of startup work into hours. From a single idea, StartupOS helps founders: ✅ Validate ideas ✅ Generate startup blueprints ✅ Create brands and ICPs ✅ Build revenue models and roadmaps ✅ Analyze competitors ✅ Generate launch-ready websites ✅ Receive AI founder feedback ✅ Manage everything in a unified workspace Monorepo Architecture 🧠 Frontend: Next.js + React + Tailwind ⚙️ Backend: Fastify + Prisma + PostgreSQL 🤖 AI Layer: Gemini, Groq, OpenRouter, NVIDIA NIM 🚀 Deployment: Vercel + Railway 📦 Shared packages and types Building StartupOS taught me full-stack architecture, production deployments, AI orchestration, and large-scale debugging. Excited to keep improving it and onboard real users soon 🚀 #HackClub #Stardance #Monorepo #FullStack #AI #StartupOS #TypeScript #WebDev", "repo": "https://github.com/Theuser1211/startupos", "demo": "https://startupos-black.vercel.app/"}]...
|
[{"post_id": 23441, "ts": "202 [{"post_id": 23441, "ts": "2026-07-06T12:55:13Z", "hours": 11.76, "text": "The website generation is pretty irritation, partialy fixed it. Needs more work"}, {"post_id": 17660, "ts": "2026-06-28T15:23:18Z", "hours": 2.2361, "text": "Added proper guest mode to StartupOS! Users can now complete the founder interview, generate a blueprint, and explore the workspace without creating an account. Also fixed a bunch of authentication edge cases, improved session handling, and ran a full Playwright audit to make the app much more stable."}, {"post_id": 17414, "ts": "2026-06-28T05:42:22Z", "hours": 2.8567, "text": "Thanks for the reviews, those helped really well. For some reasons my app broke during the QA Testing and I would apologize for that. (I have fixed it now hope so!). Also I have reworked the CSS(to make it less AI slop). Also this is 100% AI free. I hope you like it"}, {"post_id": 16120, "ts": "2026-06-26T06:31:53Z", "hours": 6.2292, "text": "StartupOS — The AI Operating System for FoundersInspirationStarting a startup is hard. Founders often spend weeks validating ideas, researching competitors, defining their target audience, creating business plans, and building an initial online presence.We wanted to build a platform that could compress this entire process into hours instead of weeks.That’s how StartupOS was born — an AI-powered operating system that helps founders go from a raw idea to a launch-ready startup.What it doesStartupOS acts as an AI co-founder that guides users through the earliest and most important stages of building a company.Users complete a guided founder interview, and StartupOS automatically generates:Comprehensive startup blueprintsBrand identitiesIdeal Customer Profiles (ICP)Revenue modelsProduct roadmapsCompetitor intelligenceDaily founder briefsAI startup roasts and feedbackLaunch-ready websitesEverything is managed through a unified founder workspace.How we built itStartupOS is built as a modern full-stack monorepo.FrontendNext.jsReactTypeScriptTailwind CSSshadcn/uiBackendFastifyTypeScriptPrisma ORMPostgreSQLAI InfrastructureMulti-provider AI routingGoogle GeminiGroqOpenRouterNVIDIA NIMDeploymentVercelRailwayDockerThe monorepo architecture allows the frontend, backend, and shared packages to evolve together while maintaining a clean developer experience.Challenges we ran intoBuilding StartupOS involved solving numerous engineering challenges:Designing a reliable multi-provider AI failover systemHandling provider outages and rate limits gracefullyMigrating from a monolithic architecture to dedicated frontend and backend servicesDebugging complex deployment issues across Railway and VercelImplementing persistent AI-generated assets and state managementCreating robust error handling and production-grade fallback systemsMaintaining a smooth user experience despite long-running AI tasksAccomplishments that we’re proud ofSuccessfully shipped a production-ready full-stack AI SaaS platformBuilt a complete founder workflow from idea to launchImplemented resilient AI failover across multiple providersDeployed scalable frontend and backend infrastructureAchieved successful end-to-end testing across the entire platformCreated a responsive experience across desktop, tablet, and mobile devicesWhat we learnedThrough StartupOS, we learned a tremendous amount about:Full-stack architectureProduction deploymentsAI orchestrationAPI reliabilityError recovery strategiesMonorepo development workflowsBuilding products for real usersWhat’s next for StartupOSOur roadmap includes:Visual website editorOne-click domain setupTeam collaboration featuresStartup analytics and trackingPDF and pitch deck exportsAI growth recommendationsMarketplace integrationsAdditional deployment providersStartupOS is just getting started. Our vision is to build the ultimate operating system for founders — an AI platform that helps anyone transform ideas into successful startups."}]...
|
Title: StartupOS Monorepo Final by @to_aarav_g | S Title: StartupOS Monorepo Final by @to_aarav_g | Stardance
Devlogs:
StartupOS — The AI Operating System for FoundersInspirationStarting a startup is hard. Founders often spend weeks validating ideas, researching competitors, defining their target audience, creating business plans, and building an initial online presence.We wanted to build a platform that could compress this entire process into hours instead of weeks.That’s how StartupOS was born — an AI-powered operating system that helps founders go from a raw idea to a launch-ready startup.What it doesStartupOS acts as an AI co-founder that guides users through the earliest and most important stages of building a company.Users complete a guided founder interview, and StartupOS automatically generates:Comprehensive startup blueprintsBrand identitiesIdeal Customer Profiles (ICP)Revenue modelsProduct roadmapsCompetitor intelligenceDaily founder briefsAI startup roasts and feedbackLaunch-ready websitesEverything is managed through a unified founder workspace.How we built itStartupOS is built as a modern full-stack monorepo.FrontendNext.jsReactTypeScriptTailwind CSSshadcn/uiBackendFastifyTypeScriptPrisma ORMPostgreSQLAI InfrastructureMulti-provider AI routingGoogle GeminiGroqOpenRouterNVIDIA NIMDeploymentVercelRailwayDockerThe monorepo architecture allows the frontend, backend, and shared packages to evolve together while maintaining a clean developer experience.Challenges we ran intoBuilding StartupOS involved solving numerous engineering challenges:Designing a reliable multi-provider AI failover systemHandling provider outages and rate limits gracefullyMigrating from a monolithic architecture to dedicated frontend and backend servicesDebugging complex deployment issues across Railway and VercelImplementing persistent AI-generated assets and state managementCreating robust error handling and production-grade fallback systemsMaintaining a smooth user experience despite long-running AI tasksAccomplishments that we’re proud ofSuccessfully shipped a production-ready full-stack AI SaaS platformBuilt a complete founder workflow from idea to launchImplemented resilient AI failover across multiple providersDeployed scalable frontend and backend infrastructureAchieved successful end-to-end testing across the entire platformCreated a responsive experience across desktop, tablet, and mobile devicesWhat we learnedThrough StartupOS, we learned a tremendous amount about:Full-stack architectureProduction deploymentsAI orchestrationAPI reliabilityError recovery strategiesMonorepo development workflowsBuilding products for real usersWhat’s next for StartupOSOur roadmap includes:Visual website editorOne-click domain setupTeam collaboration featuresStartup analytics and trackingPDF and pitch deck exportsAI growth recommendationsMarketplace integrationsAdditional deployment providersStartupOS is just getting started. Our vision is to build the ultimate operating system for founders — an AI platform that helps anyone transform ideas into successful startups.
Thanks for the reviews, those helped really well. For some reasons my app broke during the QA Testing and I would apologize for that. (I have fixed it now hope so!). Also I have reworked the CSS(to make it less AI slop). Also this is 100% AI free. I hope you like it
Added proper guest mode to StartupOS! Users can now complete the founder interview, generate a blueprint, and explore the workspace without creating an account. Also fixed a bunch of authentication edge cases, improved session handling, and ran a full Playwright audit to make the app much more stable.
The website generation is pretty irritation, partialy fixed it. Needs more work
Ships:
🚀 Shipped the complete StartupOS Monorepo ! StartupOS is an AI Operating System for founders that compresses weeks of startup work into hours. From a single idea, StartupOS helps founders: ✅ Validate ideas ✅ Generate startup blueprints ✅ Create brands and ICPs ✅ Build revenue models and roadmaps ✅ Analyze competitors ✅ Generate launch-ready websites ✅ Receive AI founder feedback ✅ Manage everything in a unified workspace Monorepo Architecture 🧠 Frontend: Next.js + React + Tailwind ⚙️ Backend: Fastify + Prisma + PostgreSQL 🤖 AI Layer: Gemini, Groq, OpenRouter, NVIDIA NIM 🚀 Deployment: Vercel + Railway 📦 Shared packages and types Building StartupOS taught me full-stack architecture, production deployments, AI orchestration, and large-scale debugging. Excited to keep improving it and onboard real users soon 🚀 #HackClub #Stardance #Monorepo #FullStack #AI #StartupOS #TypeScript #WebDev...
|
1793278411.9631274
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1793364811.9631274
|
|
71555
|
AP Study App by @Veeraj | Stardance
|
Veeraj
|
0
|
22.84
|
0
|
[]
|
[{"post_id": 83168, "ts": "202 [{"post_id": 83168, "ts": "2026-10-27T03:33:59Z", "hours": 22.8417, "text": "Devlog for kinda everything since I hadnt been logging it up until now. This is AP Study app some random idea I had because I wanted a place where I could study for my AP classes but also get feedback and refreshers while also competing against my friends. (Think of it like duolingo but for studying). Some features it has are: Streaks Friends list Friend Leaderboard Teacher created classes Countdown to AP Test Levels Current Courses offered: AP World History AP Computer Science A AP Physics 1 AP Calculus AB AP Calculus BC AP Biology AP US History Disclaimer: I have not taken all these classes and am always looking for feedback if you think questions should be harder / easier."}]...
|
Title: AP Study App by @Veeraj | Stardance
Devlog Title: AP Study App by @Veeraj | Stardance
Devlogs:
Devlog for kinda everything since I hadnt been logging it up until now. This is AP Study app some random idea I had because I wanted a place where I could study for my AP classes but also get feedback and refreshers while also competing against my friends. (Think of it like duolingo but for studying). Some features it has are: Streaks Friends list Friend Leaderboard Teacher created classes Countdown to AP Test Levels Current Courses offered: AP World History AP Computer Science A AP Physics 1 AP Calculus AB AP Calculus BC AP Biology AP US History Disclaimer: I have not taken all these classes and am always looking for feedback if you think questions should be harder / easier....
|
1793072839.5864556
|
1793677639.5864556
|
|
47673
|
NXTea by @godslayerakp | Stardance
|
godslayerakp
|
0
|
22.83
|
0
|
[]
|
[{"post_id": 54186, "ts": "202 [{"post_id": 54186, "ts": "2026-08-25T01:57:51Z", "hours": 2.445, "text": "Finished the demo page! now you can run the NXT emulator in your browser! in the future i do intend to setup the communications module a demo page, alongside having a more proper readme page hosted that also points to the emulator, though the former is more difficult then it sounds because the native webusb api refuses to reveal the nxt, and i have yet to successfully make bluetooth work at all in any apis."}, {"post_id": 52444, "ts": "2026-08-22T15:53:45Z", "hours": 11.2619, "text": "Working on making a demo page! the demo page is nearly completely finished, just need to complete the codespace widget css"}, {"post_id": 48598, "ts": "2026-08-17T01:51:06Z", "hours": 2.6181, "text": "fixed the emulator!! now it can correctly execute high compile compression executables! also trying to make bluetooth work seperately, and not exactly wining at it. at least usb works."}, {"post_id": 47785, "ts": "2026-08-15T23:18:30Z", "hours": 5.3064, "text": "now uploading to the nxt doesnt produce invalid executables!! dont mind the ending, i didnt feel like rerecoding"}, {"post_id": 46749, "ts": "2026-08-14T07:08:06Z", "hours": 1.1958, "text": "i quished the bug!!!!! for the longest and most obnoxious amount of time possible, i could not figure out why on earth time itself would just become invalid . it was because i wasnt converting int16 to int32 correctly!"}]...
|
Title: NXTea by @godslayerakp | Stardance
Devlogs Title: NXTea by @godslayerakp | Stardance
Devlogs:
i quished the bug!!!!! for the longest and most obnoxious amount of time possible, i could not figure out why on earth time itself would just become invalid . it was because i wasnt converting int16 to int32 correctly!
now uploading to the nxt doesnt produce invalid executables!! dont mind the ending, i didnt feel like rerecoding
fixed the emulator!! now it can correctly execute high compile compression executables! also trying to make bluetooth work seperately, and not exactly wining at it. at least usb works.
Working on making a demo page! the demo page is nearly completely finished, just need to complete the codespace widget css
Finished the demo page! now you can run the NXT emulator in your browser! in the future i do intend to setup the communications module a demo page, alongside having a more proper readme page hosted that also points to the emulator, though the former is more difficult then it sounds because the native webusb api refuses to reveal the nxt, and i have yet to successfully make bluetooth work at all in any apis....
|
1793191819.9012794
|
1793796619.9012794
|
|
56644
|
स्याउOS by @Kantarajluitel | Stardance
|
Kantarajluitel
|
1
|
22.79
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T02:23:16Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Project Name: स्याउ OS (Syau OS) Creator: Kantaraj Luitel (Susant) Mission Guidelines Confirmation: Working Webpage with Draggable Windows: Full client-side desktop environment with multi-window support. Windows support 8 direction resizing, dragging, minimize, maximize, and z-index depth stacking. Original & Distinct Design: Custom visual identity combining bilingual typography (Noto Sans Devanagari + Space Grotesk + Inter) with a glassmorphism aesthetic. Features dual Dark and White Light themes, dynamic particle boot sequence with a Web Audio API chime, and canvas-based cursor trail. Devlogs (3+ Included): Embedded native “Devlogs” application inside the OS covering: Devlog 1: Architecture, Windowing Mathematics, and Non-blocking State. Devlog 2: Dual Light/Dark Theme Engine & Bilingual Typography Integration. Devlog 3: Canvas Performance, Responsive Layouts, and Mobile Adaptations. Unique Features Beyond the Guide: Pixel Cat Desktop Pet: Interactive canvas sprite with animation states (walk, idle, sleep, happy, blink) following the cursor. Custom Terminal Shell (syau-sh): Over 20 interactive commands including neofetch, matrix, cowsay, weather, and easter eggs. Embedded Spotify Music Player Hub with curated genres and custom link loader. Spotlight Search (Cmd+K / Ctrl+K), canvas-rendered analog clock widget, and Bikram Sambat date converter. Accessibility: No passwords or authentication walls; all applications and features are immediately accessible to test.", "repo": "https://github.com/susantedit/shayu-OS", "demo": "https://shyau.vercel.app/"}]...
|
[{"post_id": 76018, "ts": "202 [{"post_id": 76018, "ts": "2026-10-02T02:26:52Z", "hours": 1.8689, "text": "I broke down the stylesheet from one big file into clean, modular CSS files per component and app (src/styles/ and component-level CSS files like BaghChal.css, SyauType.css, FocusAudio.css). Removed redundant rules and cleaned up the class structure. Ready for re-review!"}, {"post_id": 72569, "ts": "2026-09-23T07:54:47Z", "hours": 3.9692, "text": "updates 3 feature for web os 2 1Handcrafted Vanilla CSS Window Manager 2Nepali Cultural Tools and Games 3coode editor"}, {"post_id": 67482, "ts": "2026-09-13T16:28:24Z", "hours": 6.3981, "text": "Wasted too much time on this i added nepali things convertor also go check it out cursor i added is just a image that i love and use on my pc always if you feel bad with it you can change it on the site :( sorry for late submission i was quiet busy and done this week now"}, {"post_id": 62576, "ts": "2026-09-06T01:19:07Z", "hours": 0.5533, "text": "UPdated the site in own taste"}, {"post_id": 60139, "ts": "2026-09-02T10:01:27Z", "hours": 8.3356, "text": "Shipped स्याउ OS (Syau OS) v1.3 for the WebOS Jam! 🚀 I wanted to make a web OS that feels alive, developer-friendly, and authentic to Nepal 🇳🇵. Here is what is new in v1.3: What I Built: • Syau Studio — Live in-browser Web IDE (HTML/CSS/JS sandbox with hot-reloading & retro templates) • Meo (स्याउ साथी) — AI OS Copilot (Groq Llama 3.3 / Gemini) + an interactive desktop pixel cat you can pet! • स्याउ Capture Studio — Screen recorder, canvas snip & markup tool, photo booth filters, and Web Audio waveform memo • Hardware Telemetry — Real battery status, power modes, and live Cloudflare DNS ping testing • Dual Theme Engine — Dark Glass & White Light mode + Nepali Bikram Sambat (BS) date converter • 100% Mobile Responsive — Works smoothly on phones, tablets, and desktops! Built with React 19, TypeScript, Vite, Tailwind CSS, Zustand & Framer Motion. Check it out on GitHub: https://github.com/susantedit/shayu-OS"}, {"post_id": 58805, "ts": "2026-08-31T12:01:56Z", "hours": 0.3556, "text": "🚀 Devlog #2: Making स्याउ OS Fully Responsive Across Web, Tablets & Mobile! 💡 The Big Update Simulating a full desktop operating system inside a browser comes with a major challenge: desktop windowing systems are typically built for large monitors and mouse pointers. But we know hackathon judges, contributors, and friends often open projects directly on smartphones, iPads, and split screens . Today, we officially rolled out v1.1.0-responsive , making स्याउ OS (Syau OS) adapt seamlessly across any device while keeping its signature frosted glass aesthetic and fluid Devanagari typography intact! 📱 What We Built & Optimized 1. 🪟 Adaptive Viewport Clamping & Auto-Maximized Windows On small screens (<768px), windows automatically adapt their width ( calc(100vw - 16px) ) and auto-maximize to fit the viewport. Bounding boxes are clamped so window titlebars and close controls never get pushed off-screen. 2. 🌊 Touch-Optimized Floating Dock Dock icons dynamically scale down and adjust spacing on smaller screens. Added smooth horizontal scroll with hidden scrollbars for mobile screens with high app density. Enlarged hitboxes so icons are easy to tap with a finger. 3. ⏱️ Responsive TopBar & Nepali BS Calendar Re-architected TopBar flex priorities: keeps the स्याउ OS brand logo, live Bikram Sambat (२०८३ BS) date widget, and Dark/Light mode switcher cleanly visible without overflowing on narrow screens. 4. 🍱 Fluid Bento Grids Across All Native Apps Creator Profile App (Kantaraj Luitel / Susant) : Bio, certifications, and Buy Me a Coffee button seamlessly collapse into single-column cards on phones. Drive Photo Gallery : 33 photos now arrange into an adaptive responsive masonry grid with touch-friendly lightbox previews. Devlog Viewer & Settings : Left sidebar and detail panes switch to a mobile-friendly view. 🛠️ Tech Stack & Implementation Highlights Framework : React 18 + TypeScript + Vite Styling : Tailored CSS Glassmorphism + Dynamic CSS Variables (Dark & Light White mode) State & Motion : Zustand + Framer Motion (touch drag bounds clamping) Typography : Noto Sans Devanagari 600 ( स्याउ ) + Space Grotesk 700 ( OS ) + Inter 👉 Check it out live and try resizing your browser or opening it on your phone! 🎉"}, {"post_id": 58716, "ts": "2026-08-31T08:04:32Z", "hours": 1.7383, "text": "स्याउ OS is a fast, web-based desktop OS built with React, TypeScript & Framer Motion for Hack Club Stardance. Features a window manager with 4 workspaces, Spotify Hub (Nepali, Bhajan, Phonk playlists), interactive terminal, store apps, devlogs viewer, and dual themes. Created by Kantaraj Luitel (Susant) 🇳🇵."}]...
|
Title: स्याउOS by @Kantarajluitel | Stardance
Dev Title: स्याउOS by @Kantarajluitel | Stardance
Devlogs:
स्याउ OS is a fast, web-based desktop OS built with React, TypeScript & Framer Motion for Hack Club Stardance. Features a window manager with 4 workspaces, Spotify Hub (Nepali, Bhajan, Phonk playlists), interactive terminal, store apps, devlogs viewer, and dual themes. Created by Kantaraj Luitel (Susant) 🇳🇵.
🚀 Devlog #2: Making स्याउ OS Fully Responsive Across Web, Tablets & Mobile! 💡 The Big Update Simulating a full desktop operating system inside a browser comes with a major challenge: desktop windowing systems are typically built for large monitors and mouse pointers. But we know hackathon judges, contributors, and friends often open projects directly on smartphones, iPads, and split screens . Today, we officially rolled out v1.1.0-responsive , making स्याउ OS (Syau OS) adapt seamlessly across any device while keeping its signature frosted glass aesthetic and fluid Devanagari typography intact! 📱 What We Built & Optimized 1. 🪟 Adaptive Viewport Clamping & Auto-Maximized Windows On small screens (<768px), windows automatically adapt their width ( calc(100vw - 16px) ) and auto-maximize to fit the viewport. Bounding boxes are clamped so window titlebars and close controls never get pushed off-screen. 2. 🌊 Touch-Optimized Floating Dock Dock icons dynamically scale down and adjust spacing on smaller screens. Added smooth horizontal scroll with hidden scrollbars for mobile screens with high app density. Enlarged hitboxes so icons are easy to tap with a finger. 3. ⏱️ Responsive TopBar & Nepali BS Calendar Re-architected TopBar flex priorities: keeps the स्याउ OS brand logo, live Bikram Sambat (२०८३ BS) date widget, and Dark/Light mode switcher cleanly visible without overflowing on narrow screens. 4. 🍱 Fluid Bento Grids Across All Native Apps Creator Profile App (Kantaraj Luitel / Susant) : Bio, certifications, and Buy Me a Coffee button seamlessly collapse into single-column cards on phones. Drive Photo Gallery : 33 photos now arrange into an adaptive responsive masonry grid with touch-friendly lightbox previews. Devlog Viewer & Settings : Left sidebar and detail panes switch to a mobile-friendly view. 🛠️ Tech Stack & Implementation Highlights Framework : React 18 + TypeScript + Vite Styling : Tailored CSS Glassmorphism + Dynamic CSS Variables (Dark & Light White mode) State & Motion : Zustand + Framer Motion (touch drag bounds clamping) Typography : Noto Sans Devanagari 600 ( स्याउ ) + Space Grotesk 700 ( OS ) + Inter 👉 Check it out live and try resizing your browser or opening it on your phone! 🎉
Shipped स्याउ OS (Syau OS) v1.3 for the WebOS Jam! 🚀 I wanted to make a web OS that feels alive, developer-friendly, and authentic to Nepal 🇳🇵. Here is what is new in v1.3: What I Built: • Syau Studio — Live in-browser Web IDE (HTML/CSS/JS sandbox with hot-reloading & retro templates) • Meo (स्याउ साथी) — AI OS Copilot (Groq Llama 3.3 / Gemini) + an interactive desktop pixel cat you can pet! • स्याउ Capture Studio — Screen recorder, canvas snip & markup tool, photo booth filters, and Web Audio waveform memo • Hardware Telemetry — Real battery status, power modes, and live Cloudflare DNS ping testing • Dual Theme Engine — Dark Glass & White Light mode + Nepali Bikram Sambat (BS) date converter • 100% Mobile Responsive — Works smoothly on phones, tablets, and desktops! Built with React 19, TypeScript, Vite, Tailwind CSS, Zustand & Framer Motion. Check it out on GitHub: https://github.com/susantedit/shayu-OS
UPdated the site in own taste
Wasted too much time on this i added nepali things convertor also go check it out cursor i added is just a image that i love and use on my pc always if you feel bad with it you can change it on the site :( sorry for late submission i was quiet busy and done this week now
updates 3 feature for web os 2 1Handcrafted Vanilla CSS Window Manager 2Nepali Cultural Tools and Games 3coode editor
I broke down the stylesheet from one big file into clean, modular CSS files per component and app (src/styles/ and component-level CSS files like BaghChal.css, SyauType.css, FocusAudio.css). Removed redundant rules and cleaned up the class structure. Ready for re-review!
Ships:
Project Name: स्याउ OS (Syau OS) Creator: Kantaraj Luitel (Susant) Mission Guidelines Confirmation: Working Webpage with Draggable Windows: Full client-side desktop environment with multi-window support. Windows support 8 direction resizing, dragging, minimize, maximize, and z-index depth stacking. Original & Distinct Design: Custom visual identity combining bilingual typography (Noto Sans Devanagari + Space Grotesk + Inter) with a glassmorphism aesthetic. Features dual Dark and White Light themes, dynamic particle boot sequence with a Web Audio API chime, and canvas-based cursor trail. Devlogs (3+ Included): Embedded native “Devlogs” application inside the OS covering: Devlog 1: Architecture, Windowing Mathematics, and Non-blocking State. Devlog 2: Dual Light/Dark Theme Engine & Bilingual Typography Integration. Devlog 3: Canvas Performance, Responsive Layouts, and Mobile Adaptations. Unique Features Beyond the Guide: Pixel Cat Desktop Pet: Interactive canvas sprite with animation states (walk, idle, sleep, happy, blink) following the cursor. Custom Terminal Shell (syau-sh): Over 20 interactive commands including neofetch, matrix, cowsay, weather, and easter eggs. Embedded Spotify Music Player Hub with curated genres and custom link loader. Spotlight Search (Cmd+K / Ctrl+K), canvas-rendered analog clock widget, and Bikram Sambat date converter. Accessibility: No passwords or authentication walls; all applications and features are immediately accessible to test....
|
1792846552.2506664
|
1793710552.2506664
|
|
59481
|
Nexus 55 by @Afraz | Stardance
|
Afraz
|
0
|
22.79
|
0
|
[]
|
[{"post_id": 74848, "ts": "202 [{"post_id": 74848, "ts": "2026-09-28T13:13:45Z", "hours": 2.8825, "text": "Replaced the relays for motor control with an L298N and made the entire thing run on 12v instead of 5v, sounds a bit more less feasable but it is actually more feasable because if ur using 5v usb , u need a power brick with good ampere ratings, 12v u just need a normal 12v barrel jack thingy"}, {"post_id": 74063, "ts": "2026-09-26T16:44:18Z", "hours": 0.4333, "text": "heatshrinking !"}, {"post_id": 73670, "ts": "2026-09-25T17:17:19Z", "hours": 0.9822, "text": "Made an interface, with a lot of help from ai, will rebuild this from scratch tomorrow, just made this using ai as a test, and the ui runs completely on ur pc as an html, it works although it is buggy and the sliders do do their jobs properly that much"}, {"post_id": 73120, "ts": "2026-09-24T13:05:47Z", "hours": 0.7, "text": "heatshrinked some wires, didnt have time for anyhthing else lol"}, {"post_id": 72646, "ts": "2026-09-23T12:42:47Z", "hours": 0.3833, "text": "Installed node-red and mqtt broker"}, {"post_id": 72182, "ts": "2026-09-22T12:33:04Z", "hours": 0.4667, "text": "wired up the signal side of the relay #3"}, {"post_id": 71665, "ts": "2026-09-21T08:28:24Z", "hours": 2.2167, "text": "made it workkkk"}, {"post_id": 71351, "ts": "2026-09-20T17:55:02Z", "hours": 1.5, "text": "cut some wood and added brackets to mount to the wall"}, {"post_id": 70569, "ts": "2026-09-19T11:38:55Z", "hours": 1.2858, "text": "tried arduino cloud iot, it sucks, so i will prob just make my own esp32 hosted webpage for the controls"}, {"post_id": 70171, "ts": "2026-09-18T16:49:59Z", "hours": 1.4461, "text": "messed around with esp rain maker even more, prob will not use it and just continue with arduino iot cloud or smthgn (image not related and not mine,jst a meme )"}, {"post_id": 69719, "ts": "2026-09-17T17:23:10Z", "hours": 1.2333, "text": "today was kinda boring, i just got esp rainmaker working, it took 1 hour because the esp32 storage and cache stuff, i had to create my own partition scheme and stuff to get the code to fit on the esp32"}, {"post_id": 69123, "ts": "2026-09-16T12:54:54Z", "hours": 0.5, "text": "installed a relay for ac stuff on another wooden block"}, {"post_id": 68635, "ts": "2026-09-15T13:21:18Z", "hours": 0.4, "text": "cut and epoxied a peice of wood so i can install a relay for AC connections"}, {"post_id": 68054, "ts": "2026-09-14T13:08:37Z", "hours": 0.7333, "text": "Soldered on some male headers for the rgb led board"}, {"post_id": 67822, "ts": "2026-09-14T02:27:52Z", "hours": 0.2833, "text": "coded blynk then decided to not use it bc of its limitations"}, {"post_id": 67179, "ts": "2026-09-13T07:41:55Z", "hours": 3.6167, "text": "Made a curtian opener and closer thingy, the big metal thing is a motor ink assembly thingy i pulled from an old hp printer and i used relays instead of a l298n or tbh any motor driver bc … i only have the l298n and it is very inneficeint"}, {"post_id": 66778, "ts": "2026-09-12T17:44:23Z", "hours": 1.7, "text": "SOLDERED SOME STUFF"}, {"post_id": 66066, "ts": "2026-09-11T17:11:30Z", "hours": 0.4783, "text": "programmed some stuff, didnt do a lot cuz i got a big ahh exam tmrw"}, {"post_id": 65519, "ts": "2026-09-10T18:30:43Z", "hours": 0.3833, "text": "Made a quick mock up of the circuit in wokwi, dont worry mess will be sorted later"}, {"post_id": 64899, "ts": "2026-09-09T16:35:34Z", "hours": 0.2833, "text": "Finally got to the home assistant main menu"}, {"post_id": 64341, "ts": "2026-09-08T17:19:56Z", "hours": 0.6167, "text": "Setup Home Assistant"}, {"post_id": 63680, "ts": "2026-09-07T16:43:48Z", "hours": 0.2667, "text": "Made the high level design (block diagram) of Nexus 55 which is my version of google or alexa smart home system but local"}]...
|
Title: Nexus 55 by @Afraz | Stardance
Devlogs:
Ma Title: Nexus 55 by @Afraz | Stardance
Devlogs:
Made the high level design (block diagram) of Nexus 55 which is my version of google or alexa smart home system but local
Setup Home Assistant
Finally got to the home assistant main menu
Made a quick mock up of the circuit in wokwi, dont worry mess will be sorted later
programmed some stuff, didnt do a lot cuz i got a big ahh exam tmrw
SOLDERED SOME STUFF
Made a curtian opener and closer thingy, the big metal thing is a motor ink assembly thingy i pulled from an old hp printer and i used relays instead of a l298n or tbh any motor driver bc … i only have the l298n and it is very inneficeint
coded blynk then decided to not use it bc of its limitations
Soldered on some male headers for the rgb led board
cut and epoxied a peice of wood so i can install a relay for AC connections
installed a relay for ac stuff on another wooden block
today was kinda boring, i just got esp rainmaker working, it took 1 hour because the esp32 storage and cache stuff, i had to create my own partition scheme and stuff to get the code to fit on the esp32
messed around with esp rain maker even more, prob will not use it and just continue with arduino iot cloud or smthgn (image not related and not mine,jst a meme )
tried arduino cloud iot, it sucks, so i will prob just make my own esp32 hosted webpage for the controls
cut some wood and added brackets to mount to the wall
made it workkkk
wired up the signal side of the relay #3
Installed node-red and mqtt broker
heatshrinked some wires, didnt have time for anyhthing else lol
Made an interface, with a lot of help from ai, will rebuild this from scratch tomorrow, just made this using ai as a test, and the ui runs completely on ur pc as an html, it works although it is buggy and the sliders do do their jobs properly that much
heatshrinking !
Replaced the relays for motor control with an L298N and made the entire thing run on 12v instead of 5v, sounds a bit more less feasable but it is actually more feasable because if ur using 5v usb , u need a power brick with good ampere ratings, 12v u just need a normal 12v barrel jack thingy...
|
1792799603.0672917
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1793404403.0672917
|
|
28916
|
Untitled by @aarav_ | Stardance
|
aarav_
|
0
|
22.76
|
0
|
[]
|
[{"post_id": 20014, "ts": "202 [{"post_id": 20014, "ts": "2026-07-01T14:43:45Z", "hours": 22.7589, "text": "Hi, I am making a macropad."}]...
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Title: Untitled by @aarav_ | Stardance
Devlogs:
H Title: Untitled by @aarav_ | Stardance
Devlogs:
Hi, I am making a macropad....
|
1793242096.599554
|
1793846896.599554
|
|
35402
|
village-sim by @guahlg | Stardance
|
guahlg
|
0
|
22.76
|
0
|
[]
|
[{"post_id": 44504, "ts": "202 [{"post_id": 44504, "ts": "2026-08-10T09:46:15Z", "hours": 11.1267, "text": "I am indeed still alive Hello everyone I am back with a new obsession. I felt like getting away for a while from my projects so I started another project that aims to be a bit more relaxed and where I write the code myself. Writing code is slow but it is relaxing and feels more creative. In case you have not seen my earlier devlog, the project I am talking about is an economy simulation called Town Hall. The thrill of reinventing, well. Hmmm… Basically everything? It’s weird but this actually makes me tingle of excitement all throughout my chair-bound programmer body. Recap In the last devlog I added in the concept of an entity. An entity can be any thing that acts independently and who’s action affect the world around them. It can be a company, organization or person. Entities die when they have no resources, there is only a certain amount of resources in the world. Entities make their choices using their neural network brains. The new stuff The new things can be split up into two parts. The first part involves enhancing entities ability to understand, learn about and interact with the world around them. The second part is widening the simulation to include multiple kinds of resources, goods, innovation of goods, recipes and processes, and a world with tiles containing info about what things are on them. How to make things think -Without going into details about what a neural network is or how it works- This is how entities thought previously: Simple stats about the world and themselves -> hidden layers do their job -> it chooses an action. This is cool and all, but right now each entity acts like a gambler locked in a room with a newspaper. They get vague stats without knowing about the thousands of other gamblers whose actions are contributing to that newspaper. For this to not be merely gambling, we have to give them more information about the factors influencing the world. What I wanted was to give each person knowledge about other people and the opportunity to interact with them. This means more input and output neurons. The current design is for each person to know the 200 richest people in the world, since they are the most likely to matter and be good choices to invest in. This also resembles a real-world effect where many people know of those with the most power. A more nuanced variant could also include random and geographically close people.I also wanted people to get an idea of other people’s intentions and decision-making. I could do this with a separate per-entity ‘get-to-know’ brain that looks at a target, analyzes its brain and generates weights and biases for the new input and output neurons. The get-to-know brain is double-headed so it can generate both from conclusions made by a shared network trunk. The problem is that neural networks suck at learning from another neural network’s raw weights and biases, because they can learn to care about arbitrary positions whose meaning depends on how the rest of the network is laid out. I did some research on how to solve this and chose a method called Monomial-NFN, which basically converts a neural network into a more easily readable format. I don’t understand it well enough to explain it properly here, but the important part is its purpose. The main innovation of this part is basically the get-to-know network. The end This devlog is getting too long for me to be able to explain the second (and in my opinion most exciting) part so I will leave that for the next devlog where more of that will hopefully be completed. I might also make a demo for this that is playable on the browser (and run on my poor computer, hopefully it will not get too fried), not sure if I can add it until next time and if so the UI will probably suck. Have a good day, may the stars dance with you or something. PS: I wrote this devlog whilst being heavily sleep-deprived so that is why it deviates from the usual style lol."}, {"post_id": 33397, "ts": "2026-07-23T09:53:34Z", "hours": 11.6311, "text": "town-hall Devlog #1 Hello guys! I have started this little side project for two reasons. The first is that I want to take some time off to code without any help from AI. The second is that I have had a long-term interest in economics that I am only now beginning to acting on. Town Hall is an extremely simple economic simulation. The world I am modeling is one where everyone knows everything, there is only one kind of resource, people die if their resource count is 0 and people have full control over their resources and can invest them however they want (basically extreme capitalism). The scenario has some resemblance to real life but is exaggerated in some areas and extremely simplified. The two biggest questions are: What actions can an individual take? AND: How does an individual decide what action to do? I have not fully answered the first question yet but for now I have added in these different options to serve as placeholders: Conserve This one basically means that they do nothing with their resources. Predict/Invest This one means that they invest x amount of money on someone else’s success and get rewarded for how good the prediction was. Give Giving means that they simply transfer their money to someone else, this one is just here to see if some rich people will do philanthropy or something. I am not super happy with these options and it is just something I came up with after a moment of thinking, it WILL change later. The answer to the second question is that we are going to let the individuals “think” using neural networks. We can have as many inputs as we want and randomized weights and biases that determine the behavior. The output neurons will translate into some action. Pretty simple stuff. Since entities die when they have no resources and the amounts of resources are finite the neural networks that are better at gathering resources will be those that survive over time. Later on I might make new brains inherit some weights and biases from their parents as well to strengthen this dynamic. The complexity here is that I want this to run on the GPU so that we can run big simulations without having to wait for several minutes. This means that I have to find some library that can do computational work on the GPU. I also have to store the neural networks in a GPU-friendly way so that I can easily send all of them in one batch. A few months ago I vibecoded a Vulkan matrix multiplier (GEMM) that works pretty well so I decided to use that. Now the big challenge was to find a way of storing the weights and biases of the different networks in a convenient way. I decided on having a struct called BrainPool (yeah I don’t love that naming lol) that holds all the weights and all of the biases of every single brain of the entities in two different vectors as well as two vectors that store the offsets for the entities in the weights and biases vectors. The last part means that the EntityId that all entities contain can be used to look up the associated brain’s weights and biases. This part took some time to figure out and I also had to do some research as well which also took time. Thanks for reading this far! This is all very early in development and hopefully I will have a basic version of it working in the next devlog. I am thinking of making this more graphical in the future. If you have any suggestions for improvements or functionality I would appreciate it if you wrote it in a comment. Have a good rest of your day!"}]...
|
Title: village-sim by @guahlg | Stardance
Devlogs Title: village-sim by @guahlg | Stardance
Devlogs:
town-hall Devlog #1 Hello guys! I have started this little side project for two reasons. The first is that I want to take some time off to code without any help from AI. The second is that I have had a long-term interest in economics that I am only now beginning to acting on. Town Hall is an extremely simple economic simulation. The world I am modeling is one where everyone knows everything, there is only one kind of resource, people die if their resource count is 0 and people have full control over their resources and can invest them however they want (basically extreme capitalism). The scenario has some resemblance to real life but is exaggerated in some areas and extremely simplified. The two biggest questions are: What actions can an individual take? AND: How does an individual decide what action to do? I have not fully answered the first question yet but for now I have added in these different options to serve as placeholders: Conserve This one basically means that they do nothing with their resources. Predict/Invest This one means that they invest x amount of money on someone else’s success and get rewarded for how good the prediction was. Give Giving means that they simply transfer their money to someone else, this one is just here to see if some rich people will do philanthropy or something. I am not super happy with these options and it is just something I came up with after a moment of thinking, it WILL change later. The answer to the second question is that we are going to let the individuals “think” using neural networks. We can have as many inputs as we want and randomized weights and biases that determine the behavior. The output neurons will translate into some action. Pretty simple stuff. Since entities die when they have no resources and the amounts of resources are finite the neural networks that are better at gathering resources will be those that survive over time. Later on I might make new brains inherit some weights and biases from their parents as well to strengthen this dynamic. The complexity here is that I want this to run on the GPU so that we can run big simulations without having to wait for several minutes. This means that I have to find some library that can do computational work on the GPU. I also have to store the neural networks in a GPU-friendly way so that I can easily send all of them in one batch. A few months ago I vibecoded a Vulkan matrix multiplier (GEMM) that works pretty well so I decided to use that. Now the big challenge was to find a way of storing the weights and biases of the different networks in a convenient way. I decided on having a struct called BrainPool (yeah I don’t love that naming lol) that holds all the weights and all of the biases of every single brain of the entities in two different vectors as well as two vectors that store the offsets for the entities in the weights and biases vectors. The last part means that the EntityId that all entities contain can be used to look up the associated brain’s weights and biases. This part took some time to figure out and I also had to do some research as well which also took time. Thanks for reading this far! This is all very early in development and hopefully I will have a basic version of it working in the next devlog. I am thinking of making this more graphical in the future. If you have any suggestions for improvements or functionality I would appreciate it if you wrote it in a comment. Have a good rest of your day!
I am indeed still alive Hello everyone I am back with a new obsession. I felt like getting away for a while from my projects so I started another project that aims to be a bit more relaxed and where I write the code myself. Writing code is slow but it is relaxing and feels more creative. In case you have not seen my earlier devlog, the project I am talking about is an economy simulation called Town Hall. The thrill of reinventing, well. Hmmm… Basically everything? It’s weird but this actually makes me tingle of excitement all throughout my chair-bound programmer body. Recap In the last devlog I added in the concept of an entity. An entity can be any thing that acts independently and who’s action affect the world around them. It can be a company, organization or person. Entities die when they have no resources, there is only a certain amount of resources in the world. Entities make their choices using their neural network brains. The new stuff The new things can be split up into two parts. The first part involves enhancing entities ability to understand, learn about and interact with the world around them. The second part is widening the simulation to include multiple kinds of resources, goods, innovation of goods, recipes and processes, and a world with tiles containing info about what things are on them. How to make things think -Without going into details about what a neural network is or how it works- This is how entities thought previously: Simple stats about the world and themselves -> hidden layers do their job -> it chooses an action. This is cool and all, but right now each entity acts like a gambler locked in a room with a newspaper. They get vague stats without knowing about the thousands of other gamblers whose actions are contributing to that newspaper. For this to not be merely gambling, we have to give them more information about the factors influencing the world. What I wanted was to give each person knowledge about other people and the opportunity to interact with them. This means more input and output neurons. The current design is for each person to know the 200 richest people in the world, since they are the most likely to matter and be good choices to invest in. This also resembles a real-world effect where many people know of those with the most power. A more nuanced variant could also include random and geographically close people.I also wanted people to get an idea of other people’s intentions and decision-making. I could do this with a separate per-entity ‘get-to-know’ brain that looks at a target, analyzes its brain and generates weights and biases for the new input and output neurons. The get-to-know brain is double-headed so it can generate both from conclusions made by a shared network trunk. The problem is that neural networks suck at learning from another neural network’s raw weights and biases, because they can learn to care about arbitrary positions whose meaning depends on how the rest of the network is laid out. I did some research on how to solve this and chose a method called Monomial-NFN, which basically converts a neural network into a more easily readable format. I don’t understand it well enough to explain it properly here, but the important part is its purpose. The main innovation of this part is basically the get-to-know network. The end This devlog is getting too long for me to be able to explain the second (and in my opinion most exciting) part so I will leave that for the next devlog where more of that will hopefully be completed. I might also make a demo for this that is playable on the browser (and run on my poor computer, hopefully it will not get too fried), not sure if I can add it until next time and if so the UI will probably suck. Have a good day, may the stars dance with you or something. PS: I wrote this devlog whilst being heavily sleep-deprived so that is why it deviates from the usual style lol....
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1793234958.1765864
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1793839758.1765864
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43669
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roblox game! by @estella | Stardance
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estella
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0
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22.76
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0
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[]
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[{"post_id": 76817, "ts": "202 [{"post_id": 76817, "ts": "2026-10-04T18:13:46Z", "hours": 2.2119, "text": "computa…. how to auto resize gui? So I’ve spent the last 2 hours fixing the gui so it would display correctly on different screen dimensions. There was probably an easier way to do this, but I went through and converted all the dimensions by dividing the larger frame, in which the small frame is located in, by the smaller frame"}, {"post_id": 74698, "ts": "2026-09-28T01:02:20Z", "hours": 4.4922, "text": "More work on the gui, I have been working on writing the actual story and man this is harder than I thought… Anyway, I lost my github account to 2fa rip… In addition to working on the story, I have been building the next room which will have an abandoned science lab feel. I am having some trouble figuring how to make the unlocked entries stay unlocked even after the player leaves the server. So far the points the player wins from sodoku saves, so thats a win I guess! I think I’m going to have to ship the game in a super unfinished state because I’m running out of time):"}, {"post_id": 50315, "ts": "2026-08-19T14:05:33Z", "hours": 4.9433, "text": "I see that I have been spelling sudoku wrong this entire time oops, anyhow, I have started work on the gui and point system. The plan is to have datapoints received from different difficulties of sudoku completed, then use those points to unlock entries from an unknown database. So far I’m not sure if the gui aesthetic really matches grrrr but hopefully as the game comes together it blends better. I ended up abandoning the idea of using runic characters in place of numbers on the sudoku board, as I couldn’t figure out how to get the images to display correctly sigh I did however, replace the zeros with blank tiles so its easier to see and instead of cycling through to zero, it will go back to a blank tile."}, {"post_id": 47009, "ts": "2026-08-14T16:15:40Z", "hours": 5.0586, "text": "So far I have finished all the sodoku logic, which includes a solver, remove cell function, shuffle positions, and generate numbers. Now I am working on the map design. The current task at hand is figuring out how I can import custom images for numbers while keeping all the logic the same"}, {"post_id": 46023, "ts": "2026-08-12T22:31:14Z", "hours": 6.0519, "text": "Dev log 1 for my Roblox game! I am planning on making multiple games, each focused on a different core mechanic of the main game I want to make. I have finished the first mini logic game I plan on implementing so far, which is Sudoku. I created an empty board with gui to display text and labeled each with a 0. I then created an algorithm for checking if a row/column/box is valid and a win check. I then pasted a solved puzzle into the table and removed a few numbers to ensure my checking functions were correct. After, I made a solver, then backtracked to make a puzzle generator. I implemented easy, medium, hard, and extreme modes, which control how many cells will be removed from the generated puzzle."}]...
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Title: roblox game! by @estella | Stardance
Devlo Title: roblox game! by @estella | Stardance
Devlogs:
Dev log 1 for my Roblox game! I am planning on making multiple games, each focused on a different core mechanic of the main game I want to make. I have finished the first mini logic game I plan on implementing so far, which is Sudoku. I created an empty board with gui to display text and labeled each with a 0. I then created an algorithm for checking if a row/column/box is valid and a win check. I then pasted a solved puzzle into the table and removed a few numbers to ensure my checking functions were correct. After, I made a solver, then backtracked to make a puzzle generator. I implemented easy, medium, hard, and extreme modes, which control how many cells will be removed from the generated puzzle.
So far I have finished all the sodoku logic, which includes a solver, remove cell function, shuffle positions, and generate numbers. Now I am working on the map design. The current task at hand is figuring out how I can import custom images for numbers while keeping all the logic the same
I see that I have been spelling sudoku wrong this entire time oops, anyhow, I have started work on the gui and point system. The plan is to have datapoints received from different difficulties of sudoku completed, then use those points to unlock entries from an unknown database. So far I’m not sure if the gui aesthetic really matches grrrr but hopefully as the game comes together it blends better. I ended up abandoning the idea of using runic characters in place of numbers on the sudoku board, as I couldn’t figure out how to get the images to display correctly sigh I did however, replace the zeros with blank tiles so its easier to see and instead of cycling through to zero, it will go back to a blank tile.
More work on the gui, I have been working on writing the actual story and man this is harder than I thought… Anyway, I lost my github account to 2fa rip… In addition to working on the story, I have been building the next room which will have an abandoned science lab feel. I am having some trouble figuring how to make the unlocked entries stay unlocked even after the player leaves the server. So far the points the player wins from sodoku saves, so thats a win I guess! I think I’m going to have to ship the game in a super unfinished state because I’m running out of time):
computa…. how to auto resize gui? So I’ve spent the last 2 hours fixing the gui so it would display correctly on different screen dimensions. There was probably an easier way to do this, but I went through and converted all the dimensions by dividing the larger frame, in which the small frame is located in, by the smaller frame...
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1793231836.287682
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1793836636.287682
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37343
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StarWatlz Steno Keyboard by @JDARIMAN | Stardance
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JDARIMAN
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0
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22.75
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0
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[]
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[{"post_id": 65740, "ts": "202 [{"post_id": 65740, "ts": "2026-09-11T02:45:59Z", "hours": 5.6506, "text": "DEVLOG 3: Finished Design Finally completed the design for the keyboard. I’ve had this project on the back burner as I’ve been working on my other projects, as well as applying for jobs -yet we continue. I’ve designed the case, keycaps, rotary encoder knob, and placed all the hardware. All there is left is to build and code the firmware to be able to type in QWERTY and steno."}, {"post_id": 47857, "ts": "2026-08-16T02:51:24Z", "hours": 6.4339, "text": "DEVLOG 2: Week 1 Completed my PCB, until I found out all my switch footprints were upside down; took about 2 hours to retrace everything :,( Besides that, the PCB is done. All that is left is to CAD the case and Code firmware. I’m pretty excited to figure out the firmware, since Stenography works differently from typing styles such as QWERTY."}, {"post_id": 43042, "ts": "2026-08-08T03:03:57Z", "hours": 9.7506, "text": "DEVLOG 1: KiCad and PCB Design Lots of hours, but not too much to talk about. I’ve gotten the gist of KiCad and have finished my PCB’s schematic. I’ve laid out all my switches for ergonomics, which were inspired by the Starboard, but I also used my screen as a reference to how the keyboard will fit my hands. Getting started with traces was tricky, but I figured it out. Turns out it’s better if keyboards don’t use vias, so I spent about 2 hours just making traces for the left side, trying to make sure they all fit without overlap. I also added the LCD screen and Volume knob, even with my ever-decreasing GPIO pins. I haven’t drawn sketches for the casing yet, so that will likely be featured in my next few devlogs :)"}, {"post_id": 37931, "ts": "2026-07-30T23:03:17Z", "hours": 0.9167, "text": "DEVLOG 0: Figuring it out Started figuring out KiCAD and mapping out keybinds for each key on my qwerty/stenography keyboard. I’m also learning to navigate the stardance site itself."}]...
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Title: StarWatlz Steno Keyboard by @JDARIMAN | Sta Title: StarWatlz Steno Keyboard by @JDARIMAN | Stardance
Devlogs:
DEVLOG 0: Figuring it out Started figuring out KiCAD and mapping out keybinds for each key on my qwerty/stenography keyboard. I’m also learning to navigate the stardance site itself.
DEVLOG 1: KiCad and PCB Design Lots of hours, but not too much to talk about. I’ve gotten the gist of KiCad and have finished my PCB’s schematic. I’ve laid out all my switches for ergonomics, which were inspired by the Starboard, but I also used my screen as a reference to how the keyboard will fit my hands. Getting started with traces was tricky, but I figured it out. Turns out it’s better if keyboards don’t use vias, so I spent about 2 hours just making traces for the left side, trying to make sure they all fit without overlap. I also added the LCD screen and Volume knob, even with my ever-decreasing GPIO pins. I haven’t drawn sketches for the casing yet, so that will likely be featured in my next few devlogs :)
DEVLOG 2: Week 1 Completed my PCB, until I found out all my switch footprints were upside down; took about 2 hours to retrace everything :,( Besides that, the PCB is done. All that is left is to CAD the case and Code firmware. I’m pretty excited to figure out the firmware, since Stenography works differently from typing styles such as QWERTY.
DEVLOG 3: Finished Design Finally completed the design for the keyboard. I’ve had this project on the back burner as I’ve been working on my other projects, as well as applying for jobs -yet we continue. I’ve designed the case, keycaps, rotary encoder knob, and placed all the hardware. All there is left is to build and code the firmware to be able to type in QWERTY and steno....
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1793148552.7305117
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1793753352.7305117
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43422
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My very own WebOS by @MuhammadDawood | Stardance
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MuhammadDawood
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0
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22.73
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0
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[]
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[{"post_id": 55547, "ts": "202 [{"post_id": 55547, "ts": "2026-08-27T13:59:40Z", "hours": 16.5775, "text": "My WebOS is getting towards its completation stage. I have completeded most of it and now giving some finishing touches and adding some more features. Hope everyone will love it."}, {"post_id": 48260, "ts": "2026-08-16T15:48:08Z", "hours": 5.3931, "text": "Doodle OS is in building have built some functional apps in it including Notepad continuesly working to improve currently working on its dark mode."}, {"post_id": 40492, "ts": "2026-08-04T01:56:19Z", "hours": 0.755, "text": "Devlog - Welcome screen + desktop shell complete Implemented the DoodleOS welcome screen with a hand-drawn style using Patrick Hand and Baloo 2 fonts and sticker-like shadow effects, followed by adding the desktop view which had the task bar, clock, and my first working icon. Encountered a few basic problems which are to do with naming the wrong CSS class and not putting in the semicolon where necessary, great learning experience on how CSS silently breaks your code rather than raising an error. Set up GitHub pages for DoodleOS to have a permanent web link. Next step: draggable windows."}]...
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Title: My very own WebOS by @MuhammadDawood | Star Title: My very own WebOS by @MuhammadDawood | Stardance
Devlogs:
Devlog - Welcome screen + desktop shell complete Implemented the DoodleOS welcome screen with a hand-drawn style using Patrick Hand and Baloo 2 fonts and sticker-like shadow effects, followed by adding the desktop view which had the task bar, clock, and my first working icon. Encountered a few basic problems which are to do with naming the wrong CSS class and not putting in the semicolon where necessary, great learning experience on how CSS silently breaks your code rather than raising an error. Set up GitHub pages for DoodleOS to have a permanent web link. Next step: draggable windows.
Doodle OS is in building have built some functional apps in it including Notepad continuesly working to improve currently working on its dark mode.
My WebOS is getting towards its completation stage. I have completeded most of it and now giving some finishing touches and adding some more features. Hope everyone will love it....
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1792925282.5014575
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1793789282.5014575
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1008
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ClubHub by @Mottl | Stardance
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Mottl
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0
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22.72
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0
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[]
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[{"post_id": 45223, "ts": "202 [{"post_id": 45223, "ts": "2026-08-11T15:42:37Z", "hours": 2.8606, "text": "#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!"}, {"post_id": 39132, "ts": "2026-08-01T20:58:21Z", "hours": 7.4072, "text": "Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, it’s time to… well, how do I say this… make the actual website. I know, it’s so hard. All I’ve been doing is bugfixing the backend, it’ll be so nice to program in React again."}, {"post_id": 32063, "ts": "2026-07-20T23:21:35Z", "hours": 4.0053, "text": "Devlog #4 Okay, so I missed last week… HOWEVER, I have made an API! Which is great. It’s going pretty good so far, but it’s not finished yet, and when I finish it, I will finally be able to finish the app! (let’s go)"}, {"post_id": 24900, "ts": "2026-07-08T19:08:41Z", "hours": 3.5833, "text": "(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I don’t want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it won’t just be frontend much longer."}, {"post_id": 20995, "ts": "2026-07-02T18:53:00Z", "hours": 3.1369, "text": "Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot."}, {"post_id": 13772, "ts": "2026-06-22T15:59:28Z", "hours": 1.2197, "text": "Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That one’s gonna be hard, but I found a thing called Motion that might let me do it. I’ll see you in the next devlog (later today)!"}, {"post_id": 6464, "ts": "2026-06-10T21:29:24Z", "hours": 0.5061, "text": "I’ve begun working on the prototype UI for my school club management project, ClubHub. It’s made in Google Slides. Tomorrow I will probably start learning React (y’know, to actually make the project)"}]...
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Title: ClubHub by @Mottl | Stardance
Devlogs:
I’v Title: ClubHub by @Mottl | Stardance
Devlogs:
I’ve begun working on the prototype UI for my school club management project, ClubHub. It’s made in Google Slides. Tomorrow I will probably start learning React (y’know, to actually make the project)
Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That one’s gonna be hard, but I found a thing called Motion that might let me do it. I’ll see you in the next devlog (later today)!
Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot.
(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I don’t want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it won’t just be frontend much longer.
Devlog #4 Okay, so I missed last week… HOWEVER, I have made an API! Which is great. It’s going pretty good so far, but it’s not finished yet, and when I finish it, I will finally be able to finish the app! (let’s go)
Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, it’s time to… well, how do I say this… make the actual website. I know, it’s so hard. All I’ve been doing is bugfixing the backend, it’ll be so nice to program in React again.
#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!...
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1793166460.063238
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1793771260.063238
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17204
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Lunar Storage by @lunapuppygirl | Stardance
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lunapuppygirl
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0
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22.7
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0
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[]
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[{"post_id": 13152, "ts": "202 [{"post_id": 13152, "ts": "2026-06-21T15:00:11Z", "hours": 13.6758, "text": "the second devlog Didn’t make any for some time cuz I didn’t feel like making a devlog for each new page/thing I add :p Login I’m using Spring’s OAuth2 client for it. Currently only Discord’s OAuth2 is supported, more will come in the future. It’s creating a JWT cookie and storing user’s UUID there. Home page Home page contains link to the GitHub repository and the storage itself. It’s also available to create an announcement that will display there, with 4 levels of it (low, medium, high and critical) each with different color. Storage Finished making the storage display page, it works with database and has icons based on the entry type (file/folder), if file/folder’s permission level is higher than user’s, it will show a red block icon and redirect on click to a login page instead of the file itself. Dashboard Made the home page of the dashboard, right now there are only request statistics available (requests in a day/hour/minute) Config and stats Both are stored in a separate JSON files, I’m using Gson and made a manager so it’s easier to manage and edit them."}, {"post_id": 8092, "ts": "2026-06-13T14:44:56Z", "hours": 9.0222, "text": "the first devlog So I’m making a personal storage website where the owner will be able to store files and manage access to them. The project is written in Java and uses the Spring framework and JWT tokens. The pages are built as Thymeleaf templates, which makes it easier to pass data from the backend to the frontend. Database Currently I made it to be compatible with MySQL and PostgreSQL. writing the queries was soo boring 😭😭 It’s easy to add more DBMSs as it only requires to add a case to switch in DatabaseConfig class, create an implementation of AbstractDatabase and implementations of Repository for each table. Github Actions CI/CD workflow Created a CI/CD workflow to automatically build and push the image of LunarStorage to ghcr.io . It also builds and adds Tailwind CSS to the project resources. Proof-of-Work captcha Made the captcha to prevent bots from scraping the contents of the storage. The progress bar is only an estimate of progress so it may take less or longer than shown. Currently it only supports JavaScript for hashing. well so um for now that’s it i guess, bye :3"}]...
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Title: Lunar Storage by @lunapuppygirl | Stardance Title: Lunar Storage by @lunapuppygirl | Stardance
Devlogs:
the first devlog So I’m making a personal storage website where the owner will be able to store files and manage access to them. The project is written in Java and uses the Spring framework and JWT tokens. The pages are built as Thymeleaf templates, which makes it easier to pass data from the backend to the frontend. Database Currently I made it to be compatible with MySQL and PostgreSQL. writing the queries was soo boring 😭😭 It’s easy to add more DBMSs as it only requires to add a case to switch in DatabaseConfig class, create an implementation of AbstractDatabase and implementations of Repository for each table. Github Actions CI/CD workflow Created a CI/CD workflow to automatically build and push the image of LunarStorage to ghcr.io . It also builds and adds Tailwind CSS to the project resources. Proof-of-Work captcha Made the captcha to prevent bots from scraping the contents of the storage. The progress bar is only an estimate of progress so it may take less or longer than shown. Currently it only supports JavaScript for hashing. well so um for now that’s it i guess, bye :3
the second devlog Didn’t make any for some time cuz I didn’t feel like making a devlog for each new page/thing I add :p Login I’m using Spring’s OAuth2 client for it. Currently only Discord’s OAuth2 is supported, more will come in the future. It’s creating a JWT cookie and storing user’s UUID there. Home page Home page contains link to the GitHub repository and the storage itself. It’s also available to create an announcement that will display there, with 4 levels of it (low, medium, high and critical) each with different color. Storage Finished making the storage display page, it works with database and has icons based on the entry type (file/folder), if file/folder’s permission level is higher than user’s, it will show a red block icon and redirect on click to a login page instead of the file itself. Dashboard Made the home page of the dashboard, right now there are only request statistics available (requests in a day/hour/minute) Config and stats Both are stored in a separate JSON files, I’m using Gson and made a manager so it’s easier to manage and edit them....
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1793198939.2385154
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1793803739.2385154
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45563
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Coins by @twinx | Stardance
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twinx
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0
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22.7
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0
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[]
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[{"post_id": 62869, "ts": "202 [{"post_id": 62869, "ts": "2026-09-06T12:18:51Z", "hours": 7.0511, "text": "So finally ! It can now do these things at a give moments : play/pause music ( flow only ) search and play music ( only using flow ) can open websites and url can run or start process like ollama serve can show message of llm and all that using API of ollama Things u can do with this : quick answer from ollama models quickly opening urls open apps or run in background without remembering anything control music"}, {"post_id": 56442, "ts": "2026-08-28T06:34:59Z", "hours": 2.9356, "text": "So , i have been making a Linux quick command executor. I know u have seen many like this but trust me it will be different then other’s project by many ways. Also the commands show in this video are not hard-coded they are automatically recognized what i wanna do , see the intent in output."}, {"post_id": 55484, "ts": "2026-08-27T11:15:18Z", "hours": 3.4217, "text": "Sorry guys if anyone is watching this but can’t make it compact enough to run it everywhere so transforming it into something interesting for FLOW and other tasks included."}, {"post_id": 51390, "ts": "2026-08-21T01:58:12Z", "hours": 5.2783, "text": "So after yeah i know a long time but i was researching a way to do tool calling but on a smaller scale , and guess i got one using Needle 2 and now it works out of box while only being about 14mb in size. Here are the results :"}, {"post_id": 45201, "ts": "2026-08-11T15:01:37Z", "hours": 0.9839, "text": "So after few times and yeah a bit of late after 3days but working on FLOW so now it can open files and folders and can auto detect default editor u can edit the editor btw also u can do things like create a file , folder also u can define ignore folders and file for fast search."}, {"post_id": 43247, "ts": "2026-08-08T12:22:49Z", "hours": 3.0331, "text": "So , made a basic file structure and currently working on the modules as they should be solid. Also it now can separate sentences into keywords to actually perform things. It can now open files and folder in ur default editor and can organize folders."}]...
|
Title: Coins by @twinx | Stardance
Devlogs:
So , Title: Coins by @twinx | Stardance
Devlogs:
So , made a basic file structure and currently working on the modules as they should be solid. Also it now can separate sentences into keywords to actually perform things. It can now open files and folder in ur default editor and can organize folders.
So after few times and yeah a bit of late after 3days but working on FLOW so now it can open files and folders and can auto detect default editor u can edit the editor btw also u can do things like create a file , folder also u can define ignore folders and file for fast search.
So after yeah i know a long time but i was researching a way to do tool calling but on a smaller scale , and guess i got one using Needle 2 and now it works out of box while only being about 14mb in size. Here are the results :
Sorry guys if anyone is watching this but can’t make it compact enough to run it everywhere so transforming it into something interesting for FLOW and other tasks included.
So , i have been making a Linux quick command executor. I know u have seen many like this but trust me it will be different then other’s project by many ways. Also the commands show in this video are not hard-coded they are automatically recognized what i wanna do , see the intent in output.
So finally ! It can now do these things at a give moments : play/pause music ( flow only ) search and play music ( only using flow ) can open websites and url can run or start process like ollama serve can show message of llm and all that using API of ollama Things u can do with this : quick answer from ollama models quickly opening urls open apps or run in background without remembering anything control music...
|
1792626784.5019605
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1793231584.5019605
|
|
18391
|
Gesture Control Photo Taker by @lcna013 | Stardanc Gesture Control Photo Taker by @lcna013 | Stardance...
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lcna013
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0
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22.69
|
0
|
[]
|
[{"post_id": 33897, "ts": "202 [{"post_id": 33897, "ts": "2026-07-24T05:33:55Z", "hours": 16.6561, "text": "Gestures are able to control the screens!! When the certain gesture is shows the screen changes to the next one."}, {"post_id": 19778, "ts": "2026-07-01T05:07:46Z", "hours": 2.085, "text": "DevLog_4 I have created the GUI for the next screen two screens, as well as trying to fix the camera. The image bellow is of the final screen that shows the saved book and how many of the book have been added to the database, as well as the option to add another book."}, {"post_id": 8614, "ts": "2026-06-14T09:55:12Z", "hours": 0.7733, "text": "DevLog_3 The camera has successfully been integrated into the GUI!! Colours and border boxes have also been added."}, {"post_id": 8573, "ts": "2026-06-14T07:51:42Z", "hours": 0.5969, "text": "DevLog_2 All elements are in position for HOME page"}, {"post_id": 8534, "ts": "2026-06-14T06:07:26Z", "hours": 2.5761, "text": "DevLog_1 Using Tkinter to make a GUI (graphical user interface) for the screen UI. The one I’m currently working on is the home page. It’s the instructions telling the user what to do. Still need to fix the layout."}]...
|
Title: Gesture Control Photo Taker by @lcna013 | S Title: Gesture Control Photo Taker by @lcna013 | Stardance
Devlogs:
DevLog_1 Using Tkinter to make a GUI (graphical user interface) for the screen UI. The one I’m currently working on is the home page. It’s the instructions telling the user what to do. Still need to fix the layout.
DevLog_2 All elements are in position for HOME page
DevLog_3 The camera has successfully been integrated into the GUI!! Colours and border boxes have also been added.
DevLog_4 I have created the GUI for the next screen two screens, as well as trying to fix the camera. The image bellow is of the final screen that shows the saved book and how many of the book have been added to the database, as well as the option to add another book.
Gestures are able to control the screens!! When the certain gesture is shows the screen changes to the next one....
|
1792713187.9407437
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1793317987.9407437
|
|
51806
|
rc car by @chrif | Stardance
|
chrif
|
0
|
22.69
|
0
|
[]
|
[{"post_id": 71330, "ts": "202 [{"post_id": 71330, "ts": "2026-09-20T17:11:35Z", "hours": 5.9003, "text": "i finished the schematics in kicad, then made the case/shell and made it link with the chassis using magnets then i made the github for the project and set everything up including the readme and exporting the bodies for 3d printing then i made the zine and with that the project is pretty much done (note: i might come back to it or reuse it for other projects and add stuff like cameras or path finding or ai detection or a bionic hand or something)"}, {"post_id": 69309, "ts": "2026-09-16T19:34:44Z", "hours": 2.1169, "text": "i finished the cad and steering and now we need to do the schematics, the programming, and the case"}, {"post_id": 66121, "ts": "2026-09-11T18:48:44Z", "hours": 7.065, "text": "dude omg i made an error on the last devlog by putting the motor next to the two wheel gears without a differential so i thought “ oh easy i just need to add a differential and that’s it” it was not that easy. you can tell by the amount of time that i spent a lot of time trying to figure this out but i finally got it to work after endless mistakes and fusion 360 hickups and glitches and inconvenieces but im pretty sure it should work this time i just need to add the steering and we’re pretty much done with cad"}, {"post_id": 59257, "ts": "2026-08-31T23:02:10Z", "hours": 1.2, "text": "today i fixed the problems with the axles not aligning and then i finished designing the gearboxes and honestly it was easer than i though, before starting the project i thought it was going to be a way bigger prolem than it actually was now i only have the steering left and that will be all the cad work done for now i hope to tackle a more challenging project in the future"}, {"post_id": 58330, "ts": "2026-08-30T18:28:13Z", "hours": 2.2022, "text": "i added the ball bearings that let the wheels turn and then i started working on the gearbox while fixing some design mistakes along the way, looking for how to get a 3d model of a bevel gear was a problem but that got solved quickly although putting them in place on the assembly was tough but when i went to add the axles that connect to the back wheels i noticed a fatal mistake i made is that i forgot that the wheels have to be on the same height yet i put the front wheels too high up or the back wheels too low down either way its going to be a hassle fixing it i wish i noticed it earlier"}, {"post_id": 55253, "ts": "2026-08-26T22:21:37Z", "hours": 2.5922, "text": "i added the spinning axles on the front and made space for the ball bearings since i couldnt find a model for them anywhere and shaped the axle to fing the standart rc car wheels (the yellow ones that are in every beginers kit) and made mounting holes for all the components now all thats left cad-wise is to make the gearbox and the rear axles and then i have to make the schematics and then the programming"}, {"post_id": 51757, "ts": "2026-08-21T16:18:35Z", "hours": 1.6169, "text": "today i planned out the whole project and what i want the final product to look like and then a 3d model to place the components and see how the dimensions will fit together as well as picking the components needed for the bare minimum prototype"}]...
|
Title: rc car by @chrif | Stardance
Devlogs:
toda Title: rc car by @chrif | Stardance
Devlogs:
today i planned out the whole project and what i want the final product to look like and then a 3d model to place the components and see how the dimensions will fit together as well as picking the components needed for the bare minimum prototype
i added the spinning axles on the front and made space for the ball bearings since i couldnt find a model for them anywhere and shaped the axle to fing the standart rc car wheels (the yellow ones that are in every beginers kit) and made mounting holes for all the components now all thats left cad-wise is to make the gearbox and the rear axles and then i have to make the schematics and then the programming
i added the ball bearings that let the wheels turn and then i started working on the gearbox while fixing some design mistakes along the way, looking for how to get a 3d model of a bevel gear was a problem but that got solved quickly although putting them in place on the assembly was tough but when i went to add the axles that connect to the back wheels i noticed a fatal mistake i made is that i forgot that the wheels have to be on the same height yet i put the front wheels too high up or the back wheels too low down either way its going to be a hassle fixing it i wish i noticed it earlier
today i fixed the problems with the axles not aligning and then i finished designing the gearboxes and honestly it was easer than i though, before starting the project i thought it was going to be a way bigger prolem than it actually was now i only have the steering left and that will be all the cad work done for now i hope to tackle a more challenging project in the future
dude omg i made an error on the last devlog by putting the motor next to the two wheel gears without a differential so i thought “ oh easy i just need to add a differential and that’s it” it was not that easy. you can tell by the amount of time that i spent a lot of time trying to figure this out but i finally got it to work after endless mistakes and fusion 360 hickups and glitches and inconvenieces but im pretty sure it should work this time i just need to add the steering and we’re pretty much done with cad
i finished the cad and steering and now we need to do the schematics, the programming, and the case
i finished the schematics in kicad, then made the case/shell and made it link with the chassis using magnets then i made the github for the project and set everything up including the readme and exporting the bodies for 3d printing then i made the zine and with that the project is pretty much done (note: i might come back to it or reuse it for other projects and add stuff like cameras or path finding or ai detection or a bionic hand or something)...
|
1792687745.7716203
|
1793292545.7716203
|
|
52883
|
ToolKit Car by @KaiaK | Stardance
|
KaiaK
|
0
|
22.66
|
0
|
[]
|
[{"post_id": 75532, "ts": "202 [{"post_id": 75532, "ts": "2026-09-30T11:47:09Z", "hours": 3.1139, "text": "Finished up the draft firmware, I caved and used AI because this is literally my first time coding in python ever, I only used AI for debugging and adding some of the motor stuff, I wrote most of the YOLO code myself. I also added the wiring diagram and the wiring diagram Fritzing file as well. I now just need someone to take a look at my project and give me some feedback wink wink"}, {"post_id": 74723, "ts": "2026-09-28T02:17:53Z", "hours": 2.0333, "text": "Worked on some more coding and got literally nothing done, I’ve stagnated in the coding process. FOR THE LOVE OF GOD IF ANYONE HAS USED YOLO BEFORE, PLEASE TELL ME HOW TO DRAW A FREAKING CIRCLE. I might have to resort to being a chud and using ai for pretty much all of the code(haven’t used ai so far) because this is my second time EVER coding and its in a different language. I’m so cooked vro, please comment I desperately need help"}, {"post_id": 74222, "ts": "2026-09-26T23:21:49Z", "hours": 6.3494, "text": "Started working on the firmware, sorry for the late update, I thought I didn’t have to do the firmware yet, so I was just waiting for my project to get reviewed, and then I found out I needed firmware, so here I am. After 6 hours of creating a yolo python script, I am finally halfway done… I have to connect the script to some sort of microcontroller and then make it be able to use dc motors"}, {"post_id": 58819, "ts": "2026-08-31T12:25:50Z", "hours": 2.4669, "text": "IM DONE!!!!!!!!!!!!!!!!!!!!!!!!!!!! I finished all of the CAD, BoM, Concepts, and the README(except for coding and physical assembly)! All the CAD files have now been set-up so there are 3-D concepts of what the ToolKit Car is supposed to look like! I also made sure there were extra files of everything, that’s ready to print right away! I also learned how to use Markdown for the README.md! The BoM is now updated with all of the parts and everything that will be needed! Go check out the github for more info! Thanks to everyone whose been following along!"}, {"post_id": 57806, "ts": "2026-08-30T03:19:14Z", "hours": 2.8169, "text": "ALMOST DONE!!! I did some more CAD and got the main system all figured out, as well as making it a lot smaller. I realized that the motors I would be purchasing would come in a pack of 4, and I was only utilizing three, but with this new system I can use all 4! I should be able to submit the project for funding by tomorrow! I’ll try to post more thorough and frequent updates once I get to the building process. Thanks @AStarCoder again, I did end up using the spokes for the wheel! (The design looks a bit goofy, but I’ll be able to touch it up later)."}, {"post_id": 56768, "ts": "2026-08-28T17:38:09Z", "hours": 0.5658, "text": "Worked on some CAD for the esp32 housing. I finished(almost) the part the esp32 will go on, now I just need to add some screw holes for it and it will be done. All I have left for CAD work is to just model the motors and how to mount them, then I can get started on parts and everything.(forgot password for onshape, so heres a random pic of my dog.)"}, {"post_id": 55706, "ts": "2026-08-27T17:49:15Z", "hours": 1.2506, "text": "Did some more CAD. Figured out a new rail system using a spool with some string to move left and right and the rails from before to move up and down. If anyone has made a rail system before with the two degrees of movement let me know.(also this devlog only logs 30m because I lost a 1hr session in the whole hackatime downtime) EDIT: hackatime got fixed"}, {"post_id": 55258, "ts": "2026-08-26T22:28:44Z", "hours": 2.2133, "text": "CADCADCADCADCAD, worked on some more CAD for the toolkit(no longer)car. I’ve decided to pivot to a rail system much like the rail system Michael Reeves made for his surgery robot. I also am no longer using old hackpack parts as it’s not very easy to source the parts, so if anyone wanted to copy this, they wouldn’t be able to without already having a subscription. The rail thingy will now use a esp32, couple motors, and a camera module.Thanks to @AStarCoder for the advice and sorry I didn’t use it."}, {"post_id": 53306, "ts": "2026-08-23T19:29:04Z", "hours": 0.5422, "text": "Did a little bit more CAD for the toolkit car. I was originally going to use wheels from another hackpack, but figured it would be better if the whole car was 3-D printable, that way anyone could copy this with a little bit of glue, filament and a printer. I wasn’t able to finish designing the wheel yet, as I still need to make those little grip things you always see on wheels. I still need to figure out how to do that, but if anyone knows how to, please let me know(I’m using Onshape btw)."}, {"post_id": 52496, "ts": "2026-08-22T17:17:58Z", "hours": 1.3114, "text": "I’ve been working on finishing some CAD I started for this project. I just got the motor casings(test version) done and they are now printing, I also found some casings online for a ultrasonic sensor, but I think I might just make my own since most of the casings are for different versions of the sensor."}]...
|
Title: ToolKit Car by @KaiaK | Stardance
Devlogs: Title: ToolKit Car by @KaiaK | Stardance
Devlogs:
I’ve been working on finishing some CAD I started for this project. I just got the motor casings(test version) done and they are now printing, I also found some casings online for a ultrasonic sensor, but I think I might just make my own since most of the casings are for different versions of the sensor.
Did a little bit more CAD for the toolkit car. I was originally going to use wheels from another hackpack, but figured it would be better if the whole car was 3-D printable, that way anyone could copy this with a little bit of glue, filament and a printer. I wasn’t able to finish designing the wheel yet, as I still need to make those little grip things you always see on wheels. I still need to figure out how to do that, but if anyone knows how to, please let me know(I’m using Onshape btw).
CADCADCADCADCAD, worked on some more CAD for the toolkit(no longer)car. I’ve decided to pivot to a rail system much like the rail system Michael Reeves made for his surgery robot. I also am no longer using old hackpack parts as it’s not very easy to source the parts, so if anyone wanted to copy this, they wouldn’t be able to without already having a subscription. The rail thingy will now use a esp32, couple motors, and a camera module.Thanks to @AStarCoder for the advice and sorry I didn’t use it.
Did some more CAD. Figured out a new rail system using a spool with some string to move left and right and the rails from before to move up and down. If anyone has made a rail system before with the two degrees of movement let me know.(also this devlog only logs 30m because I lost a 1hr session in the whole hackatime downtime) EDIT: hackatime got fixed
Worked on some CAD for the esp32 housing. I finished(almost) the part the esp32 will go on, now I just need to add some screw holes for it and it will be done. All I have left for CAD work is to just model the motors and how to mount them, then I can get started on parts and everything.(forgot password for onshape, so heres a random pic of my dog.)
ALMOST DONE!!! I did some more CAD and got the main system all figured out, as well as making it a lot smaller. I realized that the motors I would be purchasing would come in a pack of 4, and I was only utilizing three, but with this new system I can use all 4! I should be able to submit the project for funding by tomorrow! I’ll try to post more thorough and frequent updates once I get to the building process. Thanks @AStarCoder again, I did end up using the spokes for the wheel! (The design looks a bit goofy, but I’ll be able to touch it up later).
IM DONE!!!!!!!!!!!!!!!!!!!!!!!!!!!! I finished all of the CAD, BoM, Concepts, and the README(except for coding and physical assembly)! All the CAD files have now been set-up so there are 3-D concepts of what the ToolKit Car is supposed to look like! I also made sure there were extra files of everything, that’s ready to print right away! I also learned how to use Markdown for the README.md! The BoM is now updated with all of the parts and everything that will be needed! Go check out the github for more info! Thanks to everyone whose been following along!
Started working on the firmware, sorry for the late update, I thought I didn’t have to do the firmware yet, so I was just waiting for my project to get reviewed, and then I found out I needed firmware, so here I am. After 6 hours of creating a yolo python script, I am finally halfway done… I have to connect the script to some sort of microcontroller and then make it be able to use dc motors
Worked on some more coding and got literally nothing done, I’ve stagnated in the coding process. FOR THE LOVE OF GOD IF ANYONE HAS USED YOLO BEFORE, PLEASE TELL ME HOW TO DRAW A FREAKING CIRCLE. I might have to resort to being a chud and using ai for pretty much all of the code(haven’t used ai so far) because this is my second time EVER coding and its in a different language. I’m so cooked vro, please comment I desperately need help
Finished up the draft firmware, I caved and used AI because this is literally my first time coding in python ever, I only used AI for debugging and adding some of the motor stuff, I wrote most of the YOLO code myself. I also added the wiring diagram and the wiring diagram Fritzing file as well. I now just need someone to take a look at my project and give me some feedback wink wink...
|
1792727532.3195822
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1793332332.3195822
|
|
2180
|
General Purpose Discord Bot by @polarbear39 | Star General Purpose Discord Bot by @polarbear39 | Stardance...
|
polarbear39
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0
|
22.63
|
0
|
[]
|
[{"post_id": 3909, "ts": "2026 [{"post_id": 3909, "ts": "2026-06-07T00:45:28Z", "hours": 2.6889, "text": "Yay! I finally got the database to work and now we have a server-settings command which allows you to change certain settings and permissions for the Discord bot!"}, {"post_id": 3261, "ts": "2026-06-06T03:23:33Z", "hours": 3.5208, "text": "I’ve been very hard at work trying to setup a database so anyone could invite the bot to their server and have their own settings. It’s a little bit difficult since I haven’t worked with databases before. Post another dev log once I have everything figured out. Here’s all of the errors I got by the way, and I have no idea what the cause is."}, {"post_id": 2439, "ts": "2026-06-04T22:43:11Z", "hours": 3.3956, "text": "I polished up the moderation commands a bit and even finished the timeout command I was dreading to make. The reason I was dreading making that command is because I have to deal with different stuff like days, minutes, and seconds. What I found the easiest was to include 3 fields: Days, hours, and minutes. Also I started working on the database for the Discord bot. I want the Discord bot to be able to join different server and be configurable using commands. I might even add extra stuff such as leveling if I get used to Sequelize; however, I’ve never really worked with databases, so I don’t know how long it’ll take."}, {"post_id": 1909, "ts": "2026-06-04T04:08:32Z", "hours": 4.1394, "text": "Hello, so I decided to work on my Discord bot’s uptime. I noticed that after some time, running a command will crash it. I decided I would create a logging system so I’d know what errors it throws out while I’m not there. I added 2 new commands, the ban, and kick command. They are pretty easy to create. I also noticed my code is becoming a lot more messier as this project keeps going. I think I should create a config.json for things such as error messages so everything is more uniform. Anyways, that’s all!"}, {"post_id": 1142, "ts": "2026-06-02T23:55:34Z", "hours": 1.6347, "text": "Hello everyone, I revamped the server info and user commands for my Discord bot from the default discord.js documentation. Looks so much better and more functional!"}, {"post_id": 1012, "ts": "2026-06-02T20:03:50Z", "hours": 2.0164, "text": "Although I’m far from done with my Discord bot, I really want it to be pretty user friendly for people who want to host it on their machine. I decided I’d create an install script/update script that basically does all of the setup commands for you. Of course you can still do the manual method which is going to be listed in the projects README.md"}, {"post_id": 576, "ts": "2026-06-02T02:14:14Z", "hours": 2.4897, "text": "Hello everyone, I’m working on a simple general purpose discord bot in order to get warmed up. This has been a pretty tedious task since most of the discord.js documentation is in commonjs and vanilla javascript while my setup uses all Typescript. I don’t exactly want to spend too much time on my Discord bot so here’s some features you might expect. I did use a lot of code from the documentation and some fixes I found on stack overflow. Ban command Kick command Timeout command Server Info command User Info command"}, {"post_id": 420, "ts": "2026-06-01T20:24:26Z", "hours": 2.7425, "text": "Working on a general purpose Discord bot. What do y’all think of the bot name?"}]...
|
Title: General Purpose Discord Bot by @polarbear39 Title: General Purpose Discord Bot by @polarbear39 | Stardance
Devlogs:
Working on a general purpose Discord bot. What do y’all think of the bot name?
Hello everyone, I’m working on a simple general purpose discord bot in order to get warmed up. This has been a pretty tedious task since most of the discord.js documentation is in commonjs and vanilla javascript while my setup uses all Typescript. I don’t exactly want to spend too much time on my Discord bot so here’s some features you might expect. I did use a lot of code from the documentation and some fixes I found on stack overflow. Ban command Kick command Timeout command Server Info command User Info command
Although I’m far from done with my Discord bot, I really want it to be pretty user friendly for people who want to host it on their machine. I decided I’d create an install script/update script that basically does all of the setup commands for you. Of course you can still do the manual method which is going to be listed in the projects README.md
Hello everyone, I revamped the server info and user commands for my Discord bot from the default discord.js documentation. Looks so much better and more functional!
Hello, so I decided to work on my Discord bot’s uptime. I noticed that after some time, running a command will crash it. I decided I would create a logging system so I’d know what errors it throws out while I’m not there. I added 2 new commands, the ban, and kick command. They are pretty easy to create. I also noticed my code is becoming a lot more messier as this project keeps going. I think I should create a config.json for things such as error messages so everything is more uniform. Anyways, that’s all!
I polished up the moderation commands a bit and even finished the timeout command I was dreading to make. The reason I was dreading making that command is because I have to deal with different stuff like days, minutes, and seconds. What I found the easiest was to include 3 fields: Days, hours, and minutes. Also I started working on the database for the Discord bot. I want the Discord bot to be able to join different server and be configurable using commands. I might even add extra stuff such as leveling if I get used to Sequelize; however, I’ve never really worked with databases, so I don’t know how long it’ll take.
I’ve been very hard at work trying to setup a database so anyone could invite the bot to their server and have their own settings. It’s a little bit difficult since I haven’t worked with databases before. Post another dev log once I have everything figured out. Here’s all of the errors I got by the way, and I have no idea what the cause is.
Yay! I finally got the database to work and now we have a server-settings command which allows you to change certain settings and permissions for the Discord bot!...
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1792716832.7521555
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1793321632.7521555
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|
1793
|
GetToSpace - A new Beginning by @theskriptkid | St GetToSpace - A new Beginning by @theskriptkid | Stardance...
|
theskriptkid
|
1
|
22.61
|
161
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T22:05:02Z", "hours": 20.0, "multiplier": 8.7, "payout": 161, "blessing": "neutral", "text": "This was an cool Projekt, I had really fun working on it and Im proud of what this became! I didnt thought I would invest so many houres into it, but now, as the foundation lays, I can easily add more levels, bosses and more fun! I already have plans for it like more and new levels! These 5 Levels are more of an introduktion to the mechanics, so the next levels will get bigger and more challenging, dont worry! Also cool was that this is my first real projekt with an Game engine!", "repo": "https://github.com/TherealONE12/GetToSpace-NewBeginning", "demo": "https://therealallinone.itch.io/gettospace-remake"}]...
|
[{"post_id": 52614, "ts": "202 [{"post_id": 52614, "ts": "2026-08-22T20:32:26Z", "hours": 1.395, "text": "Hey There! I added finally afther a way too long pause a new level, introduced in stage 2 a completly new camerasystem/worlddesign, and tried new graphics, though rn they look completly dead. But will fix them tomorrow in the morning."}, {"post_id": 43521, "ts": "2026-08-08T20:49:57Z", "hours": 1.2111, "text": "Added Settings screen and a Useless test setting, modified a Level for bug remving and added missing textures"}, {"post_id": 39738, "ts": "2026-08-02T21:58:43Z", "hours": 3.6292, "text": "Finally finished everything, im Proud how It turned out! Hope you will have fun and please report bugs/ Tell me what you want improved. I added Music, SFX, Animations (sadly no secrets, yet) Lets see where this goes…"}, {"post_id": 31980, "ts": "2026-07-20T20:18:46Z", "hours": 2.4208, "text": "Did some work oday and yesterday, really happy how it turned out :) On the 2. Picture you see my Animation chart for the 2cnd phase of the 1. boss"}, {"post_id": 30094, "ts": "2026-07-17T12:23:26Z", "hours": 1.6667, "text": "I have worked a bit and managed to get back to the Version bevore the mayor Code refactoring. However, now still a few stuf f is needed like SFX (Very important!), Music (also important) And Animations for the boss/Level transfer (Nice to have). Oh, and also I need a banner… But I cant draw… well, how bad can it be, right???"}, {"post_id": 19509, "ts": "2026-06-30T20:41:25Z", "hours": 1.3411, "text": "I made an new base_level_komplex wich is able to add buttons/change animations/stuff while only editing 1 fle instead of many. This change adds way easier of adding an back button, reset button or/and home button (and maybe even more!) Also all variables can be overridden with just $path/to/node.myvariable = 0 The Nect tim I need still to add the Boss 1 level the Signals back and then I will ad an Back button to stop a level! (without the need of relaunching the game)"}, {"post_id": 13736, "ts": "2026-06-22T15:00:26Z", "hours": 6.5106, "text": "I have made mayor Progress on the Bossfight and added some more phases. On the 1. Picture, you see how the fun looks for me on the dev side. On the 2. Picture, It is the current Boss-level. I have added some Boster Pads, wich boosts you up a bit, and the Holes the boss is making (Once the animation is done) I still have to do the Following: A) Make the holes dissapear if they are not there B) Add the Boss in an Spaceship spritesheet and when he is hurt (last phase) C) Make animations for the phases and when he is spawning/ Defeated etc. But thats for the next Time ;) Until then!"}, {"post_id": 5845, "ts": "2026-06-09T19:50:31Z", "hours": 1.7231, "text": "Added some new Leves and a Level Selector :)"}, {"post_id": 2218, "ts": "2026-06-04T16:29:28Z", "hours": 2.7411, "text": "I made the first level of my Game GetToSpace, wich I started in Flavortown in pure C but couldn’t finish. So im remaking it now “professionally” with Godot!"}]...
|
Title: GetToSpace - A new Beginning by @theskriptk Title: GetToSpace - A new Beginning by @theskriptkid | Stardance
Devlogs:
I made the first level of my Game GetToSpace, wich I started in Flavortown in pure C but couldn’t finish. So im remaking it now “professionally” with Godot!
Added some new Leves and a Level Selector :)
I have made mayor Progress on the Bossfight and added some more phases. On the 1. Picture, you see how the fun looks for me on the dev side. On the 2. Picture, It is the current Boss-level. I have added some Boster Pads, wich boosts you up a bit, and the Holes the boss is making (Once the animation is done) I still have to do the Following: A) Make the holes dissapear if they are not there B) Add the Boss in an Spaceship spritesheet and when he is hurt (last phase) C) Make animations for the phases and when he is spawning/ Defeated etc. But thats for the next Time ;) Until then!
I made an new base_level_komplex wich is able to add buttons/change animations/stuff while only editing 1 fle instead of many. This change adds way easier of adding an back button, reset button or/and home button (and maybe even more!) Also all variables can be overridden with just $path/to/node.myvariable = 0 The Nect tim I need still to add the Boss 1 level the Signals back and then I will ad an Back button to stop a level! (without the need of relaunching the game)
I have worked a bit and managed to get back to the Version bevore the mayor Code refactoring. However, now still a few stuf f is needed like SFX (Very important!), Music (also important) And Animations for the boss/Level transfer (Nice to have). Oh, and also I need a banner… But I cant draw… well, how bad can it be, right???
Did some work oday and yesterday, really happy how it turned out :) On the 2. Picture you see my Animation chart for the 2cnd phase of the 1. boss
Finally finished everything, im Proud how It turned out! Hope you will have fun and please report bugs/ Tell me what you want improved. I added Music, SFX, Animations (sadly no secrets, yet) Lets see where this goes…
Added Settings screen and a Useless test setting, modified a Level for bug remving and added missing textures
Hey There! I added finally afther a way too long pause a new level, introduced in stage 2 a completly new camerasystem/worlddesign, and tried new graphics, though rn they look completly dead. But will fix them tomorrow in the morning.
Ships:
This was an cool Projekt, I had really fun working on it and Im proud of what this became! I didnt thought I would invest so many houres into it, but now, as the foundation lays, I can easily add more levels, bosses and more fun! I already have plans for it like more and new levels! These 5 Levels are more of an introduktion to the mechanics, so the next levels will get bigger and more challenging, dont worry! Also cool was that this is my first real projekt with an Game engine!...
|
1793116502.1920466
|
1793202902.1920466
|
|
64236
|
SpaceML by @ChiChi | Stardance
|
ChiChi
|
0
|
22.61
|
0
|
[]
|
[{"post_id": 82490, "ts": "202 [{"post_id": 82490, "ts": "2026-10-24T23:52:33Z", "hours": 6.6069, "text": "I have been working on more and more drawing just to make sure my website is all smooth and nice, I may or may not have taken all my money and invested in some drawing tablet now I have no money but at least I got a good drawing, in addition to that I also officially added it to the website, this is my first time drawing a pixel art so sorry if it took really long I really tried to perfect it and I hope to make the website fit the stardance theme"}, {"post_id": 81360, "ts": "2026-10-20T23:46:09Z", "hours": 5.855, "text": "I have just officially redid the model with EfficientNetB0 and EfficientNetB2 however those were not enough to make it incredibly accurate prediction of your facial expression, I try to keep the whole model as light weight as I possibly can, however because of it the prediction accuracy cannot get above a 68% for now, I will improve on it in future iteration, especially right now the emotion it can detect best are Happy, Sad, Anger and neutral everything else seems to get overshadowed. I will now be moving on to the more aesthetic part of the website and be implementing things like animated website background and interactive stuff. I have just finished the animated space mouse that took me like an hour to draw and another hour to actually implement the animation inside of javascript"}, {"post_id": 80631, "ts": "2026-10-18T10:51:43Z", "hours": 3.7286, "text": "In this iteration I worked on multiple things, first I finally finished my ML model (sort of) the accuracy is again not very high unfortunately however, what I can really do is bring this further later. For now I have just start integrating the camera where I have the basic web setup of purely headers and like buttons to activate my camera with, I have also added basic face detection from javascript which I just used the library for because I cannot be asked to make another detection software which would a project in of itself, I have also added basic green line for debug to check where your face are because my model need only the precise picture of your face and not just random part of your body, and yes that is my face, please don’t dox me. . Next iteration I will be finishing the main bit for actually outputting the prediction of the model"}, {"post_id": 76417, "ts": "2026-10-03T14:02:46Z", "hours": 3.6219, "text": "In this iteration I have worked on multiple models of the CNN by first just training it with the basic layer with no global average pooling and no augmentation of data to allow me to see which model is the best for this data set, I got a validation accuracy of around 53.13% however its not really good as I really want it to get as high as 65% as according to the thesis paper research done on the FER2013 dataset for facial expression people have reached up to 72% accuracy with a refined and tuned model Afterward I tried out Augmented data without global average pooling which got 55% and improved one which uses everything and got 57% which is fair enough Next step will probably be trying out class weight"}, {"post_id": 72444, "ts": "2026-09-22T23:33:15Z", "hours": 1.1539, "text": "I have now finished writing my CNN and now using my training data that I have finally finish organising to begin to train the network to identify the expression based on the face, I am right now using a very basic linear convolutional neural network to train it based on filters and kernel, right now I have 3 different Conv layers and in total 12 layers including the input layer with over 683000 parameters which is quite nice, this should provide me with enough complexity to actually get this working. Now I will be working towards just feeding my organised FER-2013 training data into the neural network and using keras will hopefully avoid the stupid amount of maths I need to do for like the layers e.g. gradient descent and backpropagation."}, {"post_id": 71973, "ts": "2026-09-21T21:44:11Z", "hours": 1.6433, "text": "In my first like 2 hours of this project I have actually done quite a few things: Imported Tensorflow Downloaded WSL2 for tensorflow gpu acceleration to allow training for the project later on Downloaded and imported all my files for the training data necessary for the image recognition of expression and being able to identify based on the expression which I made into a list Now making the loading of the dataset into the main program and preparing the training data of the Machine learning program by using matplotlib and make it into a set size for the CNN stuff which should hopefully allow better spatial relations between the pixels for this algorithm to work which is pretty cool Anyways enough yap and I am gonna continue"}]...
|
Title: SpaceML by @ChiChi | Stardance
Devlogs:
In Title: SpaceML by @ChiChi | Stardance
Devlogs:
In my first like 2 hours of this project I have actually done quite a few things: Imported Tensorflow Downloaded WSL2 for tensorflow gpu acceleration to allow training for the project later on Downloaded and imported all my files for the training data necessary for the image recognition of expression and being able to identify based on the expression which I made into a list Now making the loading of the dataset into the main program and preparing the training data of the Machine learning program by using matplotlib and make it into a set size for the CNN stuff which should hopefully allow better spatial relations between the pixels for this algorithm to work which is pretty cool Anyways enough yap and I am gonna continue
I have now finished writing my CNN and now using my training data that I have finally finish organising to begin to train the network to identify the expression based on the face, I am right now using a very basic linear convolutional neural network to train it based on filters and kernel, right now I have 3 different Conv layers and in total 12 layers including the input layer with over 683000 parameters which is quite nice, this should provide me with enough complexity to actually get this working. Now I will be working towards just feeding my organised FER-2013 training data into the neural network and using keras will hopefully avoid the stupid amount of maths I need to do for like the layers e.g. gradient descent and backpropagation.
In this iteration I have worked on multiple models of the CNN by first just training it with the basic layer with no global average pooling and no augmentation of data to allow me to see which model is the best for this data set, I got a validation accuracy of around 53.13% however its not really good as I really want it to get as high as 65% as according to the thesis paper research done on the FER2013 dataset for facial expression people have reached up to 72% accuracy with a refined and tuned model Afterward I tried out Augmented data without global average pooling which got 55% and improved one which uses everything and got 57% which is fair enough Next step will probably be trying out class weight
In this iteration I worked on multiple things, first I finally finished my ML model (sort of) the accuracy is again not very high unfortunately however, what I can really do is bring this further later. For now I have just start integrating the camera where I have the basic web setup of purely headers and like buttons to activate my camera with, I have also added basic face detection from javascript which I just used the library for because I cannot be asked to make another detection software which would a project in of itself, I have also added basic green line for debug to check where your face are because my model need only the precise picture of your face and not just random part of your body, and yes that is my face, please don’t dox me. . Next iteration I will be finishing the main bit for actually outputting the prediction of the model
I have just officially redid the model with EfficientNetB0 and EfficientNetB2 however those were not enough to make it incredibly accurate prediction of your facial expression, I try to keep the whole model as light weight as I possibly can, however because of it the prediction accuracy cannot get above a 68% for now, I will improve on it in future iteration, especially right now the emotion it can detect best are Happy, Sad, Anger and neutral everything else seems to get overshadowed. I will now be moving on to the more aesthetic part of the website and be implementing things like animated website background and interactive stuff. I have just finished the animated space mouse that took me like an hour to draw and another hour to actually implement the animation inside of javascript
I have been working on more and more drawing just to make sure my website is all smooth and nice, I may or may not have taken all my money and invested in some drawing tablet now I have no money but at least I got a good drawing, in addition to that I also officially added it to the website, this is my first time drawing a pixel art so sorry if it took really long I really tried to perfect it and I hope to make the website fit the stardance theme...
|
1793058820.4588733
|
1793663620.4588733
|
|
55615
|
Testing comma bug by @Mish | Stardance
|
Mish
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0
|
22.58
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0
|
[]
|
[{"post_id": 77688, "ts": "202 [{"post_id": 77688, "ts": "2026-10-07T21:41:39Z", "hours": 22.5789, "text": "hi so uh yeah I made all of Nephthys, again, trust me"}]...
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Title: Testing comma bug by @Mish | Stardance
Dev Title: Testing comma bug by @Mish | Stardance
Devlogs:
hi so uh yeah I made all of Nephthys, again, trust me...
|
1793170286.5548475
|
1793775086.5548475
|
|
36807
|
Star Breaker by @RaidenTechnology | Stardance
|
RaidenTechnology
|
1
|
22.56
|
187
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T20:55:35Z", "hours": 21.0, "multiplier": 18.71, "payout": 187, "blessing": "neutral", "text": "STAR BREAKER is a space-mining roguelite — break asteroids, hunt pirates, and climb from METEOROID to STAR through seven ascending difficulties, ending at THE STARBREAKER itself. It runs free in the browser, on desktop AND mobile: https://raidentechnology.itch.io/starbreaker What I made: a full roguelite loop — 4 guns x 7 rarities with evolutions, reforges and synthesis, a 46-node skill tree, robot pets, orbital and deployable turrets, doctrines, a void event economy with its own currency, wearable armour on a layered pilot sprite, materials + crafting, a daily seeded expedition, and shielded, phase-gated bosses. What was challenging: balance. I spent a full day measuring the game instead of guessing and found that enemy health was silently clamped to my own DPS — time-to-kill was exactly 2.00 seconds at every floor of every difficulty, so every damage upgrade I sold the player was cosmetic. Rebuilding the difficulty anchor (and fixing everything that fell out of it) is the work I am proudest of; the full story is in my devlog. How to test: open the itch link in any browser — no install needed. Move with WASD, aim with the mouse (weapons auto-fire), B opens the shop, T the skill tree. On mobile you get a virtual joystick and auto-aim. Two minutes is enough to feel the loop; pick VERY EASY for a relaxed run, or HARD+ if you want the real scaling. Built solo as my training project for GMTK Game Jam 2026. Open source (MIT): https://github.com/RaidenTechnology/star-breaker", "repo": "https://github.com/RaidenTechnology/star-breaker", "demo": "https://raidentechnology.itch.io/starbreaker"}]...
|
[{"post_id": 32831, "ts": "202 [{"post_id": 32831, "ts": "2026-07-22T07:07:58Z", "hours": 1.0428, "text": "The void finally has a voice. 🎵 Until today the three void weapons — the game’s endgame centerpiece — all fired in complete silence. Hand-wrote a distinct sound for each in our tiny WebAudio synth (still zero audio files, every sound is code): VOID SPEAR — a “void tear”: a short sawtooth rip, a hollow square-wave body, and a long sub-bass hum underneath. We auditioned three candidates (abyss whoosh / tritone ritual blade / void tear) and the tear won. LIGHT WANDERER — an “electric blessing”: a rising triangle-wave triad (C5-E5-G5) with two square-wave spark crackles on top. ASTRONOMIC WANDERER — split in two so it stays in sync with the meteor’s variable fall time: a falling whistle when the rock is called, and a deep quake + crunch at the exact frame of impact. Each sound has its own spam gate (120-200ms) so ability-haste builds don’t turn the mix into porridge. Best part: while testing I found the game’s audio unlock only lived on the Menu buttons. Any path that skips the menu ran the ENTIRE game silent — music included. One first-pointerdown listener in main.js fixed a bug nobody had ever reported. The v=98 build is packaged and ships to itch tonight: https://raidentechnology.itch.io/starbreaker Tomorrow: GMTK Game Jam. See you on the other side. ⭐"}, {"post_id": 32392, "ts": "2026-07-21T15:25:41Z", "hours": 0.5214, "text": "The biggest update since launch. There is a whole second half of the game now, and the first half plays very differently. v1.1 shipped days ago. Since then I have been building and, more usefully, measuring — the game had a lot of numbers nobody had ever checked, including me. THE VOID From NORMAL up, a kill can tear the sky open. The void washes across the map, then purple elites arrive through separate rifts — WARRIOR (snares you), ASSASSIN (fast, triple damage), TANK (4x health, aura). Each gets one 50% revive. They pay VOID credits, a currency you cannot grind normally. THE VOID BAZAAR [V] Three armaments, an exclusive pick — taking one empties your gun slots. VOID SPEAR (cone slash; kills stack permanent armour), LIGHT WANDERER (light waves + chain lightning), ASTRONOMIC WANDERER (meteor strikes; revives you once). They are abilities, not guns: self-firing, scaling with ability haste, each with a max-HP bonus. Switching is free after paying the price gap once. Each evolves, and each has a red PREMIUM CAPSTONE card that rewrites it: time stop, heal-per-sweep, orbital judgement. THE PILOT AND THE ARMOURY [G] The ship is gone — you are a pilot who visibly wears what you equip. Four armour slots, seven rarities, eight reforges, its own skill ladder; UNIQUE pieces can be void-forged to double defense. DOCTRINES At floor 5 you pick one of three, once per run: GUNSLINGER, VOID-TOUCHED or ENGINEER. Each opens its half of the skill tree and closes the other two — runs finally diverge. MATERIALS AND THE FABRICATOR [X] Five materials from five activities, seven recipes, from repair kits to a permanent hull plate. The best reforges are now bought with VOID credits at a fixed counter, not gambled for. SKILL TREE: 46 nodes, 16 tiers, 109 ranks. The far end costs millions on purpose. PERSISTENCE: runs live in localStorage now. Plus TODAY’S EXPEDITION — one seeded daily run, same for everyone, one life — and the CORE FORGE, an endless meta tier. BALANCE — WHERE I STOPPED GUESSING I spent a day measuring. Highlights: The anti-idle system had never once fired (menus reset its timer). Fixed — a parked ship dies in 30 seconds now. Enemy health was clamped to your own DPS, and the clamp always bound: time-to-kill was exactly 2.00s at every floor of every difficulty, so every damage upgrade was cosmetic. The anchor is now a floor expectation; real damage only supplies guard rails (6.0s neglected / 2.0s kept pace / 0.5s min-maxed). A void loadout emptied your gun slots, so the game read you as zero damage and INFERNAL died in one hit. Fixed. Boss sizing only saw your active gun — a fifth of a real build — so bosses died in under a second. NIGHTMARE bosses now run ~8s. Void damage compounded to x50 by floor 29. Capped at 2-3x — still the best chase. The meteor is aimed by hand now: click to call it. TRIPLE TRIGGER 25%→60% cost, SMG −35%, HOMING −75%→−30%, flat 50% death penalty, enemy count scales past floor 10, armour benefits from LUCK now. Plus a long fix list: cone weapons missing targets standing inside them, time stop ignoring mid-stop spawns, pets flying into enemies’ faces — and two whole systems (ARMOURY, FABRICATOR) that shipped without appearing in any menu. The hotkey bar is colour-coded chips now, and there is a REFORGE CODEX. KNOWN: a life’s first boss is still short — no data to size it yet. WHAT’S NEXT: GMTK Game Jam starts July 22nd, so I am away a few days building something small. Feedback very welcome — especially if something feels too slow or a doctrine is the wrong pick. I have done enough guessing. Thanks for playing ⭐"}, {"post_id": 31972, "ts": "2026-07-20T20:01:09Z", "hours": 21.1997, "text": "STAR BREAKER is live — free, in your browser, on desktop AND mobile: https://raidentechnology.itch.io/starbreaker This game started as my training project for GMTK Game Jam 2026 (2 days to go!). I wanted to learn the full loop: build a game, balance it, polish it, ship it. Somewhere along the way it grew into a full space-mining roguelite: Break asteroids, hunt pirates, climb from METEOROID to STAR 4 weapons x 7 rarities — with evolutions, reforges and synthesis A 37-node skill tree split into 3 stages — clear one circuit to reveal the next Robot pets, orbital turrets, deployable ground turrets 7 ascending difficulties with shielded, phase-gated bosses, ending at THE STARBREAKER itself Full touch controls: virtual joystick, auto-aim, tap-to-target orbital strikes At launch, everything you saw and heard was generated procedurally in code — no art or audio assets. Partly as a challenge, partly as prep for the jam’s no-AI-assets rule. (The v1.2 update has since added two AI-generated enemy sprites — I’d rather say that openly than let the old claim stand; details in the next devlog.) The game launched July 17 and the code is open source (MIT) on GitHub: https://github.com/RaidenTechnology/star-breaker What’s next: GMTK Game Jam 2026 starts July 22nd. After that I’ll come back to STAR BREAKER with balance patches — early feedback is very welcome. Cheetah + railgun feels strong. Prove me wrong. Thanks for playing ⭐"}]...
|
Title: Star Breaker by @RaidenTechnology | Stardan Title: Star Breaker by @RaidenTechnology | Stardance
Devlogs:
STAR BREAKER is live — free, in your browser, on desktop AND mobile: https://raidentechnology.itch.io/starbreaker This game started as my training project for GMTK Game Jam 2026 (2 days to go!). I wanted to learn the full loop: build a game, balance it, polish it, ship it. Somewhere along the way it grew into a full space-mining roguelite: Break asteroids, hunt pirates, climb from METEOROID to STAR 4 weapons x 7 rarities — with evolutions, reforges and synthesis A 37-node skill tree split into 3 stages — clear one circuit to reveal the next Robot pets, orbital turrets, deployable ground turrets 7 ascending difficulties with shielded, phase-gated bosses, ending at THE STARBREAKER itself Full touch controls: virtual joystick, auto-aim, tap-to-target orbital strikes At launch, everything you saw and heard was generated procedurally in code — no art or audio assets. Partly as a challenge, partly as prep for the jam’s no-AI-assets rule. (The v1.2 update has since added two AI-generated enemy sprites — I’d rather say that openly than let the old claim stand; details in the next devlog.) The game launched July 17 and the code is open source (MIT) on GitHub: https://github.com/RaidenTechnology/star-breaker What’s next: GMTK Game Jam 2026 starts July 22nd. After that I’ll come back to STAR BREAKER with balance patches — early feedback is very welcome. Cheetah + railgun feels strong. Prove me wrong. Thanks for playing ⭐
The biggest update since launch. There is a whole second half of the game now, and the first half plays very differently. v1.1 shipped days ago. Since then I have been building and, more usefully, measuring — the game had a lot of numbers nobody had ever checked, including me. THE VOID From NORMAL up, a kill can tear the sky open. The void washes across the map, then purple elites arrive through separate rifts — WARRIOR (snares you), ASSASSIN (fast, triple damage), TANK (4x health, aura). Each gets one 50% revive. They pay VOID credits, a currency you cannot grind normally. THE VOID BAZAAR [V] Three armaments, an exclusive pick — taking one empties your gun slots. VOID SPEAR (cone slash; kills stack permanent armour), LIGHT WANDERER (light waves + chain lightning), ASTRONOMIC WANDERER (meteor strikes; revives you once). They are abilities, not guns: self-firing, scaling with ability haste, each with a max-HP bonus. Switching is free after paying the price gap once. Each evolves, and each has a red PREMIUM CAPSTONE card that rewrites it: time stop, heal-per-sweep, orbital judgement. THE PILOT AND THE ARMOURY [G] The ship is gone — you are a pilot who visibly wears what you equip. Four armour slots, seven rarities, eight reforges, its own skill ladder; UNIQUE pieces can be void-forged to double defense. DOCTRINES At floor 5 you pick one of three, once per run: GUNSLINGER, VOID-TOUCHED or ENGINEER. Each opens its half of the skill tree and closes the other two — runs finally diverge. MATERIALS AND THE FABRICATOR [X] Five materials from five activities, seven recipes, from repair kits to a permanent hull plate. The best reforges are now bought with VOID credits at a fixed counter, not gambled for. SKILL TREE: 46 nodes, 16 tiers, 109 ranks. The far end costs millions on purpose. PERSISTENCE: runs live in localStorage now. Plus TODAY’S EXPEDITION — one seeded daily run, same for everyone, one life — and the CORE FORGE, an endless meta tier. BALANCE — WHERE I STOPPED GUESSING I spent a day measuring. Highlights: The anti-idle system had never once fired (menus reset its timer). Fixed — a parked ship dies in 30 seconds now. Enemy health was clamped to your own DPS, and the clamp always bound: time-to-kill was exactly 2.00s at every floor of every difficulty, so every damage upgrade was cosmetic. The anchor is now a floor expectation; real damage only supplies guard rails (6.0s neglected / 2.0s kept pace / 0.5s min-maxed). A void loadout emptied your gun slots, so the game read you as zero damage and INFERNAL died in one hit. Fixed. Boss sizing only saw your active gun — a fifth of a real build — so bosses died in under a second. NIGHTMARE bosses now run ~8s. Void damage compounded to x50 by floor 29. Capped at 2-3x — still the best chase. The meteor is aimed by hand now: click to call it. TRIPLE TRIGGER 25%→60% cost, SMG −35%, HOMING −75%→−30%, flat 50% death penalty, enemy count scales past floor 10, armour benefits from LUCK now. Plus a long fix list: cone weapons missing targets standing inside them, time stop ignoring mid-stop spawns, pets flying into enemies’ faces — and two whole systems (ARMOURY, FABRICATOR) that shipped without appearing in any menu. The hotkey bar is colour-coded chips now, and there is a REFORGE CODEX. KNOWN: a life’s first boss is still short — no data to size it yet. WHAT’S NEXT: GMTK Game Jam starts July 22nd, so I am away a few days building something small. Feedback very welcome — especially if something feels too slow or a doctrine is the wrong pick. I have done enough guessing. Thanks for playing ⭐
The void finally has a voice. 🎵 Until today the three void weapons — the game’s endgame centerpiece — all fired in complete silence. Hand-wrote a distinct sound for each in our tiny WebAudio synth (still zero audio files, every sound is code): VOID SPEAR — a “void tear”: a short sawtooth rip, a hollow square-wave body, and a long sub-bass hum underneath. We auditioned three candidates (abyss whoosh / tritone ritual blade / void tear) and the tear won. LIGHT WANDERER — an “electric blessing”: a rising triangle-wave triad (C5-E5-G5) with two square-wave spark crackles on top. ASTRONOMIC WANDERER — split in two so it stays in sync with the meteor’s variable fall time: a falling whistle when the rock is called, and a deep quake + crunch at the exact frame of impact. Each sound has its own spam gate (120-200ms) so ability-haste builds don’t turn the mix into porridge. Best part: while testing I found the game’s audio unlock only lived on the Menu buttons. Any path that skips the menu ran the ENTIRE game silent — music included. One first-pointerdown listener in main.js fixed a bug nobody had ever reported. The v=98 build is packaged and ships to itch tonight: https://raidentechnology.itch.io/starbreaker Tomorrow: GMTK Game Jam. See you on the other side. ⭐
Ships:
STAR BREAKER is a space-mining roguelite — break asteroids, hunt pirates, and climb from METEOROID to STAR through seven ascending difficulties, ending at THE STARBREAKER itself. It runs free in the browser, on desktop AND mobile: https://raidentechnology.itch.io/starbreaker What I made: a full roguelite loop — 4 guns x 7 rarities with evolutions, reforges and synthesis, a 46-node skill tree, robot pets, orbital and deployable turrets, doctrines, a void event economy with its own currency, wearable armour on a layered pilot sprite, materials + crafting, a daily seeded expedition, and shielded, phase-gated bosses. What was challenging: balance. I spent a full day measuring the game instead of guessing and found that enemy health was silently clamped to my own DPS — time-to-kill was exactly 2.00 seconds at every floor of every difficulty, so every damage upgrade I sold the player was cosmetic. Rebuilding the difficulty anchor (and fixing everything that fell out of it) is the work I am proudest of; the full story is in my devlog. How to test: open the itch link in any browser — no install needed. Move with WASD, aim with the mouse (weapons auto-fire), B opens the shop, T the skill tree. On mobile you get a virtual joystick and auto-aim. Two minutes is enough to feel the loop; pick VERY EASY for a relaxed run, or HARD+ if you want the real scaling. Built solo as my training project for GMTK Game Jam 2026. Open source (MIT): https://github.com/RaidenTechnology/star-breaker...
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hek-pad by @krisander | Stardance
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krisander
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[{"post_id": 82212, "ts": "202 [{"post_id": 82212, "ts": "2026-10-24T09:33:12Z", "hours": 0.9006, "text": "I fixed the slope problem but I think its gonna cause a new problem… the oled may not fit on the elevated plain. The capacitors seem like they wont fit but ill just bend it down sideways."}, {"post_id": 81449, "ts": "2026-10-21T10:14:55Z", "hours": 2.4669, "text": "i got a lot of work done today, I’m getting more familiar with fusion 360. I have to fix the angle it slopes at. Its currently too low it will probably get cut off by the slider other ways."}, {"post_id": 80950, "ts": "2026-10-19T11:06:21Z", "hours": 1.6344, "text": "I’m creating the 3d print now. I its sooo hard cos my laptop does not have a gpu. :-("}, {"post_id": 80583, "ts": "2026-10-18T06:30:55Z", "hours": 4.1603, "text": "I think I’m finally done with the PCB, I know I said it before but the board exceeded the max board size. i had to rearrange it and also added some random silkscreen art. I have a few parts that StarDance does not provide. :-)"}, {"post_id": 80310, "ts": "2026-10-17T07:18:41Z", "hours": 4.1194, "text": "This is the last of the PCB editor. I ran DRC and it came back without errors and warnings."}, {"post_id": 78811, "ts": "2026-10-11T17:50:46Z", "hours": 4.9436, "text": "I did a lot of work, I printed out the schem sheet and matched it with the actual dimensions and all, but the prb is I didn’t realize that the keyboard switches were too far apart… I have to delete all the wiring before shifting the keyboard switches back and then rewiring….. HELP"}, {"post_id": 78362, "ts": "2026-10-10T15:40:47Z", "hours": 0.9336, "text": "i fixed up the neo-pixel problem, i miss took the tiny leds for the ws2812b kind, so i fixed that and the project passed the E.R.C."}, {"post_id": 78274, "ts": "2026-10-10T07:44:33Z", "hours": 2.7681, "text": "i fixed the matrix. im trying to fix the slider pin value problems. i will start the 3d modleing or coding next."}, {"post_id": 73651, "ts": "2026-09-25T16:13:05Z", "hours": 0.6336, "text": "started schematics I’m thinking of adding a diode in the key matrix layout so that there is no ghosting in the hek-pad. I wont be able to do much because of my exams. I will get back on as soon as the exams are over."}]...
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Title: hek-pad by @krisander | Stardance
Devlogs: Title: hek-pad by @krisander | Stardance
Devlogs:
started schematics I’m thinking of adding a diode in the key matrix layout so that there is no ghosting in the hek-pad. I wont be able to do much because of my exams. I will get back on as soon as the exams are over.
i fixed the matrix. im trying to fix the slider pin value problems. i will start the 3d modleing or coding next.
i fixed up the neo-pixel problem, i miss took the tiny leds for the ws2812b kind, so i fixed that and the project passed the E.R.C.
I did a lot of work, I printed out the schem sheet and matched it with the actual dimensions and all, but the prb is I didn’t realize that the keyboard switches were too far apart… I have to delete all the wiring before shifting the keyboard switches back and then rewiring….. HELP
This is the last of the PCB editor. I ran DRC and it came back without errors and warnings.
I think I’m finally done with the PCB, I know I said it before but the board exceeded the max board size. i had to rearrange it and also added some random silkscreen art. I have a few parts that StarDance does not provide. :-)
I’m creating the 3d print now. I its sooo hard cos my laptop does not have a gpu. :-(
i got a lot of work done today, I’m getting more familiar with fusion 360. I have to fix the angle it slopes at. Its currently too low it will probably get cut off by the slider other ways.
I fixed the slope problem but I think its gonna cause a new problem… the oled may not fit on the elevated plain. The capacitors seem like they wont fit but ill just bend it down sideways....
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1793051455.1455827
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1793656255.1455827
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