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36807
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Star Breaker by @RaidenTechnology | Stardance
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RaidenTechnology
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1
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22.56
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187
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[{"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"}]...
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[{"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 ⭐"}]...
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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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1792961475.258412
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1793047875.258412
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30208
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Nokira's Website by @nokira | Stardance
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nokira
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4
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29.0
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T13:53:04Z", "hours": 17.0, "multiplier": 7.91, "payout": 137, "blessing": "neutral", "text": "This is the updated version of my personal website. At first it was quite simple since I was still learning, but now, after many other projects I upgraded it and also used the grant to buy a proper domain. In this website there are different sections: About me, to learn more about… me. Interests, here I listed my interests divided in categories. Projects, a page dedicated entirely to show all the projects I did Gallery, page where I upload some pictures that I took and find good enough to share them. Blog, well, a blog.", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}, {"ship_num": 2, "ts": "2026-07-15T16:32:19Z", "hours": 7.0, "multiplier": 5.32, "payout": 39, "blessing": "neutral", "text": "I updated the previous personal website. Since the original was a bit more playful but I wanted to try and make something more minimal and professional, instead of just deleting the previous one I decided to create a dedicated section for it. There I will show only my polished projects and included a timeline for my achievements. Also I updated some stuff in the original page. I added a “Hobbies” space and moved the technologies over to the new part. Honestly after all the work with even other projects I managed to get comfortable with CSS so this time it wasn’t as hard as the previous one, but I had to still follow a tutorial if that’s okay to build the timeline. Other than that I was pretty comfortable with doing the HTML and JS. The page shown in this screenshot is in a subfolder “pro”, it is accessible by clicking the first link near the “About Me” title of the starting page.", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}, {"ship_num": 3, "ts": "2026-07-04T14:18:40Z", "hours": 2.0, "multiplier": 5.59, "payout": 10, "blessing": "neutral", "text": "I’m really proud of how this project turned out! I’m still improving little details, but I like the result. I finally feel like I found the right layout and colors even though CSS is still the hardest part to fully understand. Overall I believe this project has the possibility to be improved in many ways and I’ll try to do that in the coming days! :)", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}, {"ship_num": 4, "ts": "2026-07-03T13:11:31Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just created my very first website! It’s not really complicated but it took me some time to get everything to look the way i wanted. The most challenging part was the CSS. I thought it would have been easy to apply a few colors, but it was really hard to find the right style for my personal website. Overall, I’m really satisfied with my first project!", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}]...
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[{"post_id": 60227, "ts": "202 [{"post_id": 60227, "ts": "2026-09-02T13:48:13Z", "hours": 0.9864, "text": "Devlog #8 Shipping Hi!! I think it’s time to ship this project once again. A LOT changed since last ship, actually, everything changed. Today I finished the README files."}, {"post_id": 58097, "ts": "2026-08-30T13:31:11Z", "hours": 2.0317, "text": "Devlog #7 Hii guys! I couldn’t work much in these last days but I finally managed to finish the Blog! I created it under a subdomain, https://blog.nokira.dev , and in the Home page you can see the “Latest Blog Post” to get a preview. If anyone has something to suggest, please comment! I am always happy to hear feedback or things to add :) Byee!!"}, {"post_id": 55087, "ts": "2026-08-26T15:17:31Z", "hours": 1.9519, "text": "Devlog #6 Projects page! Hii! Today I worked only on doing the Projects page and it was quite easy since I took most of the code from the Gallery and adapted it. In the next days I will polish everything and start working on finishing the home page. Thank you all for reading! :)"}, {"post_id": 54722, "ts": "2026-08-25T20:01:32Z", "hours": 5.0983, "text": "Devlog #5 Gallery! Hii everyone!! Today I spent quite some time on the Gallery. It’s just a page where I put some pictures that I took in the last years, nothing crazy, but I spent A LOT of time between the styling and finding way to load all the photos without having the page lagging. And while it’s easy, I tried at first the hardest method… which didn’t work that much, and only after that I found how to do it properly, so yeah… Also, I tweaked some properties for smaller screens and changed the background, I think I like this one more. Let me know if you have any suggestions!! I always read the comments :) P.S. The site is now live! nokira.dev Thank you, guys, for reading! Have a great week!!"}, {"post_id": 54027, "ts": "2026-08-24T19:36:41Z", "hours": 1.7761, "text": "Devlog #4 More styling.. Hii guys! Sooo today I didn’t work that much, but I changed some of the CSS and now this is how the page looks like. If anyone has suggestions, feel free to comment! Also, I have a question, does anyone know why the website seems to lag during the scrolling on Edge, while it works completely fine on Chrome and Firefox? This is it for today, tomorrow I’ll definitely start working on the gallery, I gathered some ideas today. Byeee!! Thanks for reading :)"}, {"post_id": 53360, "ts": "2026-08-23T21:33:23Z", "hours": 1.2403, "text": "Devlog #3 Styling Sooo hi again! In this hour here is what I did: Added Background Added Colors Added Images & GIFs Added Dividers To be honest it was quite easy to make the layout. The hardest part was searching online for the graphics!! There are so many resources out there, but I felt like only a few of them deserved to be used on this website. I guess I spent 1 or 2 hours going around hundreds of sites to get all the elements needed (and I don’t think I’m done). I don’t really have a plan for tomorrow, but I’ll probably create the projects section. Also, I was thinking of making a gallery too, to share some of the pictures I took that I like the most Thank you, guys, as always for the support and for reading the devlogs!! :)"}, {"post_id": 53087, "ts": "2026-08-23T14:48:12Z", "hours": 3.3025, "text": "Devlog #2 Barebones Hi everyone!! I’ve started working on the overall layout. I think it’s coming together, slowly, but it’s already something. I added all my interests and wrote kind of a long paragraph for the about me section, so I hid by default, this way the page doesn’t feel too crowdy. I will now work more on the styling. Find some cool elements to add, a palette, and a background. Thank you for reading!! :)"}, {"post_id": 52588, "ts": "2026-08-22T19:38:23Z", "hours": 0.9142, "text": "Devlog 1 New beginning 🌐 Hii everyone! So, I finally decided to spend my domain grant, and I bought the nokira.dev . Now I am reworking the entire website to a whole different style. Hopefully I will come up with something permanent and beautiful. I will work a bit slowly compared to usual, but something will come… :)"}, {"post_id": 28954, "ts": "2026-07-15T15:51:07Z", "hours": 2.82, "text": "Devlog 7 Hello!! Today I finished the “pro” side of the website! I added a smooth scroll script which I found online, made toggle to decide which 3D model to see and created a little timeline with all my important achievements. On the other side of the website I just added a little space that shows my main hobbies (Sports car racing, programming and experimenting with hardware). I think I am ready to ship the project. Byeee!!"}, {"post_id": 28558, "ts": "2026-07-14T21:38:31Z", "hours": 3.2442, "text": "Devlog 6 Hii!! It’s been some days since I last worked on this project, but I decided to focus on some of the other ones. But today I wanted to see what I could do, and… I decided to make a new layout, even though I love the current one, so instead of just wiping it, I created another section to the website which you can visit with this link . The new layout feels to me a bit more professional and less playful compared to the other one. And because I wanted to feel both at the same time, I just created a dedicated section for the new one. This, will be the “professional” (if you can call it like that) side of me. I will only put the finished and polished projects and keep the layout less colorful and distracting. As you can see from the screenshot to the right I put a 3D model using this guide . Ignore the fact that it’s my Roblox character, I will put some other model once I get a better idea XD. Byeee!!"}, {"post_id": 26002, "ts": "2026-07-10T15:44:20Z", "hours": 1.2642, "text": "Devlog 5 Nothing much to say to be honest. I just spend 1 hours refining some minor details and thanks to all the feedback I got, I optimized the background and the previews. Thank you guys for all the positive reviews btw ❤️ :) Now the videos play only when hovering with the moue on a thumbnail. And also there was a weird behavior when many project were added for testing, so I fixed that issue too and now project display all in the correct way. I am thinking of a redesign…"}, {"post_id": 22160, "ts": "2026-07-04T14:08:43Z", "hours": 1.4094, "text": "Created another section! I listed the technologies I know and I’m familiar with, in a dedicated section. I also updated the icon style in the contact section :)"}, {"post_id": 22090, "ts": "2026-07-04T10:54:14Z", "hours": 0.4806, "text": "Just a quick edit! Added my new project “KittenOS” to the section, added GitHub profile in the contact section and changed the background to a Gif!"}, {"post_id": 21450, "ts": "2026-07-03T12:26:22Z", "hours": 1.7981, "text": "Just finished the About section!!! Currently refining the Project section. It’s been quite some time but I’m taking it very slowly trying to make it perfect to my eye :)"}, {"post_id": 21396, "ts": "2026-07-03T09:56:50Z", "hours": 0.7961, "text": "Took me quite some time but i managed to create this layout! I know it doesn’t really look that great but I’m happy I achieved this! Working on the first section now :)"}]...
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Title: Nokira's Website by @nokira | Stardance Title: Nokira's Website by @nokira | Stardance
Devlogs:
Took me quite some time but i managed to create this layout! I know it doesn’t really look that great but I’m happy I achieved this! Working on the first section now :)
Just finished the About section!!! Currently refining the Project section. It’s been quite some time but I’m taking it very slowly trying to make it perfect to my eye :)
Just a quick edit! Added my new project “KittenOS” to the section, added GitHub profile in the contact section and changed the background to a Gif!
Created another section! I listed the technologies I know and I’m familiar with, in a dedicated section. I also updated the icon style in the contact section :)
Devlog 5 Nothing much to say to be honest. I just spend 1 hours refining some minor details and thanks to all the feedback I got, I optimized the background and the previews. Thank you guys for all the positive reviews btw ❤️ :) Now the videos play only when hovering with the moue on a thumbnail. And also there was a weird behavior when many project were added for testing, so I fixed that issue too and now project display all in the correct way. I am thinking of a redesign…
Devlog 6 Hii!! It’s been some days since I last worked on this project, but I decided to focus on some of the other ones. But today I wanted to see what I could do, and… I decided to make a new layout, even though I love the current one, so instead of just wiping it, I created another section to the website which you can visit with this link . The new layout feels to me a bit more professional and less playful compared to the other one. And because I wanted to feel both at the same time, I just created a dedicated section for the new one. This, will be the “professional” (if you can call it like that) side of me. I will only put the finished and polished projects and keep the layout less colorful and distracting. As you can see from the screenshot to the right I put a 3D model using this guide . Ignore the fact that it’s my Roblox character, I will put some other model once I get a better idea XD. Byeee!!
Devlog 7 Hello!! Today I finished the “pro” side of the website! I added a smooth scroll script which I found online, made toggle to decide which 3D model to see and created a little timeline with all my important achievements. On the other side of the website I just added a little space that shows my main hobbies (Sports car racing, programming and experimenting with hardware). I think I am ready to ship the project. Byeee!!
Devlog 1 New beginning 🌐 Hii everyone! So, I finally decided to spend my domain grant, and I bought the nokira.dev . Now I am reworking the entire website to a whole different style. Hopefully I will come up with something permanent and beautiful. I will work a bit slowly compared to usual, but something will come… :)
Devlog #2 Barebones Hi everyone!! I’ve started working on the overall layout. I think it’s coming together, slowly, but it’s already something. I added all my interests and wrote kind of a long paragraph for the about me section, so I hid by default, this way the page doesn’t feel too crowdy. I will now work more on the styling. Find some cool elements to add, a palette, and a background. Thank you for reading!! :)
Devlog #3 Styling Sooo hi again! In this hour here is what I did: Added Background Added Colors Added Images & GIFs Added Dividers To be honest it was quite easy to make the layout. The hardest part was searching online for the graphics!! There are so many resources out there, but I felt like only a few of them deserved to be used on this website. I guess I spent 1 or 2 hours going around hundreds of sites to get all the elements needed (and I don’t think I’m done). I don’t really have a plan for tomorrow, but I’ll probably create the projects section. Also, I was thinking of making a gallery too, to share some of the pictures I took that I like the most Thank you, guys, as always for the support and for reading the devlogs!! :)
Devlog #4 More styling.. Hii guys! Sooo today I didn’t work that much, but I changed some of the CSS and now this is how the page looks like. If anyone has suggestions, feel free to comment! Also, I have a question, does anyone know why the website seems to lag during the scrolling on Edge, while it works completely fine on Chrome and Firefox? This is it for today, tomorrow I’ll definitely start working on the gallery, I gathered some ideas today. Byeee!! Thanks for reading :)
Devlog #5 Gallery! Hii everyone!! Today I spent quite some time on the Gallery. It’s just a page where I put some pictures that I took in the last years, nothing crazy, but I spent A LOT of time between the styling and finding way to load all the photos without having the page lagging. And while it’s easy, I tried at first the hardest method… which didn’t work that much, and only after that I found how to do it properly, so yeah… Also, I tweaked some properties for smaller screens and changed the background, I think I like this one more. Let me know if you have any suggestions!! I always read the comments :) P.S. The site is now live! nokira.dev Thank you, guys, for reading! Have a great week!!
Devlog #6 Projects page! Hii! Today I worked only on doing the Projects page and it was quite easy since I took most of the code from the Gallery and adapted it. In the next days I will polish everything and start working on finishing the home page. Thank you all for reading! :)
Devlog #7 Hii guys! I couldn’t work much in these last days but I finally managed to finish the Blog! I created it under a subdomain, https://blog.nokira.dev , and in the Home page you can see the “Latest Blog Post” to get a preview. If anyone has something to suggest, please comment! I am always happy to hear feedback or things to add :) Byee!!
Devlog #8 Shipping Hi!! I think it’s time to ship this project once again. A LOT changed since last ship, actually, everything changed. Today I finished the README files.
Ships:
I just created my very first website! It’s not really complicated but it took me some time to get everything to look the way i wanted. The most challenging part was the CSS. I thought it would have been easy to apply a few colors, but it was really hard to find the right style for my personal website. Overall, I’m really satisfied with my first project!
I’m really proud of how this project turned out! I’m still improving little details, but I like the result. I finally feel like I found the right layout and colors even though CSS is still the hardest part to fully understand. Overall I believe this project has the possibility to be improved in many ways and I’ll try to do that in the coming days! :)
I updated the previous personal website. Since the original was a bit more playful but I wanted to try and make something more minimal and professional, instead of just deleting the previous one I decided to create a dedicated section for it. There I will show only my polished projects and included a timeline for my achievements. Also I updated some stuff in the original page. I added a “Hobbies” space and moved the technologies over to the new part. Honestly after all the work with even other projects I managed to get comfortable with CSS so this time it wasn’t as hard as the previous one, but I had to still follow a tutorial if that’s okay to build the timeline. Other than that I was pretty comfortable with doing the HTML and JS. The page shown in this screenshot is in a subfolder “pro”, it is accessible by clicking the first link near the “About Me” title of the starting page.
This is the updated version of my personal website. At first it was quite simple since I was still learning, but now, after many other projects I upgraded it and also used the grant to buy a proper domain. In this website there are different sections: About me, to learn more about… me. Interests, here I listed my interests divided in categories. Projects, a page dedicated entirely to show all the projects I did Gallery, page where I upload some pictures that I took and find good enough to share them. Blog, well, a blog....
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UNIVERSE WEB by @aryamankumar2403 | Stardance
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aryamankumar2403
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47.69
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T02:42:34Z", "hours": 7.0, "multiplier": 2.41, "payout": 17, "blessing": "neutral", "text": "I removed aal bugs and make the Lamp working", "repo": "https://github.com/Universe-Classes/UNIVERSE-CLASSES", "demo": "https://universe-classes.github.io/UNIVERSE-CLASSES/"}, {"ship_num": 2, "ts": "2026-08-24T08:49:41Z", "hours": 38.0, "multiplier": 4.51, "payout": 169, "blessing": "neutral", "text": "I am building an online learning platform called ‘Universe Classes’ specifically for Class 9 and 10 students following the Bihar Board curriculum. It is a complete portal where students can access free and paid video courses, download structured study materials and notes, and take daily practice quizzes. I’ve also built a dedicated admin panel to manage all the courses, student data, and notifications seamlessly", "repo": "https://github.com/Universe-Classes/UNIVERSE-CLASSES", "demo": "https://universe-classes.github.io/UNIVERSE-CLASSES/"}]...
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[{"post_id": 59432, "ts": "202 [{"post_id": 59432, "ts": "2026-09-01T08:51:45Z", "hours": 2.6936, "text": "Today I added a 10-minute free trial option to the Universe Classes login page.Now new students can try the platform for 10 minutes before deciding to continue. I wanted to make the first experience simple and useful, so students can check the classes and see how the website works without directly buying anything.I’m also working on improving the login page design and making the whole experience smoother and easier to use.More updates coming soon on Universe Classes."}, {"post_id": 58606, "ts": "2026-08-31T02:41:27Z", "hours": 0.5144, "text": "hey i removed aaal bugs plese rtae"}, {"post_id": 56398, "ts": "2026-08-28T04:53:51Z", "hours": 0.5094, "text": "HI FRIENDS MY SITE NEW LOOK"}, {"post_id": 55414, "ts": "2026-08-27T07:03:20Z", "hours": 3.0514, "text": "I re writed aal css 5th Time"}, {"post_id": 55038, "ts": "2026-08-26T13:53:22Z", "hours": 1.4925, "text": "hi friends i worked 40hours to make this site checcker sayed its vibe coded or maked by ai i writted aal codes again of css and thats my last try i shiiped 4 times but aal times rejected this is last time iam shipping my project"}, {"post_id": 54921, "ts": "2026-08-26T04:31:57Z", "hours": 0.8578, "text": "New Look Of My login Padge The Webiste ais Still Have Errorrs I am trying To fix It"}, {"post_id": 54223, "ts": "2026-08-25T03:47:38Z", "hours": 0.7039, "text": "New look OF my EDUCATION SITE THATS GGOD AND PRETTY"}, {"post_id": 53618, "ts": "2026-08-24T08:29:22Z", "hours": 4.4983, "text": "I AM SHIPPING UNIVERSE CLASSES THE SITE WORK PROPERLY BUT YOU HAVE TO WAIT FOR 30 TO 40 SECOND TO LOAD CONTRNTS"}, {"post_id": 53078, "ts": "2026-08-23T14:24:42Z", "hours": 8.5289, "text": "HI MY SITE IS CRASES WHEN I LOGIN WITH 15 DEVICES I AM SOLVING IUSSUE WAIT FOR SOME DAY😞"}, {"post_id": 52411, "ts": "2026-08-22T15:18:14Z", "hours": 3.5128, "text": "I am building Universe Classesa E-learning Platform For Class 9 and Right now, I"}, {"post_id": 52248, "ts": "2026-08-22T10:45:47Z", "hours": 4.3808, "text": "Currently, I am developing a comprehensive, full-stack e-learning platform called ‘Universe Classes,’ specifically designed to bridge the educational gap for Class 9 and 10 students studying under the Bihar Board curriculum.The project is split into two primary ecosystems: a student-facing portal and a powerful, centralized Admin Control Panel.On the student side, the goal is to provide an intuitive, high-performance interface where learners can create secure accounts via Email or Google Authentication. Once logged in, students gain access to a dynamic dashboard that tracks their progress. The platform seamlessly categorizes content into Free and Paid tiers, offering high-quality video lectures, downloadable structured study materials (like NCERT solutions and hand-written notes), and an interactive daily MCQ quiz engine built to test their knowledge and boost exam preparation.On the backend and administrative side, I am building a robust Admin Panel that gives educators complete control over the application. Admins can upload unlimited courses, link YouTube or Google Drive lectures, manage PDF notes, update live notifications, and highlight academic milestones through a Toppers showcase. We are currently integrating Firebase to securely manage user authentication, session states, and real-time database structures, ensuring that sensitive student data and premium course content remain fully protected.Ultimately, ‘Universe Classes’ isn’t just a website—it is a scalable, secure, and production-ready educational ecosystem built to make quality learning accessible, organized, and affordable"}, {"post_id": 52074, "ts": "2026-08-22T04:39:18Z", "hours": 1.6956, "text": "Some paid notes was just aaded"}, {"post_id": 52046, "ts": "2026-08-22T02:49:16Z", "hours": 0.3086, "text": "I am currently developing an e-learning platform called ‘Universe Classes’ for Class 9 and 10 students. I’ve already designed the frontend interface and a robust admin dashboard. Right now, I am focusing on integrating the backend services, handling secure user login authentication, and structuring the database to manage both free and premium courses and study materials"}, {"post_id": 52024, "ts": "2026-08-22T01:56:09Z", "hours": 10.7028, "text": "LOOK AT THE LOGIN PADGE"}, {"post_id": 51502, "ts": "2026-08-21T08:19:29Z", "hours": 4.4867, "text": "The site is Almost Redy Aal functions are working prperly But site is not proper smooth I am tring to make it perfect"}]...
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Title: UNIVERSE WEB by @aryamankumar2403 | Stardan Title: UNIVERSE WEB by @aryamankumar2403 | Stardance
Devlogs:
The site is Almost Redy Aal functions are working prperly But site is not proper smooth I am tring to make it perfect
LOOK AT THE LOGIN PADGE
I am currently developing an e-learning platform called ‘Universe Classes’ for Class 9 and 10 students. I’ve already designed the frontend interface and a robust admin dashboard. Right now, I am focusing on integrating the backend services, handling secure user login authentication, and structuring the database to manage both free and premium courses and study materials
Some paid notes was just aaded
Currently, I am developing a comprehensive, full-stack e-learning platform called ‘Universe Classes,’ specifically designed to bridge the educational gap for Class 9 and 10 students studying under the Bihar Board curriculum.The project is split into two primary ecosystems: a student-facing portal and a powerful, centralized Admin Control Panel.On the student side, the goal is to provide an intuitive, high-performance interface where learners can create secure accounts via Email or Google Authentication. Once logged in, students gain access to a dynamic dashboard that tracks their progress. The platform seamlessly categorizes content into Free and Paid tiers, offering high-quality video lectures, downloadable structured study materials (like NCERT solutions and hand-written notes), and an interactive daily MCQ quiz engine built to test their knowledge and boost exam preparation.On the backend and administrative side, I am building a robust Admin Panel that gives educators complete control over the application. Admins can upload unlimited courses, link YouTube or Google Drive lectures, manage PDF notes, update live notifications, and highlight academic milestones through a Toppers showcase. We are currently integrating Firebase to securely manage user authentication, session states, and real-time database structures, ensuring that sensitive student data and premium course content remain fully protected.Ultimately, ‘Universe Classes’ isn’t just a website—it is a scalable, secure, and production-ready educational ecosystem built to make quality learning accessible, organized, and affordable
I am building Universe Classesa E-learning Platform For Class 9 and Right now, I
HI MY SITE IS CRASES WHEN I LOGIN WITH 15 DEVICES I AM SOLVING IUSSUE WAIT FOR SOME DAY😞
I AM SHIPPING UNIVERSE CLASSES THE SITE WORK PROPERLY BUT YOU HAVE TO WAIT FOR 30 TO 40 SECOND TO LOAD CONTRNTS
New look OF my EDUCATION SITE THATS GGOD AND PRETTY
New Look Of My login Padge The Webiste ais Still Have Errorrs I am trying To fix It
hi friends i worked 40hours to make this site checcker sayed its vibe coded or maked by ai i writted aal codes again of css and thats my last try i shiiped 4 times but aal times rejected this is last time iam shipping my project
I re writed aal css 5th Time
HI FRIENDS MY SITE NEW LOOK
hey i removed aaal bugs plese rtae
Today I added a 10-minute free trial option to the Universe Classes login page.Now new students can try the platform for 10 minutes before deciding to continue. I wanted to make the first experience simple and useful, so students can check the classes and see how the website works without directly buying anything.I’m also working on improving the login page design and making the whole experience smoother and easier to use.More updates coming soon on Universe Classes.
Ships:
I am building an online learning platform called ‘Universe Classes’ specifically for Class 9 and 10 students following the Bihar Board curriculum. It is a complete portal where students can access free and paid video courses, download structured study materials and notes, and take daily practice quizzes. I’ve also built a dedicated admin panel to manage all the courses, student data, and notifications seamlessly
I removed aal bugs and make the Lamp working...
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ANK Bank - A virtual ATM by @najil_kilayil | Stard ANK Bank - A virtual ATM by @najil_kilayil | Stardance...
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najil_kilayil
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3
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19.0
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186
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T16:08:34Z", "hours": 4.0, "multiplier": 9.68, "payout": 41, "blessing": "neutral", "text": "This is a ATM virtual simulation using JavaScript, HTML and CSS. I coded this from scratch by my own! I created a blueprint of this project on papers as roughly with 18 frames. So i just created each by each frame and connect together! This project is created on the mindset that may helpful for kids who can practice how the ATM works, Its just simulation. Anyway you need to fill a form to enter the page note that the all data in that form such your name and security it doesn’t saved or transferred to anywhere. It is just used for the name and pin for the better experience. User can check the balance, withdraw and deposit money and even user can change its own PIN! I tried to give by maximum effort for making the user experience better for that i added the animations, and also made responsive that user can experience the website from both devices - Desktop and as well as mobile phone. I hope you will try my website and explore every corner of the website in mobile and as well as in desktop, Btw feel free to give suggestions!", "repo": "https://github.com/najilkilayil/ANK-bank", "demo": "https://ank-bank.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-16T10:18:50Z", "hours": 8.0, "multiplier": 13.65, "payout": 108, "blessing": "neutral", "text": "This is a ATM virtual simulation using JavaScript, HTML and CSS. I coded this from scratch by my own! I created a blueprint of this project on papers as roughly with 18 frames. So i just created each by each frame and connect together! You can experience the real ATM Machine in your Browser , note that it is just simulation. At first you need to fill the form to continue the the website and to enter the ATM. Then you can explore options such balance, deposit, withdraw, and as well as you can change the PIN. Note that it doesn’t connect with localStorage or any cloud storage that you need to fill and submit the form each time you visit the website, i will work on that to make it local storage available. And note that i changed the entire website testing colours theme into a dark-shaded theme which give a realistic experience of a ATM. Hope you will go through my devlogs and code as well as explore all the features in my website and feel to free make suggestions!", "repo": "https://github.com/najilkilayil/ANK-bank", "demo": "https://ank-bank.vercel.app/"}, {"ship_num": 3, "ts": "2026-08-25T12:45:43Z", "hours": 7.0, "multiplier": 5.52, "payout": 37, "blessing": "neutral", "text": "This is a ATM virtual simulation using JavaScript, HTML and CSS. I coded this from scratch by my own! I created a blueprint of this project on papers as roughly with 18 frames. So i just created each by each frame and connect together! In this project user can experience as same as that of a ATM in your browser (NB: Need to register each time you open the website). Now it’s time to ship this project but note that i would like share my JS and implementing logics only I spend time on CSS! I would like hear your response and like hear what should i change and suggest me what should i do in CSS, Iam totally confused about CSS styling this project", "repo": "https://github.com/najilkilayil/ANK-bank", "demo": "https://ank-bank.vercel.app/"}]...
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[{"post_id": 79832, "ts": "202 [{"post_id": 79832, "ts": "2026-10-15T15:49:42Z", "hours": 1.125, "text": "Devlog 2.3 - Frame 12 - 18 In Frame 12 , There is nothing extraordinary changes. Just aligned the whole texts into center and also increased the size of button as per made in other frames. In Frame 13 , I first made all texts into center then i feel like there are a lot space between the lines so tried solve that, I changed that by removing the margin top and margin bottom as well as the line spacing and line height. Btw i changed the button width as same others. In Frame 14 , In this frame i removed the default padding and margins and then restarted to arrange everything perfectly such as made to be aligned center and added margin top where was needed. Then also change the length of the button. In Frame 15 , There is no change which had removed this frame from main website. That for there is no change required but automatically it working perfectly on the mobile screens. In Frame 16 , Just aligned and made suitable change as per the same method that used in the previous frames. In Frame 17 , There is no change required since there is perfectly aligned already! In Frame 18 , It is very easy when sees but i tried to make it aligned as perfect centered it doesn’t working. I tried a lot of time and i found a cheap solution which had i adjust that using margin function! ##Now the UI design of the mobile responsive website is completed. But i found some bugs. Devlog 2.4 Now it’s time recheck that there is any bug or errors are occurring. First of all, i found a bug that only in desktop mode (in mobile screen it’s working perfectly) which is animation between two frames 3 and 4 are doesn’t working basic not showing. So i tried one by one each method and finally i found it! Then the animations is working perfectly. Then i would find any further bugs or errors in both screen. Then i noticed that the alert notification in mobile screen is seems to boring so i decide to change the fade-in and fade-out animation into transition of y axis from x axis. Now i think its time to reship the project!"}, {"post_id": 79757, "ts": "2026-10-15T09:12:58Z", "hours": 1.8514, "text": "Devlog 2.2 - Frame 5 - 11 Today i started to continue the project after a two week break! So started to working hardly to submit my project. I am working on making the project mobile responsive. I completed everything under frame 4, Now working from frame 5… In frame 5 , I would like to make more attractive and user friendly. For that i made the main option and welcome text in full screen with height and width 100%. That’s all i made change in this frame, Btw i also changed the line-height, i felt that the texts in the frame 5 are feeling like congested, so i increased the line-height through it. In frame 6 , I found a logical error, whereas the Dialpad is not showing since i changed the subsection display into none before on mobile responsive. I think why should i solve this using CSS function such :has and :not, I need to hide the subsection on the main menu so i used the if the frame contains the id that #menu_option it has to hide the subsection and similarly if not make the height of the main section and subsection in 3:2 ratio with 100% width. Then i increased the gap between the Dialpad and as well as the width of the buttons. In frame 7 , Now i am facing i huge logical error again i have no idea and i failed that i already implemented method. As before i managed the logical error of showing subsection and main section just by using has and not function in CSS and that time it still hiding in the all frame, in ratio 3:2, whereas the subsection is showing where the Dialpad is doesn’t help. After a long try i found a solution from the google (redit) by replacing a line in the script code. I added a line of code which in the function ‘balWindow()’ first declaring the that in innerHTML of the subsection into empty then hide it now it would working without any error!… After all i made the text aligned center and also increased the width of the button… In frame 8 , It is really simple there is no any logical error just increased the width of input and also removed the padding of the whole content and so there changed only! In Frame 9 , I aligned all the text into center and also increased the width and margin of the button. In the frame file (‘frame9.html’), it looks like as we expected but in the main website (‘index.html’) it doesn’t seems good. Since the Dialpad is not hiding after onwards the frame 8, After a detailed observation i found that the Dialpad is never hiding even when the main menu’s frame is came again. Anyway i solved the error by doing the same way that i did in frame 7. In Frame 10 , In this frame i thought that to make the ‘other’ button into 100% and make the others into grid form. Since when we exclude the other button the number of buttons become odd and seems a bad alignment, So i added another button with amount 3000. Now the alignment working perfectly. My next issue in this frame was that when the user clicks on the other button the whole view will moves upward. So i made the height into auto then unfortunately its working i don’t know what is actually happing in my code!! In Frame 11 , i just hide the showing Dialpad i mean the subsection and made the main section into full screen. simply adding that subsection.innerHTML into empty in the function ‘loadingWindow()’"}, {"post_id": 75233, "ts": "2026-09-29T15:24:23Z", "hours": 1.3094, "text": "Devlog 2.0 Today i am planning to make important change in the website. I found that, the website is looking bad and not working the UI properly in mobile screens. So i decided to make the website responsive and dynamic in mobile screens also as well as the desktop screens So let start to design the whole webpage again! Devlog 2.1 | Frame 1 - 5 First of all i made some research about making a webpage into a responsive one, and i found that we can simply edit the layout of the element according to screen width using @media function in CSS file. So i found that the maximum width of a mobile screen is 480px. So decided to adjust the @media function with screen width 480px. In frame 1, i doesn’t made any changes for the mobile screen. But in frame 2 i found that it doesn’t align the text exact that of the center of the screen height and width. And also find that the text typing animation is the issue regarding that! So i tried my maximum to solve that but unfortunately i couldn’t, So i decided to remove the animation in the mobile screen. In frame 3, Then i moved into next frame. I made the main div into 100% width and height that of the screen. Also made the input box into a little smaller than that of the 100% width. Similarly also changed the width of the button. In frame 4, I made everything exactly center to the whole screen. by making the layout position as absolute and then made top and left as 50% move. Solving Bugs and logical errors. I found a bug in the animation period on the mobile screen. It has been working perfectly until the animation between frames 3 & 4. I found that the fade-out animation of frame 3 is working perfectly but the fade-in animation of frame 4 is working but placing the frame at the very bottom-right side. After a huge think i created a id tag for a this special animation issue which has the issue for these two frames only. Then i connected them using JS now its working perfectly."}, {"post_id": 69068, "ts": "2026-09-16T09:58:48Z", "hours": 3.2153, "text": "Devlog 12 - Remaining frames Today i decided to work all the remaining frames, which is almost 10+ frames. But it seems to be easy because i already setted the theme and colour palette now i just need to change accordingly. In frame 8 , I changed the font-size and colour of the heading and also changed the almost everything that of input field. In frame 9 , there are 2 main heading 2 big digits text and a button. first of all, i changed the colours and text font-size of all 4 texts into different ones. and made the button as other buttons with text “Back to Menu”. In frame 10 , There one heading and 6 buttons. i made the buttons as same as others and made the “Other” button with another text colour and border colour if the user clicks on that it will appear an input field and as well as dialpad. In frame 11 , Just created and made a animation which is changeing the opacity, and letterspacing as well as scale of the text which makes more interesting for the user as it will give a sign that it is under processing… In frame 12 , this frame is styled as everything same as that of the frame 9. In frame 13 , this frame is also same as that of frame 9 but there is some changes in font size and colour of text since it is for failure that for used red-shade colour text. In frame 14 , In this frame made the input section and text more styled adn also removed the outline of the input box if the user focus on the input box. In frame 16 , It is just a text with green coloured as indicating successful and a button with caption ‘Back to Menu’. In frame 17 , It is text with ‘Quitting…’ i added animation for that text which is changing its opacity, and motion of y-axis. In frame 18 , This is the last frame of this project it is as shows as the conclusion of the project. I added a span tag in-between the text for changeing colour of ‘ANK’ only into blue. After all these the basic styling is completed! Final Changed I noticed that it is very boring and showing separately that the default js alert() is function to change that i decided to make more attractive and simple one. So i created another div called ‘error_alert’ which is similarly show up the notification at top-right of the screen when there is any error or alert occurs. I added showing animation which is changed the x-axis and opacity of the div and as well as the hideing animation. For make this dynamically i created a new function called ‘errorAlert()’ with one parameter which is function as this div is displayed with the text that in parameter whenever the function is called. And also made that it need to hide automatically after 3 seconds with hideing animation. Then i changed the alert() into errorAlert({text}) which made more interesting for the website and ATM simulation. Solving Bugs I found i bug that in the section ‘change PIN’ there is a major bug which is like these, if the user enters ‘2222’ in the first input field and ‘1111’ in the second one then the user clicks on the update button it will update the PIN as ‘2222’ but the conform PIN and entered PIN are not same after a detailed look through my JS code i found the error at the function updatePIN() then i solved that bug. Iam proud that i solved this bug without help any resources."}, {"post_id": 68700, "ts": "2026-09-15T15:50:26Z", "hours": 2.3792, "text": "Devlog 11 - Frame 5 & Frame 6 & Frame 7 In these days, i made a lot of changes in the project. I started to make the project more attractive and i need to be show up this project as 100% simulation design of ATM Machine. So i decided to use font-family of inter and selected a dark-shade background and theme for the whole project though out the entire project! In frame 5 , As we know this frame is the main frame and important frame which is showing the main options and homepage of this simulation. For that i changed the text interface into more useful and attractive. Currently the text at the top is just “Welcome, {username}” below that “{accountnumber}” just these only, which gives a normal and booring look and not much branding look. I need to make sure that to look and design like a branding project! For that i changed the text into like these “Welcome Back, {username}” then “{accountnumber}” below that i added another text “What would you like to do?”. At last for these texts i added different colour pattern and size according to text importance! then i spend time to work on the section of buttons, first of all i changed the texts from “Balance” into “Check Balance”, “Deposit” to “Deposit Money”, “Withdraw” to “Withdraw money” and “Quit” into “Exit”. As well as i changed the button background colour and border colours and removes the default border-radius and also added hovering animation which made the buttons more like a ATM. In frame 6 , I added another text below the current text and also changed the input box size and colour as well as the border and background colour and given the same button effects that of the main menu buttons (in frame 5). At there i added few more features - I updated pinInputFun() which is the user enters input with length of 4 letters then the dial-pad’s “Check” button will automatically highlights which the user can understand it time to enter that button and check the PIN. Then also removed the alert notification into that when the user enters wrong password the input password’s colour will change into red and then back to normal after 2 seconds. In frame 7 , I added another text below the current text and changed the button caption. And also designed the texts in different font size and font colour. and Addded the button style as in frame 5. NB: Tried out a lot of animations and styling ways to occur this output which wasted me a much time to spend on it and need to remove into trash :)"}, {"post_id": 60950, "ts": "2026-09-03T17:09:43Z", "hours": 2.2897, "text": "Lets continue on this project more! I decided to change the colours and themes into a single UI design. I choose dark blue colour and planned to remove bright colours such as yellow, green etc which makes the user more distraction from the website (not suitable for ATM Simulation). So lets redesign the whole webpage frame by frame again Devlog 10 - Frame 1 & Frame 2 & Frame 3 & Frame 4 First of all, i created a var css function of :root of colors i used in the website for making easy to reuse the color all over the website. In All over the website , I changed the white background into dark navy blue colour and sky-blue colour for basic normal text. And as well as i selected some font from google fonts . And i added a font name ‘Inter’ to the body for making the default font-family thought out the webpage. In frame 1 , I broke one line text into two line text and also removed the black background into default website background. And also changed the default font-family into ‘Segoe UI’ font-family which i had connected from google fonts. In frame 2 , I made the letters into uppercase which made the website heading more attractive and branding look! And as well as i changed the font into ‘Space Grotesk’. In frame 3 , I added a card effect to the whole section with a slight decreasing the darkness to the background colour. Changed the default input box colour into another colour that matches to the background and also given the colour to the border of input box when the user focus on that input box and also added :disabled condition to ensure and make identification to the user that it is un-editable by making the darkness in background colour of the input box. And also i added a fixed margin between texts and input boxes. Then i changed the submit button’s background colour into the default colour of the normal text which i saved in the :root function with white text. Btw, i also changed the text such as balance into initial balance and pin into security pin etc.. In frame 4 , As per the feedback i found that i made a lot of spelling mistaken in this frame. So i changed them into correct. Then i added the same background that i used in the frame 3 for the card. Then i added a successful tick mark icon at the top with green background with only using div tag. Then i changed the heading to ‘Account Created Successfully’ with a line break at before the text ‘Successfully’ which i had added span tag between them to change the colour of that word into green which gives more branding feel to the user! Then i added another sub-text below the heading. Then i created two cards one with holder name and another with account number. At last changed the animation that from appearing left and hiding to right into hiding and showing at right with ease-in-out function and also changed the animation time from 3s into 1.2s which made the animation more faster and furious!"}, {"post_id": 54406, "ts": "2026-08-25T12:24:25Z", "hours": 0.6292, "text": "Devlog 9 Created README.md file with i included the brief description. And also mentioned that need more to work on CSS! And also i included the use of each and main functions using table in md file . It is my first time ever using table in md file Also mentioned the details of each frame as in a table!"}, {"post_id": 54319, "ts": "2026-08-25T08:27:52Z", "hours": 0.4175, "text": "Devlog 8 - Frame 17 & Frame 18 In frame 17 , It will just a loading screen with text quiting… In frame 18 , It is page that will shows after frame 17. And It is the last frame of this project! when the user clicks on quit button from homepage menu it will trigger the function optQuit(), then it will show up the frame 17 for 2.5 second then it will show frame 18 as the last frame! After all i created a another function called loadingWindow() which is the frame 11. I called this function everywhere as a processing windows as loading screen for 2 second. Now the project has been completed but it just looks like a template and only backend project, i need to wokr on CSS file to make this project more attractive!"}, {"post_id": 54284, "ts": "2026-08-25T06:36:41Z", "hours": 0.7269, "text": "Devlog 7 - Frame 14 & Frame 16 In frame 14 , It is the window that shows the user when the user select Change PIN option from home page. Then the user need to enter the current PIN (frame 6) then it will show up the frame 14. There the user needs to enter new 4 digit PIN as well as need to conform that! In frame 16 , it is shows when the New pin and conform PIN are matching, This windows shows the user that PIN has been changed successfully with a button that direct to home page menu. In here i created a function optPIN() which will direct to enter the current PIN and then it direct to changePinWindo() it will shows up the frame 14 with a dial pad the user can enter new PIN using the dial pad. Then created changePinInputFun() with one parameter which will the clicked number will enter in the first input box. After the 4 digits in the first input box it will direct to next input box. After both input boxes attain 4 digit and matching digits it will show up the changePinSuccess() (frame 16). Otherwise users can also click the update button from the frame 14, that will trigger updatePIN(), it will do the same thing! After all PIN changing option is completed!"}, {"post_id": 53893, "ts": "2026-08-24T16:20:55Z", "hours": 1.4303, "text": "Devlog 6 - Frame 10 & Frame 11 & Frame 12 & Frame 13 In frame 10 , when the user clicks on withdraw button from the home page menu. First it will direct towards a PIN entering page (frame 6). Then if the user enters the PIN correctly then frame 10 will show up! In this frame the user can select few buttons with amount and also user can enter when the user clicks on custom button then it will show up a input that can user enter custom amount using the Dialpad. And added a same condition error as well as the deposit amount section. In frame 11 , It is just a loading frame with the text processing. I added this frame to add a time between the processing of the ATM! In frame 12 , In this frame will show up when the user withdraw the amount successfully. In this page it shows the amount user withdrawn and the balance after that and as well as there is button to back to the home page. In frame 13 , Similarly in this frame it will show up when withdraw is failed. I created a function called customAmountWindow() which will trigger when the user clicks on the button ‘other’ from the withdraw window. When this function triggers it show frame 10. And also created another function called withdrawAmount() with one parameter. It will check that the user entered amount is less than or equal to the current balance using if-else condition. If the user entered amount is greater than that of the current balance it will show up the frame 13 otherwise it will show the frame 12. Both frames had the back to home button. I also added this function trigger when the user using the buttons at frame 10 for fixed amount. Now withdraw section is Completed!"}, {"post_id": 53613, "ts": "2026-08-24T08:13:46Z", "hours": 1.1081, "text": "Devlog 5 - Frame 8 & Frame 9 In Frame 8 , it is the entering amount window of the deposit option but before accessing that need to verify the PIN so PIN entering screen (frame 6) before frame 8. created function optDepo() to view the keypad when user clicks deposit button from homepage. When user enters the PIN correctly it direct towards the exact frame 8 which is the window for the user can enter the amount to be deposited. So i created the dial with a function called moneyInputFun() with two parameters as same as the function pinInputFun(), thus moneyInputFun() helps the user to enter the amount using the Dialpad, In this window i also added a condition that only allows the user to enter x100 otherwise it shows an error for which i added, event dispatch when every button clicks, it may checks the error condition for each letter is clicks.! In frame 9 , It is the window that shows after the user enter the deposit money which shows the successful window that shows the amount that the user deposited and also the shows the balance amount. At last added button that direct towards the main menu After all deposit option is completed!"}, {"post_id": 52134, "ts": "2026-08-22T07:07:32Z", "hours": 0.7444, "text": "Devlog 4 - Frame 6 & Frame 7 In frame 6 , It is pin entering window which will allow or disallow the user for the next action based on the correct PIN or not! I am working on the balance btn, that for i created a function called ‘optBal()’ which will trigger when the user clicks on the balance button from the home page. On optBal() added Dialpad in sub-section to display it. I got an idea put this Dialpad function in a another function with a parameter, which may help to remove static coding for the future PIN entering window for other button actions. So i created a another function with two parameters one is to focus the which input is and another is which number is user pressed on Dialpad - ‘pinInputFun(Xinput, num)’ This is function is only tigger when the user clicks buttons on the dial pad! In frame 7 , It is the main window that shows the balance amount to the user. btw this window only shows when the user enter PIN correctly. For that in the pinInputFun() inside that another function called checkPin(), i added a another if condition if the user enters the password correctly it checks that which input it was because i thought use the pinInputFun() for all the Pin entering window, so the function need understand which function is to be triggered next. So that if the input is balance input then show the function showBal(). In showBal(), i designed simply without any much styling because now it is testing phase. btw i added a button with action showMenu() which will move to homepage!"}, {"post_id": 52109, "ts": "2026-08-22T05:59:30Z", "hours": 0.5069, "text": "Devlog 3 - Frame 5 Now iam working on Frame 5, which is the real interface of the ATM. At first i converted this whole page into main-section and sub-section with 3:2 width. In main-section i would like to display the text and options in ATM as main window, and in sub-section it only for keypad to enter values and numbers… So i created two section at frame5. In main window there is no need of keypad i hide sub-section. And also added to welcome with name of the user and below that i added account number then it will shows the buttons of function which are user can choose the options such as Balance, Deposit, Withdraw, Change PIN, Quit. I made whole this mainWindow in a function called ‘showMenu()’ which will help to call the homepage from everywhere in the future! And as well as, iam very lazy to type name, pin and conform each time i debugging or running the website again and again so i currently initialized each values."}, {"post_id": 52093, "ts": "2026-08-22T05:12:08Z", "hours": 0.6936, "text": "Devlog 2 - Frame 3 & Frame 4 Today, iam continue making frames one by one! So i added frame 3 which is the fill form of the user account with Form name, account number, initial balance amount and 4 digit PIN and conforming again PIN and a submit button.. I thought that the account number must random which is more attractive and realistic. otherwise the user need to enter something boring numbers. So i created function ‘AccountNum()’ which collect two type of digits, i mean i thought that there is a professional look in the account number So first bank code (“ANK”) then a 4 digit random number between 1000 and 1019 which is a model of user branch number and other 4 digit is section 1000 to 9999 which is unique for each user. Btw i added a perfect if else condition for the submit button on the form to make sure that the user entered all the values and made perfect. In frame 4, it is notification loading which will summarise the data the user entered in the fill form. It will hide automatically in 3 seconds."}, {"post_id": 51740, "ts": "2026-08-21T15:57:20Z", "hours": 0.3803, "text": "In this project iam planning to create a virtual simulation of ATM! using HTML, CSS and JavaScript, From BluePrint/Scratch I had plan for this project in my mind for few months. But now its the suitable time for that! On my free time, i planned the project roughly and noted everything and created my own blueprint with about 18 frames and i written whole plan as algorithm (As in my own words and shortform :) ). Devlog 1 - Frame 1 & Frame 2 Today i created files such as script.js, style.css and index.html and also a folder ‘frames’. I thought it would be easy to create frames one by one as matching to my blue print, so i decided to create each file as each frame then join together which make debugging and styling more easier. But my first time ever i coding by this approach. Btw, i completed first 2 frames which are both welcoming animation first is a warning animation like “Use desktop for better experience” and second is main welcoming to the project i also made animation with suitable hiding using a function welcomeLoad()"}]...
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Title: ANK Bank - A virtual ATM by @najil_kilayil Title: ANK Bank - A virtual ATM by @najil_kilayil | Stardance
Devlogs:
In this project iam planning to create a virtual simulation of ATM! using HTML, CSS and JavaScript, From BluePrint/Scratch I had plan for this project in my mind for few months. But now its the suitable time for that! On my free time, i planned the project roughly and noted everything and created my own blueprint with about 18 frames and i written whole plan as algorithm (As in my own words and shortform :) ). Devlog 1 - Frame 1 & Frame 2 Today i created files such as script.js, style.css and index.html and also a folder ‘frames’. I thought it would be easy to create frames one by one as matching to my blue print, so i decided to create each file as each frame then join together which make debugging and styling more easier. But my first time ever i coding by this approach. Btw, i completed first 2 frames which are both welcoming animation first is a warning animation like “Use desktop for better experience” and second is main welcoming to the project i also made animation with suitable hiding using a function welcomeLoad()
Devlog 2 - Frame 3 & Frame 4 Today, iam continue making frames one by one! So i added frame 3 which is the fill form of the user account with Form name, account number, initial balance amount and 4 digit PIN and conforming again PIN and a submit button.. I thought that the account number must random which is more attractive and realistic. otherwise the user need to enter something boring numbers. So i created function ‘AccountNum()’ which collect two type of digits, i mean i thought that there is a professional look in the account number So first bank code (“ANK”) then a 4 digit random number between 1000 and 1019 which is a model of user branch number and other 4 digit is section 1000 to 9999 which is unique for each user. Btw i added a perfect if else condition for the submit button on the form to make sure that the user entered all the values and made perfect. In frame 4, it is notification loading which will summarise the data the user entered in the fill form. It will hide automatically in 3 seconds.
Devlog 3 - Frame 5 Now iam working on Frame 5, which is the real interface of the ATM. At first i converted this whole page into main-section and sub-section with 3:2 width. In main-section i would like to display the text and options in ATM as main window, and in sub-section it only for keypad to enter values and numbers… So i created two section at frame5. In main window there is no need of keypad i hide sub-section. And also added to welcome with name of the user and below that i added account number then it will shows the buttons of function which are user can choose the options such as Balance, Deposit, Withdraw, Change PIN, Quit. I made whole this mainWindow in a function called ‘showMenu()’ which will help to call the homepage from everywhere in the future! And as well as, iam very lazy to type name, pin and conform each time i debugging or running the website again and again so i currently initialized each values.
Devlog 4 - Frame 6 & Frame 7 In frame 6 , It is pin entering window which will allow or disallow the user for the next action based on the correct PIN or not! I am working on the balance btn, that for i created a function called ‘optBal()’ which will trigger when the user clicks on the balance button from the home page. On optBal() added Dialpad in sub-section to display it. I got an idea put this Dialpad function in a another function with a parameter, which may help to remove static coding for the future PIN entering window for other button actions. So i created a another function with two parameters one is to focus the which input is and another is which number is user pressed on Dialpad - ‘pinInputFun(Xinput, num)’ This is function is only tigger when the user clicks buttons on the dial pad! In frame 7 , It is the main window that shows the balance amount to the user. btw this window only shows when the user enter PIN correctly. For that in the pinInputFun() inside that another function called checkPin(), i added a another if condition if the user enters the password correctly it checks that which input it was because i thought use the pinInputFun() for all the Pin entering window, so the function need understand which function is to be triggered next. So that if the input is balance input then show the function showBal(). In showBal(), i designed simply without any much styling because now it is testing phase. btw i added a button with action showMenu() which will move to homepage!
Devlog 5 - Frame 8 & Frame 9 In Frame 8 , it is the entering amount window of the deposit option but before accessing that need to verify the PIN so PIN entering screen (frame 6) before frame 8. created function optDepo() to view the keypad when user clicks deposit button from homepage. When user enters the PIN correctly it direct towards the exact frame 8 which is the window for the user can enter the amount to be deposited. So i created the dial with a function called moneyInputFun() with two parameters as same as the function pinInputFun(), thus moneyInputFun() helps the user to enter the amount using the Dialpad, In this window i also added a condition that only allows the user to enter x100 otherwise it shows an error for which i added, event dispatch when every button clicks, it may checks the error condition for each letter is clicks.! In frame 9 , It is the window that shows after the user enter the deposit money which shows the successful window that shows the amount that the user deposited and also the shows the balance amount. At last added button that direct towards the main menu After all deposit option is completed!
Devlog 6 - Frame 10 & Frame 11 & Frame 12 & Frame 13 In frame 10 , when the user clicks on withdraw button from the home page menu. First it will direct towards a PIN entering page (frame 6). Then if the user enters the PIN correctly then frame 10 will show up! In this frame the user can select few buttons with amount and also user can enter when the user clicks on custom button then it will show up a input that can user enter custom amount using the Dialpad. And added a same condition error as well as the deposit amount section. In frame 11 , It is just a loading frame with the text processing. I added this frame to add a time between the processing of the ATM! In frame 12 , In this frame will show up when the user withdraw the amount successfully. In this page it shows the amount user withdrawn and the balance after that and as well as there is button to back to the home page. In frame 13 , Similarly in this frame it will show up when withdraw is failed. I created a function called customAmountWindow() which will trigger when the user clicks on the button ‘other’ from the withdraw window. When this function triggers it show frame 10. And also created another function called withdrawAmount() with one parameter. It will check that the user entered amount is less than or equal to the current balance using if-else condition. If the user entered amount is greater than that of the current balance it will show up the frame 13 otherwise it will show the frame 12. Both frames had the back to home button. I also added this function trigger when the user using the buttons at frame 10 for fixed amount. Now withdraw section is Completed!
Devlog 7 - Frame 14 & Frame 16 In frame 14 , It is the window that shows the user when the user select Change PIN option from home page. Then the user need to enter the current PIN (frame 6) then it will show up the frame 14. There the user needs to enter new 4 digit PIN as well as need to conform that! In frame 16 , it is shows when the New pin and conform PIN are matching, This windows shows the user that PIN has been changed successfully with a button that direct to home page menu. In here i created a function optPIN() which will direct to enter the current PIN and then it direct to changePinWindo() it will shows up the frame 14 with a dial pad the user can enter new PIN using the dial pad. Then created changePinInputFun() with one parameter which will the clicked number will enter in the first input box. After the 4 digits in the first input box it will direct to next input box. After both input boxes attain 4 digit and matching digits it will show up the changePinSuccess() (frame 16). Otherwise users can also click the update button from the frame 14, that will trigger updatePIN(), it will do the same thing! After all PIN changing option is completed!
Devlog 8 - Frame 17 & Frame 18 In frame 17 , It will just a loading screen with text quiting… In frame 18 , It is page that will shows after frame 17. And It is the last frame of this project! when the user clicks on quit button from homepage menu it will trigger the function optQuit(), then it will show up the frame 17 for 2.5 second then it will show frame 18 as the last frame! After all i created a another function called loadingWindow() which is the frame 11. I called this function everywhere as a processing windows as loading screen for 2 second. Now the project has been completed but it just looks like a template and only backend project, i need to wokr on CSS file to make this project more attractive!
Devlog 9 Created README.md file with i included the brief description. And also mentioned that need more to work on CSS! And also i included the use of each and main functions using table in md file . It is my first time ever using table in md file Also mentioned the details of each frame as in a table!
Lets continue on this project more! I decided to change the colours and themes into a single UI design. I choose dark blue colour and planned to remove bright colours such as yellow, green etc which makes the user more distraction from the website (not suitable for ATM Simulation). So lets redesign the whole webpage frame by frame again Devlog 10 - Frame 1 & Frame 2 & Frame 3 & Frame 4 First of all, i created a var css function of :root of colors i used in the website for making easy to reuse the color all over the website. In All over the website , I changed the white background into dark navy blue colour and sky-blue colour for basic normal text. And as well as i selected some font from google fonts . And i added a font name ‘Inter’ to the body for making the default font-family thought out the webpage. In frame 1 , I broke one line text into two line text and also removed the black background into default website background. And also changed the default font-family into ‘Segoe UI’ font-family which i had connected from google fonts. In frame 2 , I made the letters into uppercase which made the website heading more attractive and branding look! And as well as i changed the font into ‘Space Grotesk’. In frame 3 , I added a card effect to the whole section with a slight decreasing the darkness to the background colour. Changed the default input box colour into another colour that matches to the background and also given the colour to the border of input box when the user focus on that input box and also added :disabled condition to ensure and make identification to the user that it is un-editable by making the darkness in background colour of the input box. And also i added a fixed margin between texts and input boxes. Then i changed the submit button’s background colour into the default colour of the normal text which i saved in the :root function with white text. Btw, i also changed the text such as balance into initial balance and pin into security pin etc.. In frame 4 , As per the feedback i found that i made a lot of spelling mistaken in this frame. So i changed them into correct. Then i added the same background that i used in the frame 3 for the card. Then i added a successful tick mark icon at the top with green background with only using div tag. Then i changed the heading to ‘Account Created Successfully’ with a line break at before the text ‘Successfully’ which i had added span tag between them to change the colour of that word into green which gives more branding feel to the user! Then i added another sub-text below the heading. Then i created two cards one with holder name and another with account number. At last changed the animation that from appearing left and hiding to right into hiding and showing at right with ease-in-out function and also changed the animation time from 3s into 1.2s which made the animation more faster and furious!
Devlog 11 - Frame 5 & Frame 6 & Frame 7 In these days, i made a lot of changes in the project. I started to make the project more attractive and i need to be show up this project as 100% simulation design of ATM Machine. So i decided to use font-family of inter and selected a dark-shade background and theme for the whole project though out the entire project! In frame 5 , As we know this frame is the main frame and important frame which is showing the main options and homepage of this simulation. For that i changed the text interface into more useful and attractive. Currently the text at the top is just “Welcome, {username}” below that “{accountnumber}” just these only, which gives a normal and booring look and not much branding look. I need to make sure that to look and design like a branding project! For that i changed the text into like these “Welcome Back, {username}” then “{accountnumber}” below that i added another text “What would you like to do?”. At last for these texts i added different colour pattern and size according to text importance! then i spend time to work on the section of buttons, first of all i changed the texts from “Balance” into “Check Balance”, “Deposit” to “Deposit Money”, “Withdraw” to “Withdraw money” and “Quit” into “Exit”. As well as i changed the button background colour and border colours and removes the default border-radius and also added hovering animation which made the buttons more like a ATM. In frame 6 , I added another text below the current text and also changed the input box size and colour as well as the border and background colour and given the same button effects that of the main menu buttons (in frame 5). At there i added few more features - I updated pinInputFun() which is the user enters input with length of 4 letters then the dial-pad’s “Check” button will automatically highlights which the user can understand it time to enter that button and check the PIN. Then also removed the alert notification into that when the user enters wrong password the input password’s colour will change into red and then back to normal after 2 seconds. In frame 7 , I added another text below the current text and changed the button caption. And also designed the texts in different font size and font colour. and Addded the button style as in frame 5. NB: Tried out a lot of animations and styling ways to occur this output which wasted me a much time to spend on it and need to remove into trash :)
Devlog 12 - Remaining frames Today i decided to work all the remaining frames, which is almost 10+ frames. But it seems to be easy because i already setted the theme and colour palette now i just need to change accordingly. In frame 8 , I changed the font-size and colour of the heading and also changed the almost everything that of input field. In frame 9 , there are 2 main heading 2 big digits text and a button. first of all, i changed the colours and text font-size of all 4 texts into different ones. and made the button as other buttons with text “Back to Menu”. In frame 10 , There one heading and 6 buttons. i made the buttons as same as others and made the “Other” button with another text colour and border colour if the user clicks on that it will appear an input field and as well as dialpad. In frame 11 , Just created and made a animation which is changeing the opacity, and letterspacing as well as scale of the text which makes more interesting for the user as it will give a sign that it is under processing… In frame 12 , this frame is styled as everything same as that of the frame 9. In frame 13 , this frame is also same as that of frame 9 but there is some changes in font size and colour of text since it is for failure that for used red-shade colour text. In frame 14 , In this frame made the input section and text more styled adn also removed the outline of the input box if the user focus on the input box. In frame 16 , It is just a text with green coloured as indicating successful and a button with caption ‘Back to Menu’. In frame 17 , It is text with ‘Quitting…’ i added animation for that text which is changing its opacity, and motion of y-axis. In frame 18 , This is the last frame of this project it is as shows as the conclusion of the project. I added a span tag in-between the text for changeing colour of ‘ANK’ only into blue. After all these the basic styling is completed! Final Changed I noticed that it is very boring and showing separately that the default js alert() is function to change that i decided to make more attractive and simple one. So i created another div called ‘error_alert’ which is similarly show up the notification at top-right of the screen when there is any error or alert occurs. I added showing animation which is changed the x-axis and opacity of the div and as well as the hideing animation. For make this dynamically i created a new function called ‘errorAlert()’ with one parameter which is function as this div is displayed with the text that in parameter whenever the function is called. And also made that it need to hide automatically after 3 seconds with hideing animation. Then i changed the alert() into errorAlert({text}) which made more interesting for the website and ATM simulation. Solving Bugs I found i bug that in the section ‘change PIN’ there is a major bug which is like these, if the user enters ‘2222’ in the first input field and ‘1111’ in the second one then the user clicks on the update button it will update the PIN as ‘2222’ but the conform PIN and entered PIN are not same after a detailed look through my JS code i found the error at the function updatePIN() then i solved that bug. Iam proud that i solved this bug without help any resources.
Devlog 2.0 Today i am planning to make important change in the website. I found that, the website is looking bad and not working the UI properly in mobile screens. So i decided to make the website responsive and dynamic in mobile screens also as well as the desktop screens So let start to design the whole webpage again! Devlog 2.1 | Frame 1 - 5 First of all i made some research about making a webpage into a responsive one, and i found that we can simply edit the layout of the element according to screen width using @media function in CSS file. So i found that the maximum width of a mobile screen is 480px. So decided to adjust the @media function with screen width 480px. In frame 1, i doesn’t made any changes for the mobile screen. But in frame 2 i found that it doesn’t align the text exact that of the center of the screen height and width. And also find that the text typing animation is the issue regarding that! So i tried my maximum to solve that but unfortunately i couldn’t, So i decided to remove the animation in the mobile screen. In frame 3, Then i moved into next frame. I made the main div into 100% width and height that of the screen. Also made the input box into a little smaller than that of the 100% width. Similarly also changed the width of the button. In frame 4, I made everything exactly center to the whole screen. by making the layout position as absolute and then made top and left as 50% move. Solving Bugs and logical errors. I found a bug in the animation period on the mobile screen. It has been working perfectly until the animation between frames 3 & 4. I found that the fade-out animation of frame 3 is working perfectly but the fade-in animation of frame 4 is working but placing the frame at the very bottom-right side. After a huge think i created a id tag for a this special animation issue which has the issue for these two frames only. Then i connected them using JS now its working perfectly.
Devlog 2.2 - Frame 5 - 11 Today i started to continue the project after a two week break! So started to working hardly to submit my project. I am working on making the project mobile responsive. I completed everything under frame 4, Now working from frame 5… In frame 5 , I would like to make more attractive and user friendly. For that i made the main option and welcome text in full screen with height and width 100%. That’s all i made change in this frame, Btw i also changed the line-height, i felt that the texts in the frame 5 are feeling like congested, so i increased the line-height through it. In frame 6 , I found a logical error, whereas the Dialpad is not showing since i changed the subsection display into none before on mobile responsive. I think why should i solve this using CSS function such :has and :not, I need to hide the subsection on the main menu so i used the if the frame contains the id that #menu_option it has to hide the subsection and similarly if not make the height of the main section and subsection in 3:2 ratio with 100% width. Then i increased the gap between the Dialpad and as well as the width of the buttons. In frame 7 , Now i am facing i huge logical error again i have no idea and i failed that i already implemented method. As before i managed the logical error of showing subsection and main section just by using has and not function in CSS and that time it still hiding in the all frame, in ratio 3:2, whereas the subsection is showing where the Dialpad is doesn’t help. After a long try i found a solution from the google (redit) by replacing a line in the script code. I added a line of code which in the function ‘balWindow()’ first declaring the that in innerHTML of the subsection into empty then hide it now it would working without any error!… After all i made the text aligned center and also increased the width of the button… In frame 8 , It is really simple there is no any logical error just increased the width of input and also removed the padding of the whole content and so there changed only! In Frame 9 , I aligned all the text into center and also increased the width and margin of the button. In the frame file (‘frame9.html’), it looks like as we expected but in the main website (‘index.html’) it doesn’t seems good. Since the Dialpad is not hiding after onwards the frame 8, After a detailed observation i found that the Dialpad is never hiding even when the main menu’s frame is came again. Anyway i solved the error by doing the same way that i did in frame 7. In Frame 10 , In this frame i thought that to make the ‘other’ button into 100% and make the others into grid form. Since when we exclude the other button the number of buttons become odd and seems a bad alignment, So i added another button with amount 3000. Now the alignment working perfectly. My next issue in this frame was that when the user clicks on the other button the whole view will moves upward. So i made the height into auto then unfortunately its working i don’t know what is actually happing in my code!! In Frame 11 , i just hide the showing Dialpad i mean the subsection and made the main section into full screen. simply adding that subsection.innerHTML into empty in the function ‘loadingWindow()’
Devlog 2.3 - Frame 12 - 18 In Frame 12 , There is nothing extraordinary changes. Just aligned the whole texts into center and also increased the size of button as per made in other frames. In Frame 13 , I first made all texts into center then i feel like there are a lot space between the lines so tried solve that, I changed that by removing the margin top and margin bottom as well as the line spacing and line height. Btw i changed the button width as same others. In Frame 14 , In this frame i removed the default padding and margins and then restarted to arrange everything perfectly such as made to be aligned center and added margin top where was needed. Then also change the length of the button. In Frame 15 , There is no change which had removed this frame from main website. That for there is no change required but automatically it working perfectly on the mobile screens. In Frame 16 , Just aligned and made suitable change as per the same method that used in the previous frames. In Frame 17 , There is no change required since there is perfectly aligned already! In Frame 18 , It is very easy when sees but i tried to make it aligned as perfect centered it doesn’t working. I tried a lot of time and i found a cheap solution which had i adjust that using margin function! ##Now the UI design of the mobile responsive website is completed. But i found some bugs. Devlog 2.4 Now it’s time recheck that there is any bug or errors are occurring. First of all, i found a bug that only in desktop mode (in mobile screen it’s working perfectly) which is animation between two frames 3 and 4 are doesn’t working basic not showing. So i tried one by one each method and finally i found it! Then the animations is working perfectly. Then i would find any further bugs or errors in both screen. Then i noticed that the alert notification in mobile screen is seems to boring so i decide to change the fade-in and fade-out animation into transition of y axis from x axis. Now i think its time to reship the project!
Ships:
This is a ATM virtual simulation using JavaScript, HTML and CSS. I coded this from scratch by my own! I created a blueprint of this project on papers as roughly with 18 frames. So i just created each by each frame and connect together! In this project user can experience as same as that of a ATM in your browser (NB: Need to register each time you open the website). Now it’s time to ship this project but note that i would like share my JS and implementing logics only I spend time on CSS! I would like hear your response and like hear what should i change and suggest me what should i do in CSS, Iam totally confused about CSS styling this project
This is a ATM virtual simulation using JavaScript, HTML and CSS. I coded this from scratch by my own! I created a blueprint of this project on papers as roughly with 18 frames. So i just created each by each frame and connect together! You can experience the real ATM Machine in your Browser , note that it is just simulation. At first you need to fill the form to continue the the website and to enter the ATM. Then you can explore options such balance, deposit, withdraw, and as well as you can change the PIN. Note that it doesn’t connect with localStorage or any cloud storage that you need to fill and submit the form each time you visit the website, i will work on that to make it local storage available. And note that i changed the entire website testing colours theme into a dark-shaded theme which give a realistic experience of a ATM. Hope you will go through my devlogs and code as well as explore all the features in my website and feel to free make suggestions!
This is a ATM virtual simulation using JavaScript, HTML and CSS. I coded this from scratch by my own! I created a blueprint of this project on papers as roughly with 18 frames. So i just created each by each frame and connect together! This project is created on the mindset that may helpful for kids who can practice how the ATM works, Its just simulation. Anyway you need to fill a form to enter the page note that the all data in that form such your name and security it doesn’t saved or transferred to anywhere. It is just used for the name and pin for the better experience. User can check the balance, withdraw and deposit money and even user can change its own PIN! I tried to give by maximum effort for making the user experience better for that i added the animations, and also made responsive that user can experience the website from both devices - Desktop and as well as mobile phone. I hope you will try my website and explore every corner of the website in mobile and as well as in desktop, Btw feel free to give suggestions!...
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1792824477.664222
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1793688477.664222
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54225
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YACK by @Definitly-Not-Me | Stardance
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Definitly-Not-Me
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1
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57.5
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T18:45:35Z", "hours": 55.0, "multiplier": 3.44, "payout": 186, "blessing": "neutral", "text": "I tried to build a language model Model. My expectation were not high. I just hoped he would be multilingual (English + French + My Mother tongue) and that I would learn how LLMs works along the way. Overall the experience was pretty rewarding. Except for the Kaggle Part: This one, I hated it with passion. Due to monetary requirement both models are under-trained but they can produce coherent sentences. So I consider it a win. I’m hosting the project on my laptop so whoever review this: Don’t take your time >:( ** Just Kidding ☺️**", "repo": "https://github.com/Definitly-Not-Me/Patrick", "demo": "https://definitlynotme.site"}]...
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[{"post_id": 75633, "ts": "202 [{"post_id": 75633, "ts": "2026-09-30T16:32:34Z", "hours": 2.0122, "text": "Dear shipwrights I don’t know if you’ll read this but I still feel like writing it since I’ve nothing else to write. In response to the feedback provided, here’s what changed: I deleted some part of my README as well as corrected grammar mistakes since it seemed to “contain” part written by AI. Honestly the grammar mistakes should’ve given me an alibi but … nevermind. I have patched garbage characters generation during inference. I truly hope that was the “ bug ” you mentioned in your review. If it was not, I’m afraid there’s not more I can do without spending ton of time/money on computing to improve my Language Model output (NOT chatbot). Which would be sad. Really sad. For the planet and for me. Detailed AI usage in the project description. I really hope the third time will pay home 🥲"}, {"post_id": 72678, "ts": "2026-09-23T13:59:13Z", "hours": 0.4858, "text": "Dear shipwrights My Cloudflared tunnel went down and I don’t know why. Thus the link in my shipping devlog is now invalid. I looked up if there was any way to get a more lasting url and all solutions I found were either paid services (domain name) or required a credit card. I have neither. I will wait for your message and try to improve networking skills for the next ship. Thanks for reading me. Sadly, @Definitly-Not-Me"}, {"post_id": 72349, "ts": "2026-09-22T18:37:55Z", "hours": 2.0403, "text": "Wait ! shipping require you to post a devlog ? Bad luck on top of bad luck. I found no cloud hosting platform that check all my requirements so for the time being, I’m a cloud provider :) For those who will review my project, I ask for your understanding. Nothing to show for this one. So here is picture of my Language Model mascot. Patrick Star"}, {"post_id": 71936, "ts": "2026-09-21T20:21:38Z", "hours": 10.3194, "text": "Last devlog before shipping: Against my best wishes, none of my models reached a usable state. Even though their best loss is quite low (2.94 and 2.81) I didn’t manage to reach the finetuning stage. To continue training I would have to start pouring money to get more compute power. And I don’t have that…. So that’ll be all. I will finish the UI and deploy locally first until I manage to find a vps before my project get a reviewer."}, {"post_id": 68777, "ts": "2026-09-15T18:51:37Z", "hours": 9.3614, "text": "Premature optimization is the root of all evils I still fell in the trap… I struggled for weeks to produce a model that can generate coherent text. Now all what is left is to ship or perhaps even fine-tune and be done. But nooooo, we need to atleast make PeRfOrmAnt . Ended adding some mods to the original GPT-2. I found that there’s even a whole community around this . I gained a lot from them. Now, the project is a Frankenstein DeepSeek . Time will tell if this was a good idea (-_-) Here’s a picture of the last training round. Things went quite well despite a bug affecting the learning rate."}, {"post_id": 65660, "ts": "2026-09-10T23:05:05Z", "hours": 1.6197, "text": "Updates and Bloopers Even though Kaggle runs on Google Collab, it turn out Collab is much more easier to use than Kaggle. To my grand deception, Collab is not as generous as Kaggle. So I will not change my workflow. I think I also need to change dataset. Also what’s up with Stardance and all those auxiliary events/challenges ?"}, {"post_id": 65020, "ts": "2026-09-09T20:25:25Z", "hours": 8.3361, "text": "Now we’re talking folks Reached a milestone. After nearly 10 hours of training on OpenwebText , the model can now formulate somewhat grammatically correct sentences. It’s not over though. Training was interrupted because apparently kaggle has a time limit for how long a notebook can run (on top on the weekly time limit). Sadly I have no interest in buying cloud compute for that, so I will just look for a richer dataset, reduce the number of epoch and crank up the learning rate."}, {"post_id": 63205, "ts": "2026-09-06T21:31:41Z", "hours": 4.2356, "text": "I’m tired boss Sorry, stardance but for my own good and sanity, I think I will have to give up or half bake this project. I really tried 😞"}, {"post_id": 59298, "ts": "2026-09-01T00:37:38Z", "hours": 3.1833, "text": "Two steps before the throne Finally deployed the training script to Kaggle. Now all there’s to be is wait and hope. A quick list of what’s new: Divided the training loop in many functions to handle dataloading, parsing, logging and more; Managed to find a copy of gutenberg books to serve as dataset; Implemented checkpoints in the training so that I will not lose all progress if I run out of compute; Dataloading is now done using np.memmap ensuring that only a portion of tokens are loaded in memory; Scaled the value of hyprparameters based on configuration of gpt-2 small (my main source is Chatgpt/GLM and a rough guess of number of epochs); Fixed a “ storage leak ” where the best model checkpoints where saved per epoch instead of overwriting previous one (totally my fault) Next: Fix my nonexistant git history while waiting for the training to finish"}, {"post_id": 58245, "ts": "2026-08-30T16:34:58Z", "hours": 7.7647, "text": "Small update on building a Language Model So after getting the architecture down and adding collecting some data, I started the training phase. That was one week ago …. Training is surprisingly (or not ?) actually more than just shoving in more data and expect it to work. Right now I’m struggling with finding sensible hyperparameters and getting the model to output something coherent. What’s new I mainly worked on the training loop and minor optimizations to hidden layers to distract myself while Pytorch was frying my APU. Of course there were also bugs in the code that had to fix on the way. For monitoring the training I decided to use plain TUI built with Rich but I’m currently adding a csv logging for better history tracking. At first I was planning to run the training on my laptop but I understood why billions dollar companies needed so many datacenters. Anyway, I deployed it on Kaggle which also was harder than it should be. Next Take a break, Improve training loop, Deploy on Kaggle Forget about it"}, {"post_id": 54745, "ts": "2026-08-25T20:38:12Z", "hours": 7.6444, "text": "Devlog 0: Build a Large/Small/Whatever LM Overview Hello Stardance! Hello world appetIntern disdainwartsnine . Those were the first words of my Language Model, am feeling so fogging proud right now. I’m trying to get into ML for the next year (not just because of the hype). For my first projects, I tried building a simple perceptron as well as understanding the algorithm behind Tic-Tac-Toe. Nothing grandiose. Why aim so high for my next project since I’m not that knowledgeable ? Because I’m short of time and there are full tutorial available, that’s all. Goal & MVP The MVP goal is to be able to generate coherent text (will probably be gibberish since I’m not a billion dollars corpo) and implement simple RAG to compensate for the lack of intelligence. I plan to upgrade it as I learn more about LLMs and Transformers. The Current State I just got the basic unoptimized architecture down. It tooks so much time to understand the Transformer architecture and all the maths that goes behind it (thanks to 3Blue1Brown it was manageable). Now I need to train & evaluate the “Advanced Autocomplete Machine” so that It can start acting more like GPT2. Picture: Liking my rice ? 😏"}]...
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Title: YACK by @Definitly-Not-Me | Stardance
Devl Title: YACK by @Definitly-Not-Me | Stardance
Devlogs:
Devlog 0: Build a Large/Small/Whatever LM Overview Hello Stardance! Hello world appetIntern disdainwartsnine . Those were the first words of my Language Model, am feeling so fogging proud right now. I’m trying to get into ML for the next year (not just because of the hype). For my first projects, I tried building a simple perceptron as well as understanding the algorithm behind Tic-Tac-Toe. Nothing grandiose. Why aim so high for my next project since I’m not that knowledgeable ? Because I’m short of time and there are full tutorial available, that’s all. Goal & MVP The MVP goal is to be able to generate coherent text (will probably be gibberish since I’m not a billion dollars corpo) and implement simple RAG to compensate for the lack of intelligence. I plan to upgrade it as I learn more about LLMs and Transformers. The Current State I just got the basic unoptimized architecture down. It tooks so much time to understand the Transformer architecture and all the maths that goes behind it (thanks to 3Blue1Brown it was manageable). Now I need to train & evaluate the “Advanced Autocomplete Machine” so that It can start acting more like GPT2. Picture: Liking my rice ? 😏
Small update on building a Language Model So after getting the architecture down and adding collecting some data, I started the training phase. That was one week ago …. Training is surprisingly (or not ?) actually more than just shoving in more data and expect it to work. Right now I’m struggling with finding sensible hyperparameters and getting the model to output something coherent. What’s new I mainly worked on the training loop and minor optimizations to hidden layers to distract myself while Pytorch was frying my APU. Of course there were also bugs in the code that had to fix on the way. For monitoring the training I decided to use plain TUI built with Rich but I’m currently adding a csv logging for better history tracking. At first I was planning to run the training on my laptop but I understood why billions dollar companies needed so many datacenters. Anyway, I deployed it on Kaggle which also was harder than it should be. Next Take a break, Improve training loop, Deploy on Kaggle Forget about it
Two steps before the throne Finally deployed the training script to Kaggle. Now all there’s to be is wait and hope. A quick list of what’s new: Divided the training loop in many functions to handle dataloading, parsing, logging and more; Managed to find a copy of gutenberg books to serve as dataset; Implemented checkpoints in the training so that I will not lose all progress if I run out of compute; Dataloading is now done using np.memmap ensuring that only a portion of tokens are loaded in memory; Scaled the value of hyprparameters based on configuration of gpt-2 small (my main source is Chatgpt/GLM and a rough guess of number of epochs); Fixed a “ storage leak ” where the best model checkpoints where saved per epoch instead of overwriting previous one (totally my fault) Next: Fix my nonexistant git history while waiting for the training to finish
I’m tired boss Sorry, stardance but for my own good and sanity, I think I will have to give up or half bake this project. I really tried 😞
Now we’re talking folks Reached a milestone. After nearly 10 hours of training on OpenwebText , the model can now formulate somewhat grammatically correct sentences. It’s not over though. Training was interrupted because apparently kaggle has a time limit for how long a notebook can run (on top on the weekly time limit). Sadly I have no interest in buying cloud compute for that, so I will just look for a richer dataset, reduce the number of epoch and crank up the learning rate.
Updates and Bloopers Even though Kaggle runs on Google Collab, it turn out Collab is much more easier to use than Kaggle. To my grand deception, Collab is not as generous as Kaggle. So I will not change my workflow. I think I also need to change dataset. Also what’s up with Stardance and all those auxiliary events/challenges ?
Premature optimization is the root of all evils I still fell in the trap… I struggled for weeks to produce a model that can generate coherent text. Now all what is left is to ship or perhaps even fine-tune and be done. But nooooo, we need to atleast make PeRfOrmAnt . Ended adding some mods to the original GPT-2. I found that there’s even a whole community around this . I gained a lot from them. Now, the project is a Frankenstein DeepSeek . Time will tell if this was a good idea (-_-) Here’s a picture of the last training round. Things went quite well despite a bug affecting the learning rate.
Last devlog before shipping: Against my best wishes, none of my models reached a usable state. Even though their best loss is quite low (2.94 and 2.81) I didn’t manage to reach the finetuning stage. To continue training I would have to start pouring money to get more compute power. And I don’t have that…. So that’ll be all. I will finish the UI and deploy locally first until I manage to find a vps before my project get a reviewer.
Wait ! shipping require you to post a devlog ? Bad luck on top of bad luck. I found no cloud hosting platform that check all my requirements so for the time being, I’m a cloud provider :) For those who will review my project, I ask for your understanding. Nothing to show for this one. So here is picture of my Language Model mascot. Patrick Star
Dear shipwrights My Cloudflared tunnel went down and I don’t know why. Thus the link in my shipping devlog is now invalid. I looked up if there was any way to get a more lasting url and all solutions I found were either paid services (domain name) or required a credit card. I have neither. I will wait for your message and try to improve networking skills for the next ship. Thanks for reading me. Sadly, @Definitly-Not-Me
Dear shipwrights I don’t know if you’ll read this but I still feel like writing it since I’ve nothing else to write. In response to the feedback provided, here’s what changed: I deleted some part of my README as well as corrected grammar mistakes since it seemed to “contain” part written by AI. Honestly the grammar mistakes should’ve given me an alibi but … nevermind. I have patched garbage characters generation during inference. I truly hope that was the “ bug ” you mentioned in your review. If it was not, I’m afraid there’s not more I can do without spending ton of time/money on computing to improve my Language Model output (NOT chatbot). Which would be sad. Really sad. For the planet and for me. Detailed AI usage in the project description. I really hope the third time will pay home 🥲
Ships:
I tried to build a language model Model. My expectation were not high. I just hoped he would be multilingual (English + French + My Mother tongue) and that I would learn how LLMs works along the way. Overall the experience was pretty rewarding. Except for the Kaggle Part: This one, I hated it with passion. Due to monetary requirement both models are under-trained but they can produce coherent sentences. So I consider it a win. I’m hosting the project on my laptop so whoever review this: Don’t take your time >:( ** Just Kidding ☺️**...
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1793008163.0882738
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1793094563.0882738
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54858
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DexterOS by @bradlloyd | Stardance
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bradlloyd
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2
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21.0
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T01:09:23Z", "hours": 13.0, "multiplier": 9.09, "payout": 114, "blessing": "neutral", "text": "DexterOS 2.0.0 DexterOS 2.0.0 has the following new features since 1.0.0: Glass Mode About Creator Welcome Screen Calendar Calculator Photos App Customization: Harrison background Rita background Hannah Background Deb Background Plus all of them in color including dexter Green Theme Blue Theme White Theme Black Theme And Obviously Red Theme Harrys code photo of Harry Thank you all so much this has been an amazing project looking forward to seeing you guys in 3.0.0", "repo": "https://github.com/Bdlloyd83/DexterOS", "demo": "https://bdlloyd83.github.io/DexterOS/"}, {"ship_num": 2, "ts": "2026-08-30T20:19:40Z", "hours": 8.0, "multiplier": 9.09, "payout": 72, "blessing": "neutral", "text": "DexterOS is a OS designed around the major TV show and allows users to be able to almost put themselves into the shoes of Dexter and what he feels like outside of killing of course. My first OS wisdom os didnt really feel good and not much room to grow so I adapted and built DexterOS. Previous features on wisdom os: Blog->Notepad(allows user to imput their own ideas and thoughts) Quotes->Case Files (info about dexters major targets) NEW FEATURES: Settings->Dark Mode option avalible Evidence Locker->pin that locks notes for you so only you can use them Miami Metro Operations->allows users to see memory disk and cpu directly from dex os Bay Harbor Weather-> shows weather conditions where dexter was based in the show Forensics101-> gives insight into what dexters daytime career would be like hopefully inspiring youth to help law enforcment DexterOS is a fun experience and is supposed to give off the vibe of the original tv show or early 2000s vibe. It was a very fun experience and im glad i pivoted from wisdom os and was able to build from the ground up a fun and new OS. Thanks for your time!", "repo": "https://github.com/Bdlloyd83/DexterOS", "demo": "https://bdlloyd83.github.io/DexterOS/"}]...
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[{"post_id": 61206, "ts": "202 [{"post_id": 61206, "ts": "2026-09-04T01:01:11Z", "hours": 1.5839, "text": "“Dexlog” 10 2.0.0!!!! Going to ship after this devlog. This update was: finished glass mode, two small bugs, added harrys photo to the code app one was a black backround behind the slides on settings apps but its just because i accidentally moved the div out of the app content class. Then i messed it up again only moving one app to the app content which is also photoed. Eventually i figured it out. next bug was the harrys code phot not centering in the app so i added padding. glass mode was alot easier then i anticipated so thats cool. just a bit of js html and css all around the board. transparent backround and stuff."}, {"post_id": 60910, "ts": "2026-09-03T15:54:44Z", "hours": 1.0008, "text": "“Dexlog” 9 1.7.5 Added about creator page and a welcome screen. Welcome screen only shows first time you open the website otherwise it can be opened in settings. This is also where you find about creator. I did the same design of slides but no box because it didnt feel right. I wanted the smile slide reference so i put it on the welcome page thing. Little fun easter egg. Tonight ill do the glass apps then I beleive it should be time to ship 2.0!"}, {"post_id": 60664, "ts": "2026-09-03T05:12:03Z", "hours": 1.7225, "text": "“Dexlog” 8 -1.7.0 Calendar update so painful. So much code. So tired. Shoud have gone to bed but im a perfectionist. Heres the just got the calendar working couldnt see the right start day made a bunch of variables and stuff to be able to change that all in js. Also made a quick green button for the love of the game and because my next update will be an enlarge button and maybe glass style apps option avalible."}, {"post_id": 60631, "ts": "2026-09-03T03:14:34Z", "hours": 0.7997, "text": "“Dexlog” 7 - 1.6.0 Calculator update. Not much to say here just plain old math sweet math. TONS of java script why oh why. Also forgive my 67 joke on the calculator. Just had to prove it worked. Next up: the dreaded calendar. Side note:I dont really like the layout of the numbers and operators on my calculator so i will change that in the future unless someone says somthing else in a review or comment. Have a good one."}, {"post_id": 60608, "ts": "2026-09-03T02:08:13Z", "hours": 1.3472, "text": "“Dexlog” 6 - 1.5.0 Finished the photos app allowing users to upload photos and look at some cool nature ones Ive preuploaded. You can scroll through your photos too. Also updated weather app to just be plain old weather app that takes your location and does it off that instead of bay harbor :.(. Next up is calculator and calendar. Peace."}, {"post_id": 60533, "ts": "2026-09-02T22:47:39Z", "hours": 1.0869, "text": "“Dexlog” 5 - 1.4.5 I started a calculator calendar and photos apps but one major problem too many apps for the bar :.) anyway had to switch it to only top and bottom avalible which im not too pleased with unfortunately. I feel like the top app bar is very ugly but maybe thats just because im so used to the bottom app bar. I had to deal with two bugs. The first is in the pictures where i had to make some js for the title bar to switch down including editing css and changing tags on html. Then a simpler easier bug was the title bar appearing as white. It was a very simple overlook of forgetting to change the tags in css after changing them in html. I got mad at myself for that one. Anyways thats it for now next up will be finishing those apps i mentioned earlier."}, {"post_id": 60037, "ts": "2026-09-02T04:36:55Z", "hours": 1.1228, "text": "“Dexlog” 4-1.4.0 NOTE:photos are photoshoped half and half not actually half and half in dexteros. ******* Added more characters for the background as well as the color photo. This makes the ultamate customization experince. I figured if there was a black and white photo might as well just put the original version on there. Same logic applied to adding more characters. Why settle at just dexter when you can have Rita Harrison Deb and Hannah Hopefully you guys like the new mode as much as I do looking forward to some more upgrades soon. Peace."}, {"post_id": 60011, "ts": "2026-09-02T03:21:36Z", "hours": 1.4017, "text": "“Dexlog” 3-1.3.0 DELETED DARK MODE! Added multiple themes instead. Blue Green Red Black White All of which controled in the new customization app. Arrows to navigate and it automatically adapts to what theme you have up on the customization. Also fixed the bar height in like 10 seconds just needed a simple css fix to 76px so thats dope. Next update look for black and white mode so you can see dexter how he currently is or in color as well as the app icons. Maybe harder than previous updates well see."}, {"post_id": 59917, "ts": "2026-09-01T22:58:51Z", "hours": 1.2844, "text": "“Dexlog” 2-1.2.0 once again updates that came from feedback. Now you can customize where your app bar is. Right is currently the defalt but you also have got left and bottom. Unfortunately ive got some bugs i cant iron out so ill be trying to patch those out in a minute here. The bottom bar is cool but it isnt full size until you select an icon and then it shrinks back to like half size. I am also going to add more customization like themes and text colors and stuff to make it a better ui and experience."}, {"post_id": 59384, "ts": "2026-09-01T05:01:29Z", "hours": 1.1678, "text": "“Dexlog”-1-DexterOs1.1.1-Using feedback from my first ship I was able to adjust to what you guys wanted. (YAY) Spoiler mode is now in settings and you can turn it on or off so you dont accidentily learn about cases from the show. Expanded clock related features other than just time in the top right corner which has been there since day one we now have alarms timers and stopwatches. To use alarm click on each indivdual hour or minute the am or pm type which one you want. timer type hour minute second in then countdown will begin with start timer. Stopwatch start stop and pause do their name. Thanks for your time!"}, {"post_id": 58399, "ts": "2026-08-30T20:07:03Z", "hours": 4.7142, "text": "DexterOS finally has all the apps I first had in mind I will cover what new ones I have made since my last log. Forensics covers forensics 101 to give you sight into dexters career or daytime job and what it would be like. Bay harbor weather is the tempurature humidty and visibility for bay harbor in miami because why not. Evidence locker can help you keep private notes protected by a pin you create then it will save it as long as you keep DexterOS open because it isnt stored on the cloud i think. Miami metro Operations gives you insight into how your computer is currently operating so you can adjust accordingly. Case list shows major targets related to dexter from the view of miami metro or what the public would theoretically know if not for the show. Settings only has light and dark mode at the moment but it was a cool fade in and out between the modes so enjoy."}, {"post_id": 56706, "ts": "2026-08-28T16:01:09Z", "hours": 0.8469, "text": "DexterOS-Added Harrys Code app and made the apps look like slides in a box sort of. I couldnt really nail the look of slides in the box so its a bit of a creative liberty sorry guys. The app allows you to scroll through the major points of harrys code to see get the just at least for now may expand it later. Very fun seeing this come together. Keeping the vibe that the tv show gave off in posters and stuff to make it feel like almost an offical website but not really. Thanks for your time."}, {"post_id": 55370, "ts": "2026-08-27T04:50:50Z", "hours": 2.3814, "text": "DexterOS I lowkey dont like my wisdom os anymore so ill be making another one🎉 Who dosent love some good dexter? I know I do so ill do anything-LEGAL-to feel like I have that much aura and what better way then to make an entire OS revolving around this tough guy? Anyway should be coming soon just got to make some more tough as nails apps then ship so cya later."}]...
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Title: DexterOS by @bradlloyd | Stardance
Devlogs Title: DexterOS by @bradlloyd | Stardance
Devlogs:
DexterOS I lowkey dont like my wisdom os anymore so ill be making another one🎉 Who dosent love some good dexter? I know I do so ill do anything-LEGAL-to feel like I have that much aura and what better way then to make an entire OS revolving around this tough guy? Anyway should be coming soon just got to make some more tough as nails apps then ship so cya later.
DexterOS-Added Harrys Code app and made the apps look like slides in a box sort of. I couldnt really nail the look of slides in the box so its a bit of a creative liberty sorry guys. The app allows you to scroll through the major points of harrys code to see get the just at least for now may expand it later. Very fun seeing this come together. Keeping the vibe that the tv show gave off in posters and stuff to make it feel like almost an offical website but not really. Thanks for your time.
DexterOS finally has all the apps I first had in mind I will cover what new ones I have made since my last log. Forensics covers forensics 101 to give you sight into dexters career or daytime job and what it would be like. Bay harbor weather is the tempurature humidty and visibility for bay harbor in miami because why not. Evidence locker can help you keep private notes protected by a pin you create then it will save it as long as you keep DexterOS open because it isnt stored on the cloud i think. Miami metro Operations gives you insight into how your computer is currently operating so you can adjust accordingly. Case list shows major targets related to dexter from the view of miami metro or what the public would theoretically know if not for the show. Settings only has light and dark mode at the moment but it was a cool fade in and out between the modes so enjoy.
“Dexlog”-1-DexterOs1.1.1-Using feedback from my first ship I was able to adjust to what you guys wanted. (YAY) Spoiler mode is now in settings and you can turn it on or off so you dont accidentily learn about cases from the show. Expanded clock related features other than just time in the top right corner which has been there since day one we now have alarms timers and stopwatches. To use alarm click on each indivdual hour or minute the am or pm type which one you want. timer type hour minute second in then countdown will begin with start timer. Stopwatch start stop and pause do their name. Thanks for your time!
“Dexlog” 2-1.2.0 once again updates that came from feedback. Now you can customize where your app bar is. Right is currently the defalt but you also have got left and bottom. Unfortunately ive got some bugs i cant iron out so ill be trying to patch those out in a minute here. The bottom bar is cool but it isnt full size until you select an icon and then it shrinks back to like half size. I am also going to add more customization like themes and text colors and stuff to make it a better ui and experience.
“Dexlog” 3-1.3.0 DELETED DARK MODE! Added multiple themes instead. Blue Green Red Black White All of which controled in the new customization app. Arrows to navigate and it automatically adapts to what theme you have up on the customization. Also fixed the bar height in like 10 seconds just needed a simple css fix to 76px so thats dope. Next update look for black and white mode so you can see dexter how he currently is or in color as well as the app icons. Maybe harder than previous updates well see.
“Dexlog” 4-1.4.0 NOTE:photos are photoshoped half and half not actually half and half in dexteros. ******* Added more characters for the background as well as the color photo. This makes the ultamate customization experince. I figured if there was a black and white photo might as well just put the original version on there. Same logic applied to adding more characters. Why settle at just dexter when you can have Rita Harrison Deb and Hannah Hopefully you guys like the new mode as much as I do looking forward to some more upgrades soon. Peace.
“Dexlog” 5 - 1.4.5 I started a calculator calendar and photos apps but one major problem too many apps for the bar :.) anyway had to switch it to only top and bottom avalible which im not too pleased with unfortunately. I feel like the top app bar is very ugly but maybe thats just because im so used to the bottom app bar. I had to deal with two bugs. The first is in the pictures where i had to make some js for the title bar to switch down including editing css and changing tags on html. Then a simpler easier bug was the title bar appearing as white. It was a very simple overlook of forgetting to change the tags in css after changing them in html. I got mad at myself for that one. Anyways thats it for now next up will be finishing those apps i mentioned earlier.
“Dexlog” 6 - 1.5.0 Finished the photos app allowing users to upload photos and look at some cool nature ones Ive preuploaded. You can scroll through your photos too. Also updated weather app to just be plain old weather app that takes your location and does it off that instead of bay harbor :.(. Next up is calculator and calendar. Peace.
“Dexlog” 7 - 1.6.0 Calculator update. Not much to say here just plain old math sweet math. TONS of java script why oh why. Also forgive my 67 joke on the calculator. Just had to prove it worked. Next up: the dreaded calendar. Side note:I dont really like the layout of the numbers and operators on my calculator so i will change that in the future unless someone says somthing else in a review or comment. Have a good one.
“Dexlog” 8 -1.7.0 Calendar update so painful. So much code. So tired. Shoud have gone to bed but im a perfectionist. Heres the just got the calendar working couldnt see the right start day made a bunch of variables and stuff to be able to change that all in js. Also made a quick green button for the love of the game and because my next update will be an enlarge button and maybe glass style apps option avalible.
“Dexlog” 9 1.7.5 Added about creator page and a welcome screen. Welcome screen only shows first time you open the website otherwise it can be opened in settings. This is also where you find about creator. I did the same design of slides but no box because it didnt feel right. I wanted the smile slide reference so i put it on the welcome page thing. Little fun easter egg. Tonight ill do the glass apps then I beleive it should be time to ship 2.0!
“Dexlog” 10 2.0.0!!!! Going to ship after this devlog. This update was: finished glass mode, two small bugs, added harrys photo to the code app one was a black backround behind the slides on settings apps but its just because i accidentally moved the div out of the app content class. Then i messed it up again only moving one app to the app content which is also photoed. Eventually i figured it out. next bug was the harrys code phot not centering in the app so i added padding. glass mode was alot easier then i anticipated so thats cool. just a bit of js html and css all around the board. transparent backround and stuff.
Ships:
DexterOS is a OS designed around the major TV show and allows users to be able to almost put themselves into the shoes of Dexter and what he feels like outside of killing of course. My first OS wisdom os didnt really feel good and not much room to grow so I adapted and built DexterOS. Previous features on wisdom os: Blog->Notepad(allows user to imput their own ideas and thoughts) Quotes->Case Files (info about dexters major targets) NEW FEATURES: Settings->Dark Mode option avalible Evidence Locker->pin that locks notes for you so only you can use them Miami Metro Operations->allows users to see memory disk and cpu directly from dex os Bay Harbor Weather-> shows weather conditions where dexter was based in the show Forensics101-> gives insight into what dexters daytime career would be like hopefully inspiring youth to help law enforcment DexterOS is a fun experience and is supposed to give off the vibe of the original tv show or early 2000s vibe. It was a very fun experience and im glad i pivoted from wisdom os and was able to build from the ground up a fun and new OS. Thanks for your time!
DexterOS 2.0.0 DexterOS 2.0.0 has the following new features since 1.0.0: Glass Mode About Creator Welcome Screen Calendar Calculator Photos App Customization: Harrison background Rita background Hannah Background Deb Background Plus all of them in color including dexter Green Theme Blue Theme White Theme Black Theme And Obviously Red Theme Harrys code photo of Harry Thank you all so much this has been an amazing project looking forward to seeing you guys in 3.0.0...
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1792979552.742355
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1793065952.742355
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56826
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Leap and Sleep by @Shreya_Nair | Stardance
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Shreya_Nair
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2
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17.0
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T16:12:59Z", "hours": 12.0, "multiplier": 14.98, "payout": 186, "blessing": "neutral", "text": "I made Leap and Sleep, a personal website designed with a universey spacey theme. You can explore the site and a little more about me each time. The most interactive part I built was the ‘Journey’ page, where you fly aboard the Milano (inspired by the Guardians of the Galaxy), visit different planets (some from gotg) and get a small piece of information about me. There is also a small chatbot on the contact page where u can ask it questions about me (i’m new to building a chatbot so it can only answer few basic questions atm). The hardest part was figuring out how to make everything work together. I was still a beginner in HTML and CSS when I started. There was a lot of trial and error (mostly errors, CSS positioning was my biggest enemy😭). I’m kinda proud that i was able to build this site from scratch. I’ve learned a lot through the process. I’ll take any feedback for my project and I hope to improve it even further. So go ahead and start on the home page, explore the navigation (click on the Milano for the journey page). ^ o^/", "repo": "https://github.com/Shreya-Nair-28/Personal-Site-leapandsleep-", "demo": "https://shreya-nair-28.github.io/Personal-Site-leapandsleep-/"}, {"ship_num": 2, "ts": "2026-09-01T18:41:26Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Deployed! I have deployed my personal site. It’s a little small with an about me, art and craft page, photography and a contact me page. I have included 3 artworks and 3 photos but i will definitely include more soon. I also plan to include my personal coding projects and write a little more about me(so far it’s just one tiny paragraph). But hey! I think it’s a great start to something amazing.", "repo": "https://github.com/Shreya-Nair-28/Personal-Site-leapandsleep-", "demo": "https://shreya-nair-28.github.io/Personal-Site-leapandsleep-/"}]...
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[{"post_id": 62188, "ts": "202 [{"post_id": 62188, "ts": "2026-09-05T13:37:08Z", "hours": 2.0569, "text": "Removed plenty of bugs and added a new page called journey.html. It’s inspired by Marvel’s Guardians of the Galaxy. In this interactive page you can take the milano out for a ride, visit planets(some from the gotg universe) and find a little piece of information about me! Simply click on the milano on the top right on the nav bar. Had plenty of fun working on this page."}, {"post_id": 61663, "ts": "2026-09-04T18:13:02Z", "hours": 4.7175, "text": "Major additions today! I added a couple of easter eggs to my site. They’re still very buggy but i do feel good about them since i started learning HTML so very recently. I learned about collisions in js and more css selectors and how one dot can make nothing work. Hopefully you’ll be able to catch some of my easter eggs once i ship….toooodles!"}, {"post_id": 61009, "ts": "2026-09-03T18:23:00Z", "hours": 4.0478, "text": "Major improvements today! I added interactive stars to the home page and changed up most of the colours, images and gifs. there are little glow effect here and there. I added clickable information (the objects in art and craft page now respond to clicks and play little animations). I love it! Tomorrow ill work on a chatbot for the contact me page that answers questions about me!"}, {"post_id": 60377, "ts": "2026-09-02T17:50:42Z", "hours": 1.5856, "text": "worked on making it more interactive today. The photography page now has buttons to move to the prev and next page. Also on the home page, I added a little glow effect on one of the buttons and now the logo image has a little hover effect as well. I added little stars on the home page to interact with the cursor but it still needs work."}, {"post_id": 59747, "ts": "2026-09-01T17:54:52Z", "hours": 3.5467, "text": "wow. the site looked like a mess initially. All the sizes of the logos and the images were off. The font sizes too. I made the bg and the logo using canva. I think the colour scheme needs some work. It’s kinda hard to read. But it’s progress! It’s a huge difference from what the site looked like yesterday. It looks a little bit more like…well me :) Definitely need to work on the css more i think thats my weak point. but i think im ready to deploy. Excited!"}, {"post_id": 59099, "ts": "2026-08-31T18:37:12Z", "hours": 1.5756, "text": "Hey all, I thought I’d give learning HTML a go. I already have a website but that’s made with Wordpress and a free template. I wanted to design a portfolio website completely from scratch to my liking. I may retain some of the content from the WordPress site but the design would be my own. I have some experience with Canva and I plan on using it at some point. But I have to get a hand of the HTML and CSS part (being a complete beginner). Looking forward to learning!"}]...
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Title: Leap and Sleep by @Shreya_Nair | Stardance
Title: Leap and Sleep by @Shreya_Nair | Stardance
Devlogs:
Hey all, I thought I’d give learning HTML a go. I already have a website but that’s made with Wordpress and a free template. I wanted to design a portfolio website completely from scratch to my liking. I may retain some of the content from the WordPress site but the design would be my own. I have some experience with Canva and I plan on using it at some point. But I have to get a hand of the HTML and CSS part (being a complete beginner). Looking forward to learning!
wow. the site looked like a mess initially. All the sizes of the logos and the images were off. The font sizes too. I made the bg and the logo using canva. I think the colour scheme needs some work. It’s kinda hard to read. But it’s progress! It’s a huge difference from what the site looked like yesterday. It looks a little bit more like…well me :) Definitely need to work on the css more i think thats my weak point. but i think im ready to deploy. Excited!
worked on making it more interactive today. The photography page now has buttons to move to the prev and next page. Also on the home page, I added a little glow effect on one of the buttons and now the logo image has a little hover effect as well. I added little stars on the home page to interact with the cursor but it still needs work.
Major improvements today! I added interactive stars to the home page and changed up most of the colours, images and gifs. there are little glow effect here and there. I added clickable information (the objects in art and craft page now respond to clicks and play little animations). I love it! Tomorrow ill work on a chatbot for the contact me page that answers questions about me!
Major additions today! I added a couple of easter eggs to my site. They’re still very buggy but i do feel good about them since i started learning HTML so very recently. I learned about collisions in js and more css selectors and how one dot can make nothing work. Hopefully you’ll be able to catch some of my easter eggs once i ship….toooodles!
Removed plenty of bugs and added a new page called journey.html. It’s inspired by Marvel’s Guardians of the Galaxy. In this interactive page you can take the milano out for a ride, visit planets(some from the gotg universe) and find a little piece of information about me! Simply click on the milano on the top right on the nav bar. Had plenty of fun working on this page.
Ships:
Deployed! I have deployed my personal site. It’s a little small with an about me, art and craft page, photography and a contact me page. I have included 3 artworks and 3 photos but i will definitely include more soon. I also plan to include my personal coding projects and write a little more about me(so far it’s just one tiny paragraph). But hey! I think it’s a great start to something amazing.
I made Leap and Sleep, a personal website designed with a universey spacey theme. You can explore the site and a little more about me each time. The most interactive part I built was the ‘Journey’ page, where you fly aboard the Milano (inspired by the Guardians of the Galaxy), visit different planets (some from gotg) and get a small piece of information about me. There is also a small chatbot on the contact page where u can ask it questions about me (i’m new to building a chatbot so it can only answer few basic questions atm). The hardest part was figuring out how to make everything work together. I was still a beginner in HTML and CSS when I started. There was a lot of trial and error (mostly errors, CSS positioning was my biggest enemy😭). I’m kinda proud that i was able to build this site from scratch. I’ve learned a lot through the process. I’ll take any feedback for my project and I hope to improve it even further. So go ahead and start on the home page, explore the navigation (click on the Milano for the journey page). ^ o^/...
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1792961573.7175791
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1793047973.7175791
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19412
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MeisterGuide by @hpeen | Stardance
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hpeen
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1
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19.0
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185
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T18:41:28Z", "hours": 19.0, "multiplier": 10.11, "payout": 185, "blessing": "neutral", "text": "I made an AI powered guide that floats over your game, reads the wiki, answers with sources, and works for any game you add (tested with Minecraft + Subnautica). A part I spent a day on before figuring it out was a Fandom bug that silently stored zero articles. I’m proud I managed to make an usable guide that actually helps in game whether you’re online or offline. For a quick test there is a demo link online that shows the features of the project (the AI is only in the app) and in the README there’s a guide on how to use the application.", "repo": "https://github.com/Hpeen/MeisterGuide", "demo": "https://github.com/Hpeen/MeisterGuide/releases/tag/v1.0.0"}]...
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[{"post_id": 14543, "ts": "202 [{"post_id": 14543, "ts": "2026-06-23T18:10:24Z", "hours": 10.0442, "text": "Back from vacation, and the app is finally usable! Better yet, there is a live demo now, so you can poke at the overlay in your browser without installing a thing. Quick runthrough of what changed. You can add any game you want now. This is the big one, you can point Meister at whatever game you play. Add a game, hand it a name, a wiki address, and the game’s .exe, and the overlay switches to it the moment you launch. Under the hood every guide, chat, and setting got tagged with the game it belongs to, so nothing bleeds between them. Minecraft is still around as the founding test game, seeded on first run, but it is just one row in the ledger now instead of the whole world. I kicked the tires on the new path with Subnautica, and it took. A game you just added has no offline guides, and making you download an entire wiki before your first question is a rude way to say hello. So Meister does not. Ask about a game it has nothing on and it grabs the relevant wiki pages right then and answers from those. The big download is now a thing you do for full offline coverage, not a toll you pay to get started.What if the guides are empty and the wiki does not have the page either? Last resort: a plain web search. Local guides first, then the live wiki, then the open web. I built it on Brave’s API, got it humming, then realized I had quietly made the app need an API key just to function… swapped Brave for DuckDuckGo, which needs no key. That one change settled the app’s whole character: it works online the second you open it, and earns an offline mode once you download guides. Almost every game wiki lives on Fandom, and I had built the fetch path against minecraft.wiki, which has a tidy extension that hands you clean article text. Fandom does not have it. So for every Fandom game the fetch ran, reported success, and stored exactly zero articles. Subnautica came back empty every single time and nothing was failing, which is the worst kind of bug. The fix was to sniff whether a wiki has that extension and, when it does not, ask for the rendered page and yank the readable text out of the HTML myself. Subnautica started returning real articles. 👍 For three milestones “Meister Guide” meant a folder of Python you ran from a terminal. Now it is a single Windows .exe you double-click, fonts and database and all. But the .exe is Windows-only and asks you to trust a download, which is a lot for someone who just wants a look. So I built a browser version, the same walnut-and-brass overlay, a working wiki reader, the game switcher, and Ask Meister streaming pre-baked answers with their sources, all from one HTML file with no backend and no key. It ships with Minecraft and Subnautica so you can feel the game switch yourself. Live at https://hpeen.github.io/MeisterGuide/ ."}, {"post_id": 11581, "ts": "2026-06-18T21:24:11Z", "hours": 2.4878, "text": "Picking up from where we left off, I ended on a list of things I knew were broken or missing. Here is me crossing them off.💔🥀 Phase 1 I’d said “Wolf” and “Redstone” weren’t in the offline database and treated it like a search bug. It wasn’t. Those pages are redirects, signposts that say “you meant the Canine article,” and my scraper skipped every signpost. The content existed, I just never saved the names people type. Now it walks the redirects and folds those names into search, and plurals work too, so “creepers” finds “Creeper.” Phase 2 Added Claude as an alternative to the local model.Cheap to do, because the chat code already streamed from “a model,” so I made it stop caring which one. Offline stayed the default, opt-in only. Phase 3 The Settings tab had said “coming later” since the previous Phase 1 last log. Made it real: pick your backend, paste a Claude key, choose a model, rebind the hotkey. Change a setting, hit save, and it switches brains on the spot. Phase 4 The reversal. I’d shipped local-as-default for privacy, then actually used it: the local answers were slow and the offline dump is shallow. So I flipped it. The default is now “Auto,” which reaches for Claude first if you’ve given it a key and stays fully local if you haven’t. Phase 5 For ten phases Meister wore work clothes. I finally gave it the carpenter’s-journal face: a walnut panel and a leather spine with stitching and brass studs, painted in code so they stay sharp and tweakable. The window stopped floating and docks to a screen edge, drag it across and it snaps and mirrors so the spine faces your game. Three fonts, bundled for offline. A status pill that goes green when it spots your game, honest tab names, copy that tells the truth about local vs online. This was just the frame, the tab contents get their redesign next. Next up I’m adding more games to the roster, trying to make the offline model better by filtering the articles better cause as it is now it’s pretty bad and a few more tweaks. I’m close to shipping I hope </3"}, {"post_id": 10934, "ts": "2026-06-17T22:25:30Z", "hours": 6.0264, "text": "One big devlog, because I kept meaning to post these and never did. Here is the whole thing. I wanted a companion that floats over Minecraft like Steam’s overlay, but useful: the whole wiki offline, plus an assistant that answers from those guides without you ever tabbing out or going online. No account, no cloud, nothing leaving my machine. Windows, Python, PySide6, styled like a carpenter’s guild journal. Five phases, and every one had a moment where I was sure it worked and was wrong. Phase 1 - the window The hard part every tutorial skips: getting a window to sit on top of a fullscreen game without the OS slapping it down. Frameless plus always-on-top plus a translucent background did it. The hotkey was spicier, so I called the raw Windows RegisterHotKey through ctypes. It registers at the OS level, so even when a game hogs the keyboard, Alt+Insert still reaches me. Phase 2 - a memory. It forgot everything on close, bad for an app whose job is remembering. So: a SQLite database for games, guides, chat, settings. Then I taught it to detect when you are playing and hit the trap: the launcher keeps the process alive after you close the window, so it insisted you were mid-game forever.Fixed by watching the real game, and Java Minecraft hides as a generic javaw.exe,so I only count it when its command line mentions minecraft. Phase 3 - the wiki. Scraped all ~17,000 articles into a local search database.My first version would have taken five hours. The mistake was pausing a full second between requests, times sixteen thousand, that is an afternoon. I measured it, dropped the wasteful settings, used the API’s own politeness flag, and got it to forty minutes. Stores compressed plain text, resumes if interrupted. Phase 4 - the voice. The AI, running locally through Ollama. You ask, it finds the relevant guide passages, hands them to the model, and streams an answer with clickable sources. Private and grounded. Then a code review humbled me and caught three bugs: a leaking connection, half-finished answers being saved, and a crash-on-quit. Fixed all three. Phase 5 - the aim. The answers were dumb, and it was not the AI. I traced what the search fed it for “how do creepers work?”: three Bedrock beta changelogs. The real Creeper article lost. I was throwing the whole question into the keyword index, filler words and all, and changelogs repeat those words constantly. So now I strip the question to what matters, boost pages whose title matches, and bury the junk. I also made it pick the strongest model you have installed instead of the smallest. And the last humbling: pages like “Wolf” and “Redstone” are not in my database at all, because they are redirects my scraper skipped. Written down for next time. Five phases. An overlay that floats over fullscreen Minecraft, a hotkey that survives the game stealing your keyboard, the whole wiki offline, and a private AI that finally points at the right shelf before it opens its mouth. Next up are the fixes I mentioned earlier, an UI overhaul and an overall bettering of the code as it’s pretty rough. I’m going to sleep now gn o7"}]...
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Title: MeisterGuide by @hpeen | Stardance
Devlogs Title: MeisterGuide by @hpeen | Stardance
Devlogs:
One big devlog, because I kept meaning to post these and never did. Here is the whole thing. I wanted a companion that floats over Minecraft like Steam’s overlay, but useful: the whole wiki offline, plus an assistant that answers from those guides without you ever tabbing out or going online. No account, no cloud, nothing leaving my machine. Windows, Python, PySide6, styled like a carpenter’s guild journal. Five phases, and every one had a moment where I was sure it worked and was wrong. Phase 1 - the window The hard part every tutorial skips: getting a window to sit on top of a fullscreen game without the OS slapping it down. Frameless plus always-on-top plus a translucent background did it. The hotkey was spicier, so I called the raw Windows RegisterHotKey through ctypes. It registers at the OS level, so even when a game hogs the keyboard, Alt+Insert still reaches me. Phase 2 - a memory. It forgot everything on close, bad for an app whose job is remembering. So: a SQLite database for games, guides, chat, settings. Then I taught it to detect when you are playing and hit the trap: the launcher keeps the process alive after you close the window, so it insisted you were mid-game forever.Fixed by watching the real game, and Java Minecraft hides as a generic javaw.exe,so I only count it when its command line mentions minecraft. Phase 3 - the wiki. Scraped all ~17,000 articles into a local search database.My first version would have taken five hours. The mistake was pausing a full second between requests, times sixteen thousand, that is an afternoon. I measured it, dropped the wasteful settings, used the API’s own politeness flag, and got it to forty minutes. Stores compressed plain text, resumes if interrupted. Phase 4 - the voice. The AI, running locally through Ollama. You ask, it finds the relevant guide passages, hands them to the model, and streams an answer with clickable sources. Private and grounded. Then a code review humbled me and caught three bugs: a leaking connection, half-finished answers being saved, and a crash-on-quit. Fixed all three. Phase 5 - the aim. The answers were dumb, and it was not the AI. I traced what the search fed it for “how do creepers work?”: three Bedrock beta changelogs. The real Creeper article lost. I was throwing the whole question into the keyword index, filler words and all, and changelogs repeat those words constantly. So now I strip the question to what matters, boost pages whose title matches, and bury the junk. I also made it pick the strongest model you have installed instead of the smallest. And the last humbling: pages like “Wolf” and “Redstone” are not in my database at all, because they are redirects my scraper skipped. Written down for next time. Five phases. An overlay that floats over fullscreen Minecraft, a hotkey that survives the game stealing your keyboard, the whole wiki offline, and a private AI that finally points at the right shelf before it opens its mouth. Next up are the fixes I mentioned earlier, an UI overhaul and an overall bettering of the code as it’s pretty rough. I’m going to sleep now gn o7
Picking up from where we left off, I ended on a list of things I knew were broken or missing. Here is me crossing them off.💔🥀 Phase 1 I’d said “Wolf” and “Redstone” weren’t in the offline database and treated it like a search bug. It wasn’t. Those pages are redirects, signposts that say “you meant the Canine article,” and my scraper skipped every signpost. The content existed, I just never saved the names people type. Now it walks the redirects and folds those names into search, and plurals work too, so “creepers” finds “Creeper.” Phase 2 Added Claude as an alternative to the local model.Cheap to do, because the chat code already streamed from “a model,” so I made it stop caring which one. Offline stayed the default, opt-in only. Phase 3 The Settings tab had said “coming later” since the previous Phase 1 last log. Made it real: pick your backend, paste a Claude key, choose a model, rebind the hotkey. Change a setting, hit save, and it switches brains on the spot. Phase 4 The reversal. I’d shipped local-as-default for privacy, then actually used it: the local answers were slow and the offline dump is shallow. So I flipped it. The default is now “Auto,” which reaches for Claude first if you’ve given it a key and stays fully local if you haven’t. Phase 5 For ten phases Meister wore work clothes. I finally gave it the carpenter’s-journal face: a walnut panel and a leather spine with stitching and brass studs, painted in code so they stay sharp and tweakable. The window stopped floating and docks to a screen edge, drag it across and it snaps and mirrors so the spine faces your game. Three fonts, bundled for offline. A status pill that goes green when it spots your game, honest tab names, copy that tells the truth about local vs online. This was just the frame, the tab contents get their redesign next. Next up I’m adding more games to the roster, trying to make the offline model better by filtering the articles better cause as it is now it’s pretty bad and a few more tweaks. I’m close to shipping I hope </3
Back from vacation, and the app is finally usable! Better yet, there is a live demo now, so you can poke at the overlay in your browser without installing a thing. Quick runthrough of what changed. You can add any game you want now. This is the big one, you can point Meister at whatever game you play. Add a game, hand it a name, a wiki address, and the game’s .exe, and the overlay switches to it the moment you launch. Under the hood every guide, chat, and setting got tagged with the game it belongs to, so nothing bleeds between them. Minecraft is still around as the founding test game, seeded on first run, but it is just one row in the ledger now instead of the whole world. I kicked the tires on the new path with Subnautica, and it took. A game you just added has no offline guides, and making you download an entire wiki before your first question is a rude way to say hello. So Meister does not. Ask about a game it has nothing on and it grabs the relevant wiki pages right then and answers from those. The big download is now a thing you do for full offline coverage, not a toll you pay to get started.What if the guides are empty and the wiki does not have the page either? Last resort: a plain web search. Local guides first, then the live wiki, then the open web. I built it on Brave’s API, got it humming, then realized I had quietly made the app need an API key just to function… swapped Brave for DuckDuckGo, which needs no key. That one change settled the app’s whole character: it works online the second you open it, and earns an offline mode once you download guides. Almost every game wiki lives on Fandom, and I had built the fetch path against minecraft.wiki, which has a tidy extension that hands you clean article text. Fandom does not have it. So for every Fandom game the fetch ran, reported success, and stored exactly zero articles. Subnautica came back empty every single time and nothing was failing, which is the worst kind of bug. The fix was to sniff whether a wiki has that extension and, when it does not, ask for the rendered page and yank the readable text out of the HTML myself. Subnautica started returning real articles. 👍 For three milestones “Meister Guide” meant a folder of Python you ran from a terminal. Now it is a single Windows .exe you double-click, fonts and database and all. But the .exe is Windows-only and asks you to trust a download, which is a lot for someone who just wants a look. So I built a browser version, the same walnut-and-brass overlay, a working wiki reader, the game switcher, and Ask Meister streaming pre-baked answers with their sources, all from one HTML file with no backend and no key. It ships with Minecraft and Subnautica so you can feel the game switch yourself. Live at https://hpeen.github.io/MeisterGuide/ .
Ships:
I made an AI powered guide that floats over your game, reads the wiki, answers with sources, and works for any game you add (tested with Minecraft + Subnautica). A part I spent a day on before figuring it out was a Fandom bug that silently stored zero articles. I’m proud I managed to make an usable guide that actually helps in game whether you’re online or offline. For a quick test there is a demo link online that shows the features of the project (the AI is only in the app) and in the README there’s a guide on how to use the application....
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1792986482.502863
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1793072882.502863
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39596
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CHIP-8 Rust emu by @ThePangel | Stardance
|
ThePangel
|
1
|
14.0
|
184
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T19:53:40Z", "hours": 14.0, "multiplier": 13.85, "payout": 184, "blessing": "neutral", "text": "I made a simple barebones Chip-8 emulator in Rust. Chip-8 is an interpreted programming language (not an actual cpu!!) with a very small instruction set, this is why I chose to write my first emulator for it, since its dead simple. The hardest part was the image handling, but that depends on the language and frameworks you use, not the emulator logic itself (what I like) So it was an easy fun quick little project, cross platform, feel free to test it out!", "repo": "https://github.com/ThePangel/RChip-8", "demo": "https://github.com/ThePangel/RChip-8/releases/tag/v0.1.0"}]...
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[{"post_id": 38414, "ts": "202 [{"post_id": 38414, "ts": "2026-07-31T19:25:50Z", "hours": 0.9656, "text": "Finished with the audio and the readMe. So project finished!! It was fun, I have already tried making a chip-8 emulator some other times, but never got around to finishing it so, this time I did. I plan on making one for the 6502 (Apple Computer)"}, {"post_id": 36486, "ts": "2026-07-28T16:55:35Z", "hours": 3.0108, "text": "Finished today with a functional emulator, you can play games and everything. I finished all the opcodes, also fixing some mistakes that broke the whole thing (interpreted some opcodes wrong) and some display fixes. I also aded if you hit Esc the game closes and if you hit Enter the emu reloads. The only thing left is some audio, and the readme, also to compile executables and binaries."}, {"post_id": 36083, "ts": "2026-07-27T23:12:24Z", "hours": 5.5272, "text": "Spent a loooong while, display and some other work. I tried to make a purelly terminal based emu with ratatui, but since terminals are weird, I couldn’t get the Image to display perfectly with the terminal, so I opted to a regular window, using winit and pixels to render the pixel buffer. I still have to separate the display code into the display file (maybe not sure abt this one) add the timer logic, and the stack logic and opcodes, after that, input, then Im set"}, {"post_id": 35779, "ts": "2026-07-27T12:53:59Z", "hours": 1.1986, "text": "I added most opcodes and some code formatting, I will now get to diapky and input using"}, {"post_id": 34889, "ts": "2026-07-25T23:43:57Z", "hours": 1.7028, "text": "Re structured some code and added opcode handling and implemented the first op-codes"}, {"post_id": 34753, "ts": "2026-07-25T18:48:40Z", "hours": 1.6706, "text": "Made the Chip8 Struct with all the vm’s properties. Made a function to initialize the struct and another to load the desired program into memory starting at 0x200 as the spec sheet says"}]...
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Title: CHIP-8 Rust emu by @ThePangel | Stardance
Title: CHIP-8 Rust emu by @ThePangel | Stardance
Devlogs:
Made the Chip8 Struct with all the vm’s properties. Made a function to initialize the struct and another to load the desired program into memory starting at 0x200 as the spec sheet says
Re structured some code and added opcode handling and implemented the first op-codes
I added most opcodes and some code formatting, I will now get to diapky and input using
Spent a loooong while, display and some other work. I tried to make a purelly terminal based emu with ratatui, but since terminals are weird, I couldn’t get the Image to display perfectly with the terminal, so I opted to a regular window, using winit and pixels to render the pixel buffer. I still have to separate the display code into the display file (maybe not sure abt this one) add the timer logic, and the stack logic and opcodes, after that, input, then Im set
Finished today with a functional emulator, you can play games and everything. I finished all the opcodes, also fixing some mistakes that broke the whole thing (interpreted some opcodes wrong) and some display fixes. I also aded if you hit Esc the game closes and if you hit Enter the emu reloads. The only thing left is some audio, and the readme, also to compile executables and binaries.
Finished with the audio and the readMe. So project finished!! It was fun, I have already tried making a chip-8 emulator some other times, but never got around to finishing it so, this time I did. I plan on making one for the 6502 (Apple Computer)
Ships:
I made a simple barebones Chip-8 emulator in Rust. Chip-8 is an interpreted programming language (not an actual cpu!!) with a very small instruction set, this is why I chose to write my first emulator for it, since its dead simple. The hardest part was the image handling, but that depends on the language and frameworks you use, not the emulator logic itself (what I like) So it was an easy fun quick little project, cross platform, feel free to test it out!...
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1792983089.498243
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1793069489.498243
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41262
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FLYHIGH by @carteralfers | Stardance
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carteralfers
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1
|
26.0
|
184
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T18:20:13Z", "hours": 26.0, "multiplier": 7.1, "payout": 184, "blessing": "neutral", "text": "FLYHIGH | Version 0.1 | First Release The first playable version of FLYHIGH is complete and published on itch.io! Construct a rocket from a modular builder, and view how it performs based on your module choices. Custom-made physics with live telemetry, including a fast-forward button if you just can’t wait to see the results. There’s still so much I want to add, but this is the first full, working version! Godot and Object Oriented Programming were quite hard to learn for a newcomer like myself. This is my first real project and it’s a huge victory! (no matter how awesome the stuff everybody else is making is). Go try it now! Please give me any feedback you may have! It really helps!", "repo": "https://github.com/Qwerty9964/fly-high", "demo": "https://cartercancode.itch.io/fly-high"}]...
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[{"post_id": 47062, "ts": "202 [{"post_id": 47062, "ts": "2026-08-14T17:53:14Z", "hours": 0.6178, "text": "DEVLOG 11.1: About to ship v0.1! Spent my last amount of time fixing some ui and export issues, and making a README. Still have tons and tons of cool stuff I want to add (hence v0.1), but I have my first version published to Itch."}, {"post_id": 46695, "ts": "2026-08-14T04:11:39Z", "hours": 1.6986, "text": "DEVLOG 11: First playable version! Will try to ship soon! Still have ALOT I want to add, but this is my first version and I’m proud of it!"}, {"post_id": 46638, "ts": "2026-08-14T01:10:25Z", "hours": 5.9842, "text": "DEVLOG 10: Wow! Ui is harder than expected! 6 hours to design a simple system and get it working. I just got back from a massive camping trip in Pecos, New Mexico (very beautiful, pulled out early because of wildfires) and grinded this out. I’m getting close to shipping a simple version of this! Next I have to add a fail state and simple main menu."}, {"post_id": 41098, "ts": "2026-08-05T02:41:07Z", "hours": 1.8328, "text": "DEVLOG 9.5: Well I logged like 3 hours today , I think Hackatime dropped a bunch of it but lol that’s fine. Anyways, just wanted to post a small update. I finished the models for all of my modules. Transferred my physics system to my modular rocket. Problem is early Thursday morning I leave for like a seven-day camping trip, lol. I recently learned that you can ship a project multiple times, as long as you add substantial features and improvements between the ships. I was thinking of shipping a version of this before I go on that trip,(and working on it more after of course). What I want to add before that is a screen to let the user select the parts they want, but that will take me a hot second. Anyways, that was a lot of rambling but just wanted to write this down, lol."}, {"post_id": 40497, "ts": "2026-08-04T02:11:38Z", "hours": 1.9544, "text": "DEVLOG 9: I finally got my modular system to work. Haven’t made all of them yet, but I’ve gotten it to this point! (watch the video). Also, I know the design looks bad, I’m trying 😭. Right now I just want three different levels, small, basic, and large. Each one of them has a mass, cost, whatever, and you can buy and mix and match them to launch rockets and complete missions."}, {"post_id": 39837, "ts": "2026-08-03T02:53:25Z", "hours": 1.4669, "text": "DEVLOG 8: Today was a lot of planning. I want to implement a modular system where the player buys/selects rocket parts, each with certain stats like mass, drag, thrust, fuel capacity, etc. I started working on some of those parts today, along with learning Godot’s class/resource system and starting on that. Hopefully tomorrow I can get a working prototype of this system going! Let me know if any of you have any ideas."}, {"post_id": 39245, "ts": "2026-08-02T02:52:35Z", "hours": 2.3264, "text": "DEVLOG 7: okay, today I just worked on some polish all-round. was kinda tired so didn’t feel like doing anything MAJOR. Godot is feeling better though, probably because I’m just using it more. as always, if anyone is seeing these, please share any feedback or tips! I’m quite new and picking up this stuff as I go along."}, {"post_id": 38593, "ts": "2026-08-01T02:16:33Z", "hours": 3.0008, "text": "DEVLOG 6: so I’ve been using Godot and it’s been great. I’ve gotten to the point I was at in AFRAME in half the time! I think it looks a little more polished now. I am VERY new to Godot so if anyone has any tips or feedback, that would be much appreciated! My next steps will be implementing some game features to this game… maybe a title screen?"}, {"post_id": 38256, "ts": "2026-07-31T15:39:26Z", "hours": 0.8447, "text": "DEVLOG 5: GENESIS? so i got a comment on my last devlog ( @mikhailnotfish ) saying I should switch to a game engine. I did some research and Godot seemed like a cool option. Unfortunately it would mean starting over, and learning a whole new engine. soo… I downloaded Godot, and it seemed a little easier than what I was doing. I’m still keeping my old work incase I want to switch back, but I think Godot will allow me to build something better."}, {"post_id": 38003, "ts": "2026-07-31T03:41:03Z", "hours": 1.1908, "text": "DEVLOG 4: I was about to go to sleep, but got on VS code and banged out a particle system. Rocket takeoff looks a little better now, and I’m open to feedback if anyone’s reading these!"}, {"post_id": 37886, "ts": "2026-07-30T21:32:31Z", "hours": 0.3528, "text": "DEVLOG 3.5: I know I just posted a devlog… but I think this camera shake is awesome"}, {"post_id": 37823, "ts": "2026-07-30T19:36:27Z", "hours": 2.2, "text": "DEVLOG 3: okay, so I spent a while making a better rocket design. i also added telemetry so you could see how the rocket is doing. next i want to add a better engine effect with particles and screen shake, but I cant find any particle librarys. soo… I’m just going to make my own custom particle function, lol. I think I’m just avoiding adding better physics but I want it to look nice!"}, {"post_id": 37249, "ts": "2026-07-29T20:15:07Z", "hours": 0.8603, "text": "DEVLOG 2: okay so I found a gltf model of NASA’s launchpad and put that in, so now it looks a little better, and i updated the physics. still straight line movement but its a little more accurate now? Idk if its a good starting point but its better than what I had!"}, {"post_id": 37066, "ts": "2026-07-29T15:20:34Z", "hours": 1.5908, "text": "DEVLOG 1: I know this looks really dumb but I’m kinda new and happy to get this to work. Basically when you press the launch button the box (rocket) moves up at a constant rate in a straight line. Will start to add better physics next, although I actually have to learn the physics first, lol."}]...
|
Title: FLYHIGH by @carteralfers | Stardance
Devlo Title: FLYHIGH by @carteralfers | Stardance
Devlogs:
DEVLOG 1: I know this looks really dumb but I’m kinda new and happy to get this to work. Basically when you press the launch button the box (rocket) moves up at a constant rate in a straight line. Will start to add better physics next, although I actually have to learn the physics first, lol.
DEVLOG 2: okay so I found a gltf model of NASA’s launchpad and put that in, so now it looks a little better, and i updated the physics. still straight line movement but its a little more accurate now? Idk if its a good starting point but its better than what I had!
DEVLOG 3: okay, so I spent a while making a better rocket design. i also added telemetry so you could see how the rocket is doing. next i want to add a better engine effect with particles and screen shake, but I cant find any particle librarys. soo… I’m just going to make my own custom particle function, lol. I think I’m just avoiding adding better physics but I want it to look nice!
DEVLOG 3.5: I know I just posted a devlog… but I think this camera shake is awesome
DEVLOG 4: I was about to go to sleep, but got on VS code and banged out a particle system. Rocket takeoff looks a little better now, and I’m open to feedback if anyone’s reading these!
DEVLOG 5: GENESIS? so i got a comment on my last devlog ( @mikhailnotfish ) saying I should switch to a game engine. I did some research and Godot seemed like a cool option. Unfortunately it would mean starting over, and learning a whole new engine. soo… I downloaded Godot, and it seemed a little easier than what I was doing. I’m still keeping my old work incase I want to switch back, but I think Godot will allow me to build something better.
DEVLOG 6: so I’ve been using Godot and it’s been great. I’ve gotten to the point I was at in AFRAME in half the time! I think it looks a little more polished now. I am VERY new to Godot so if anyone has any tips or feedback, that would be much appreciated! My next steps will be implementing some game features to this game… maybe a title screen?
DEVLOG 7: okay, today I just worked on some polish all-round. was kinda tired so didn’t feel like doing anything MAJOR. Godot is feeling better though, probably because I’m just using it more. as always, if anyone is seeing these, please share any feedback or tips! I’m quite new and picking up this stuff as I go along.
DEVLOG 8: Today was a lot of planning. I want to implement a modular system where the player buys/selects rocket parts, each with certain stats like mass, drag, thrust, fuel capacity, etc. I started working on some of those parts today, along with learning Godot’s class/resource system and starting on that. Hopefully tomorrow I can get a working prototype of this system going! Let me know if any of you have any ideas.
DEVLOG 9: I finally got my modular system to work. Haven’t made all of them yet, but I’ve gotten it to this point! (watch the video). Also, I know the design looks bad, I’m trying 😭. Right now I just want three different levels, small, basic, and large. Each one of them has a mass, cost, whatever, and you can buy and mix and match them to launch rockets and complete missions.
DEVLOG 9.5: Well I logged like 3 hours today , I think Hackatime dropped a bunch of it but lol that’s fine. Anyways, just wanted to post a small update. I finished the models for all of my modules. Transferred my physics system to my modular rocket. Problem is early Thursday morning I leave for like a seven-day camping trip, lol. I recently learned that you can ship a project multiple times, as long as you add substantial features and improvements between the ships. I was thinking of shipping a version of this before I go on that trip,(and working on it more after of course). What I want to add before that is a screen to let the user select the parts they want, but that will take me a hot second. Anyways, that was a lot of rambling but just wanted to write this down, lol.
DEVLOG 10: Wow! Ui is harder than expected! 6 hours to design a simple system and get it working. I just got back from a massive camping trip in Pecos, New Mexico (very beautiful, pulled out early because of wildfires) and grinded this out. I’m getting close to shipping a simple version of this! Next I have to add a fail state and simple main menu.
DEVLOG 11: First playable version! Will try to ship soon! Still have ALOT I want to add, but this is my first version and I’m proud of it!
DEVLOG 11.1: About to ship v0.1! Spent my last amount of time fixing some ui and export issues, and making a README. Still have tons and tons of cool stuff I want to add (hence v0.1), but I have my first version published to Itch.
Ships:
FLYHIGH | Version 0.1 | First Release The first playable version of FLYHIGH is complete and published on itch.io! Construct a rocket from a modular builder, and view how it performs based on your module choices. Custom-made physics with live telemetry, including a fast-forward button if you just can’t wait to see the results. There’s still so much I want to add, but this is the first full, working version! Godot and Object Oriented Programming were quite hard to learn for a newcomer like myself. This is my first real project and it’s a huge victory! (no matter how awesome the stuff everybody else is making is). Go try it now! Please give me any feedback you may have! It really helps!...
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1792976115.463958
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1793062515.463958
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63696
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EepyAlarm by @sjpark01 | Stardance
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sjpark01
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2
|
20.62
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184
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:46:47Z", "hours": 12.0, "multiplier": 12.17, "payout": 144, "blessing": "neutral", "text": "V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}, {"ship_num": 2, "ts": "2026-09-28T07:08:19Z", "hours": 8.0, "multiplier": 5.18, "payout": 40, "blessing": "neutral", "text": "V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}]...
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[{"post_id": 80061, "ts": "202 [{"post_id": 80061, "ts": "2026-10-16T03:40:06Z", "hours": 0.6181, "text": "Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!"}, {"post_id": 79133, "ts": "2026-10-12T19:41:54Z", "hours": 0.4272, "text": "Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!"}, {"post_id": 78980, "ts": "2026-10-12T07:48:45Z", "hours": 1.6414, "text": "A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;"}, {"post_id": 78949, "ts": "2026-10-12T04:59:26Z", "hours": 5.2561, "text": "INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee"}, {"post_id": 78028, "ts": "2026-10-09T07:35:22Z", "hours": 3.25, "text": "GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!"}, {"post_id": 76977, "ts": "2026-10-05T07:58:28Z", "hours": 1.2217, "text": "Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;"}, {"post_id": 74777, "ts": "2026-09-28T06:58:18Z", "hours": 3.2581, "text": "V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!"}, {"post_id": 73868, "ts": "2026-09-26T07:03:47Z", "hours": 0.6842, "text": "Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see."}, {"post_id": 70473, "ts": "2026-09-19T08:08:11Z", "hours": 3.725, "text": "Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!"}]...
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Title: EepyAlarm by @sjpark01 | Stardance
Devlogs Title: EepyAlarm by @sjpark01 | Stardance
Devlogs:
Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!
Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see.
V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!
Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;
GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!
INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee
A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;
Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!
Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!
Ships:
V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.
V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!...
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1792965007.3802733
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1793051407.3802733
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28534
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Personal Portfolio! by @aahish_abbani | Stardance
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aahish_abbani
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2
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13.0
|
183
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T17:49:24Z", "hours": 0.0, "multiplier": 11.51, "payout": 4, "blessing": "neutral", "text": "I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website", "repo": "https://github.com/kinghightech/aahish", "demo": "https://www.aahishabbani.me/"}, {"ship_num": 2, "ts": "2026-06-30T00:46:34Z", "hours": 13.0, "multiplier": 17.94, "payout": 179, "blessing": "neutral", "text": "I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website!", "repo": "https://github.com/kinghightech/aahish", "demo": "https://www.aahishabbani.me/"}]...
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[{"post_id": 24109, "ts": "202 [{"post_id": 24109, "ts": "2026-07-07T13:58:55Z", "hours": 0.34, "text": "I fixed just some small bugs in the website some of the things on the projects page I also added like a new project and actually added it to google so if you search my name it shows up on google."}, {"post_id": 18799, "ts": "2026-06-30T00:36:50Z", "hours": 12.9078, "text": "Im building my first personal portfolio a way to show thing about me to the public!"}]...
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Title: Personal Portfolio! by @aahish_abbani | Sta Title: Personal Portfolio! by @aahish_abbani | Stardance
Devlogs:
Im building my first personal portfolio a way to show thing about me to the public!
I fixed just some small bugs in the website some of the things on the projects page I also added like a new project and actually added it to google so if you search my name it shows up on google.
Ships:
I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website!
I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website...
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1792882131.0344045
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1793746131.0344045
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30060
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The TCP by @Skydude | Stardance
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Skydude
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1
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17.0
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183
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T23:20:16Z", "hours": 17.0, "multiplier": 10.44, "payout": 183, "blessing": "neutral", "text": "I made a miencraft java 1.21.1 mod that adds a new boss entity, the TCP. Although I made several custom mob AI goals for this entity, the hardest and most challenging part was the custom block placing goal, where the entity would be able to place blocks and follow you wherever you go. This is the part I am the most proud of, because I tested it thoroughly and it truly works in any situation. For example, it can tower up in a 1 block manner, or staircase up. This goal also fixes any navigation glitches, as the second the entity gets stuck, it places blocks wherever it needs to become unstuck. This picture is an example of the entity towering up to a target. More examples of this can be seen on my github README or on my curseforge page", "repo": "https://github.com/skydude-1234/the_tcp", "demo": "https://www.curseforge.com/minecraft/mc-mods/the-tcp"}]...
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[{"post_id": 25591, "ts": "202 [{"post_id": 25591, "ts": "2026-07-09T23:02:59Z", "hours": 1.0675, "text": "To reward the player for defeating the boss, I added a drop! TCP will now drop 2-3 “Essence of PVP”. This is an item I animated myself. Using 3 of these items as well as a few other ingredients can craft a Twincoolpizza mask , which is a head slot curios item that makes you immune to knockback and even has a geo model that makes you look like the TCP himself!"}, {"post_id": 25117, "ts": "2026-07-09T03:43:02Z", "hours": 3.9194, "text": "To finish up my mod, I built another custom mob goal, except this time for building. I noticed that the mob tended to get stuck a lot, so now whenever it gets stuck it will place blocks in a path to get out! It can also bridge to players from wherever they are, in straight, stair and tower forms. I spent a bit of time tweaking this system so that the building doesn’t interfere with the rest of the mob. I also added some particles to indicate when the entity is in each of its forms, with red being the final form color."}, {"post_id": 23855, "ts": "2026-07-07T01:24:17Z", "hours": 8.6008, "text": "I have been working mostly on the mob ai. I made 2 custom mob goals myself that control the entity’s attack behavior and when each animation occurs. I also made multiple mob phases, where depending on the mob’s hp, it will gain attack speed, start sprinting, doing jump crit attacks or all of the above! I also updated the mob’s animations"}, {"post_id": 21123, "ts": "2026-07-02T22:31:22Z", "hours": 3.9103, "text": "I first made a simple azurelib entity with an idle animation to start off my mod. My goal for this mod is to learn how to use azurelib, so I checked out the documentation and set up this entity with a model and a dispatcher. I also made 3 custom blockbench animations to be used"}]...
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Title: The TCP by @Skydude | Stardance
Devlogs:
I Title: The TCP by @Skydude | Stardance
Devlogs:
I first made a simple azurelib entity with an idle animation to start off my mod. My goal for this mod is to learn how to use azurelib, so I checked out the documentation and set up this entity with a model and a dispatcher. I also made 3 custom blockbench animations to be used
I have been working mostly on the mob ai. I made 2 custom mob goals myself that control the entity’s attack behavior and when each animation occurs. I also made multiple mob phases, where depending on the mob’s hp, it will gain attack speed, start sprinting, doing jump crit attacks or all of the above! I also updated the mob’s animations
To finish up my mod, I built another custom mob goal, except this time for building. I noticed that the mob tended to get stuck a lot, so now whenever it gets stuck it will place blocks in a path to get out! It can also bridge to players from wherever they are, in straight, stair and tower forms. I spent a bit of time tweaking this system so that the building doesn’t interfere with the rest of the mob. I also added some particles to indicate when the entity is in each of its forms, with red being the final form color.
To reward the player for defeating the boss, I added a drop! TCP will now drop 2-3 “Essence of PVP”. This is an item I animated myself. Using 3 of these items as well as a few other ingredients can craft a Twincoolpizza mask , which is a head slot curios item that makes you immune to knockback and even has a geo model that makes you look like the TCP himself!
Ships:
I made a miencraft java 1.21.1 mod that adds a new boss entity, the TCP. Although I made several custom mob AI goals for this entity, the hardest and most challenging part was the custom block placing goal, where the entity would be able to place blocks and follow you wherever you go. This is the part I am the most proud of, because I tested it thoroughly and it truly works in any situation. For example, it can tower up in a 1 block manner, or staircase up. This goal also fixes any navigation glitches, as the second the entity gets stuck, it places blocks wherever it needs to become unstuck. This picture is an example of the entity towering up to a target. More examples of this can be seen on my github README or on my curseforge page...
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1792994025.5915723
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1793080425.5915723
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7586
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Python Examples by @Vedant_Daga | Stardance
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Vedant_Daga
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1
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13.0
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182
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T19:47:44Z", "hours": 13.0, "multiplier": 14.37, "payout": 182, "blessing": "neutral", "text": "## Learn Python, an interactive course that runs in your browser ### What I made A full beginner Python course that runs in the browser, no downloads or setup. 28 lessons across 7 units, from your first program up to 2D lists. Each lesson has the concept, a runnable code example, two practice tasks, a quiz, and a mini project. Theres a built in editor running real Python, accounts that save your progress, and AI that checks your practice code and gives real feedback. ### What was challenging The AI grading. I didnt want my API key in the browser, so I moved it to a Supabase function that keeps it server side, then added rate limiting and caching so nobody could spam it or run up my bill. The free preview was tricky too. Progress and AI grading need a logged in user, so I had to split which features work signed out (reading, running code, quizzes) vs signed in (save and AI check) without breaking anything. ### What Im proud of Im proud that this feels like a real product, not a school project. Code runs in the browser with no server, the AI feedback is actually helpful, and anyone can try it in like 10 seconds. ### How to test it Just click the Try Project Button 1. The first two lessons are free, no account. Read one, write Python in the editor and hit run, take the quiz. 2. Want the rest? Make a free account (any email). That unlocks all 28 lessons and the AI feedback. 3. For the AI grading, go to a practice task, write your code, and hit Check. No cloning or commands needed, it all works on the live site. Thanks for checking it out!!! FYI: I'm only asking for an email to make sure that my API bill doesn't get out of hand because I don't want bots, hence email protection, your data is safe don't worry Image is of the AI Feedback and the in-built code editor", "repo": "https://github.com/DagaVedant/Python-Examples", "demo": "https://dagavedant.github.io/Python-Examples/"}]...
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[{"post_id": 11270, "ts": "202 [{"post_id": 11270, "ts": "2026-06-18T13:02:52Z", "hours": 0.0, "text": "so signups were just breaking with “email rate limit exceeded” and i couldn’t figure out why for a bit. turns out supabase sends a confirmation email every single time someone signs up, and the free email thing only lets you send like2 an hour. so once a couple people tried it, it was dead for everyone else lol. for now i just turned off the email confirmation so accounts get made right away with no email, and made it drop you straight into the course after. gonna hookup a real SMTP (probably resend) later so i can turn verification back on without it blowing up again."}, {"post_id": 10756, "ts": "2026-06-17T17:26:31Z", "hours": 0.0, "text": "just figured out why “create account” wasn’t working….turns out we needed a proper signup page instead of jamming everything into login. built a new dedicated page and made sure that the demo goes to the signUP page"}, {"post_id": 10091, "ts": "2026-06-16T17:55:15Z", "hours": 0.0, "text": "Devlog: getting ready to ship Spent this session getting everything ready to ship. Turns out “it works on my machine” and “a random person can actually try it” are super different things lol. Free preview so people can actually try it Biggest problem was the whole site was locked behind a login. If someone clicked the link they just hit a sign in wall, which is basically the fastest way to make people leave. So I made the first two lessons (Unit 1 lesson 1 and 1.2) totally free, no account needed. Now if your signed out: The homepage loads like normal instead of throwing you to the login page The free lessons open up so you can read them, run real Python in the browser, and take the quiz Every other lesson has a little lock icon and sends you to login Save and Check still ask you to sign in since those need an account (progress and the AI grading are tied to your user) Best part is running code and the quizzes already worked without an account, so the free preview actually feels real and not just a teaser. Pretty happy with how that turned out. Lock icons on the homepage Added some logic so signed out people see a lock on the lessons they cant open yet, plus a “Free preview, sign in to unlock all lessons” message at the top. The free ones keep the normal arrow so its obvious which ones you can actually click. Fixed the README My old README was kinda lying at this point lol. It said “no server needed” and “all your data stays locally” which used to be true but isnt anymore now that I got Supabase doing accounts, progress syncing, and AI grading. So I rewrote the whole thing to actually match what the project does, threw the live demo link right at the top, and explained how the free preview works. What I checked Made sure my OpenAI key never got committed (its gitignored and the grading function reads it server side only) Tested the signed out flow in an incognito window so I could see exactly what a new visitor sees Feeling really good about where its at now. Basically just doing one last check over everything before I actually ship it!!!"}, {"post_id": 6837, "ts": "2026-06-11T13:59:38Z", "hours": 3.0, "text": "Deleted 24,000 Lines, Added a Python IDE, and Made AI Grade Your Code Big update. Since last time, the site went from 27 copy-pasted lesson pages to one dynamic page , got a real Python editor that runs in the browser , and now has an AI that checks your practice answers and gives you hints . The Great Deletion Every lesson used to be its own 907-line HTML file. 27 of them. All basically identical. Changing one button meant changing it 27 times, which I was obviously never going to do. So I merged them into one lesson.html that reads ?unit=2&lesson=3 from the URL and imports that lesson’s data.js dynamically. 29 files changed, 25 insertions(+), 24498 deletions(-) Deleted 24,498 lines! Best commit ever. The IDE Next, I replaced the static code examples with an actual editor ( CodeMirror ) plus Python running in the browser through Pyodide . No server, because the code runs on your own machine. Then I added it to the practice questions too: every question gets its own mini IDE with Run + Save , and saves go to Supabase so your code is still there when you come back. This took way more bug fixing than expected. There was a cursed '\\n' error, the editor kept breaking when switching themes, and long lines ran off the screen until I added line wrapping. Like 5 commits of just fixing the editor (help me). The AI Checker The big one. There is now a Check button next to Run that has gpt-4o-mini grade your code: ✗ Almost! Your scoreboard only prints one player. Hint: you need a second print() line for the second player. The site is fully static, so I couldn’t just put an API key in the frontend (the whole internet would spend my credits). Instead, the code and its output get sent to a Supabase Edge Function , which hides the key, checks that you’re logged in, and asks OpenAI for a strict JSON verdict: passed, feedback, hint . I compared Gemini and Ollama first, but went with OpenAI because I have $5 of credits left from a previous grant. And since I don’t want to overuse my credits: 5 checks per minute and 500 per day per user, 1,400 per day for the whole app. Next up: grading notes per question so the AI knows exactly what each task wants, and maybe an admin dashboard to watch usage."}, {"post_id": 6041, "ts": "2026-06-10T04:42:41Z", "hours": 1.0, "text": "Progress now saves to the cloud!!! Ripped out localStorage and replaced it with Supabase so lesson completions are now tied to your account, not your browser. You can now sign in on any device and your progress is tracked there too. I had to change 30 DIFFERENT FILES JUST TO ADD THIS, but hey its working properly now and its another BIG step towards making a full learning platform…you guys can now try it!!!!!!!"}, {"post_id": 4428, "ts": "2026-06-07T19:04:50Z", "hours": 3.0, "text": "JUST ADDED UNITS 4, 5, 6, AND 7!!!!!!!!! The course is officially 27 lessons in total. I also made an actual home page that lists every unit and lesson so it’s easier to use the course without having to open tons of random files. My favorite part of everything was adding the lesson completion tracking. Basically each lesson has a “Mark as complete” button which then saves everything to a localStorage. No backend needed (thank god).. Also the homepage now shows all the finished lessons in green, and also has an overall progress bar showing how far someone is through all 27 lessons. I MAY have spent way too much time trying to figure out why it kept showing an Error 404 when clicking through different lessons. I checked the JS, checked all the paths, and then rewrote all the href logic. Turns out a browser can’t handle spaces in folder names over file://. I just wrapped the path in encodeURI(). MAY have spent an hour tryna debug this but it works so yayyaya!!! Gonna deploy to GitHub Pages so it’s a real URL, add a quiz score tracker so students can see how they’re doing across the whole course, and maybe create an account system so people can track everything, but its not fixed yet so keep looking"}, {"post_id": 3653, "ts": "2026-06-06T18:05:51Z", "hours": 0.0, "text": "JUST FINISHED UNIT 3 AND MADE A PROPER README!!!!!!!!! Just finished all 4 lessons for unit 3 today: comparisons and booleans if/else elif chains combining conditions with and/or/not Each one is fully complete with a goal, explanation, an example code, practice questions, a quiz, and a project. the projects are actually pretty fun (BMI calculator, theme park entry checker, and even more…you should check the repo out frfr) Also just added a full README to show the entire course, what it covers, what each lesson has, how the file system works, and a full breakdown of every single unit, every lesson, and every project. Right now the course is sitting at 7 units, 27 lessons, 27 projects and 54 practice tasks total. Just finished unit 3, FOUR MORE TO GO!!!"}, {"post_id": 3620, "ts": "2026-06-06T17:01:06Z", "hours": 1.0, "text": "JUST FINISHED UNIT TWO!!! also organized the files into a data.js file and a lesson.html file for each lesson. check my github for the latest updatesssssss"}, {"post_id": 3266, "ts": "2026-06-06T03:38:12Z", "hours": 0.0, "text": "JUST CREATED UNIT ONE!!!!!! just some basic print(), input(), different variables, and casting"}, {"post_id": 2979, "ts": "2026-06-05T22:10:55Z", "hours": 0.0, "text": "Just created the entire lesson plan for my course and JUST LEARNED HOW TO USE FIGMA!!!! I’m lowk just used Figma for the website design"}]...
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Title: Python Examples by @Vedant_Daga | Stardance Title: Python Examples by @Vedant_Daga | Stardance
Devlogs:
Just created the entire lesson plan for my course and JUST LEARNED HOW TO USE FIGMA!!!! I’m lowk just used Figma for the website design
JUST CREATED UNIT ONE!!!!!! just some basic print(), input(), different variables, and casting
JUST FINISHED UNIT TWO!!! also organized the files into a data.js file and a lesson.html file for each lesson. check my github for the latest updatesssssss
JUST FINISHED UNIT 3 AND MADE A PROPER README!!!!!!!!! Just finished all 4 lessons for unit 3 today: comparisons and booleans if/else elif chains combining conditions with and/or/not Each one is fully complete with a goal, explanation, an example code, practice questions, a quiz, and a project. the projects are actually pretty fun (BMI calculator, theme park entry checker, and even more…you should check the repo out frfr) Also just added a full README to show the entire course, what it covers, what each lesson has, how the file system works, and a full breakdown of every single unit, every lesson, and every project. Right now the course is sitting at 7 units, 27 lessons, 27 projects and 54 practice tasks total. Just finished unit 3, FOUR MORE TO GO!!!
JUST ADDED UNITS 4, 5, 6, AND 7!!!!!!!!! The course is officially 27 lessons in total. I also made an actual home page that lists every unit and lesson so it’s easier to use the course without having to open tons of random files. My favorite part of everything was adding the lesson completion tracking. Basically each lesson has a “Mark as complete” button which then saves everything to a localStorage. No backend needed (thank god).. Also the homepage now shows all the finished lessons in green, and also has an overall progress bar showing how far someone is through all 27 lessons. I MAY have spent way too much time trying to figure out why it kept showing an Error 404 when clicking through different lessons. I checked the JS, checked all the paths, and then rewrote all the href logic. Turns out a browser can’t handle spaces in folder names over file://. I just wrapped the path in encodeURI(). MAY have spent an hour tryna debug this but it works so yayyaya!!! Gonna deploy to GitHub Pages so it’s a real URL, add a quiz score tracker so students can see how they’re doing across the whole course, and maybe create an account system so people can track everything, but its not fixed yet so keep looking
Progress now saves to the cloud!!! Ripped out localStorage and replaced it with Supabase so lesson completions are now tied to your account, not your browser. You can now sign in on any device and your progress is tracked there too. I had to change 30 DIFFERENT FILES JUST TO ADD THIS, but hey its working properly now and its another BIG step towards making a full learning platform…you guys can now try it!!!!!!!
Deleted 24,000 Lines, Added a Python IDE, and Made AI Grade Your Code Big update. Since last time, the site went from 27 copy-pasted lesson pages to one dynamic page , got a real Python editor that runs in the browser , and now has an AI that checks your practice answers and gives you hints . The Great Deletion Every lesson used to be its own 907-line HTML file. 27 of them. All basically identical. Changing one button meant changing it 27 times, which I was obviously never going to do. So I merged them into one lesson.html that reads ?unit=2&lesson=3 from the URL and imports that lesson’s data.js dynamically. 29 files changed, 25 insertions(+), 24498 deletions(-) Deleted 24,498 lines! Best commit ever. The IDE Next, I replaced the static code examples with an actual editor ( CodeMirror ) plus Python running in the browser through Pyodide . No server, because the code runs on your own machine. Then I added it to the practice questions too: every question gets its own mini IDE with Run + Save , and saves go to Supabase so your code is still there when you come back. This took way more bug fixing than expected. There was a cursed '\n' error, the editor kept breaking when switching themes, and long lines ran off the screen until I added line wrapping. Like 5 commits of just fixing the editor (help me). The AI Checker The big one. There is now a Check button next to Run that has gpt-4o-mini grade your code: ✗ Almost! Your scoreboard only prints one player. Hint: you need a second print() line for the second player. The site is fully static, so I couldn’t just put an API key in the frontend (the whole internet would spend my credits). Instead, the code and its output get sent to a Supabase Edge Function , which hides the key, checks that you’re logged in, and asks OpenAI for a strict JSON verdict: passed, feedback, hint . I compared Gemini and Ollama first, but went with OpenAI because I have $5 of credits left from a previous grant. And since I don’t want to overuse my credits: 5 checks per minute and 500 per day per user, 1,400 per day for the whole app. Next up: grading notes per question so the AI knows exactly what each task wants, and maybe an admin dashboard to watch usage.
Devlog: getting ready to ship Spent this session getting everything ready to ship. Turns out “it works on my machine” and “a random person can actually try it” are super different things lol. Free preview so people can actually try it Biggest problem was the whole site was locked behind a login. If someone clicked the link they just hit a sign in wall, which is basically the fastest way to make people leave. So I made the first two lessons (Unit 1 lesson 1 and 1.2) totally free, no account needed. Now if your signed out: The homepage loads like normal instead of throwing you to the login page The free lessons open up so you can read them, run real Python in the browser, and take the quiz Every other lesson has a little lock icon and sends you to login Save and Check still ask you to sign in since those need an account (progress and the AI grading are tied to your user) Best part is running code and the quizzes already worked without an account, so the free preview actually feels real and not just a teaser. Pretty happy with how that turned out. Lock icons on the homepage Added some logic so signed out people see a lock on the lessons they cant open yet, plus a “Free preview, sign in to unlock all lessons” message at the top. The free ones keep the normal arrow so its obvious which ones you can actually click. Fixed the README My old README was kinda lying at this point lol. It said “no server needed” and “all your data stays locally” which used to be true but isnt anymore now that I got Supabase doing accounts, progress syncing, and AI grading. So I rewrote the whole thing to actually match what the project does, threw the live demo link right at the top, and explained how the free preview works. What I checked Made sure my OpenAI key never got committed (its gitignored and the grading function reads it server side only) Tested the signed out flow in an incognito window so I could see exactly what a new visitor sees Feeling really good about where its at now. Basically just doing one last check over everything before I actually ship it!!!
just figured out why “create account” wasn’t working….turns out we needed a proper signup page instead of jamming everything into login. built a new dedicated page and made sure that the demo goes to the signUP page
so signups were just breaking with “email rate limit exceeded” and i couldn’t figure out why for a bit. turns out supabase sends a confirmation email every single time someone signs up, and the free email thing only lets you send like2 an hour. so once a couple people tried it, it was dead for everyone else lol. for now i just turned off the email confirmation so accounts get made right away with no email, and made it drop you straight into the course after. gonna hookup a real SMTP (probably resend) later so i can turn verification back on without it blowing up again.
Ships:
## Learn Python, an interactive course that runs in your browser ### What I made A full beginner Python course that runs in the browser, no downloads or setup. 28 lessons across 7 units, from your first program up to 2D lists. Each lesson has the concept, a runnable code example, two practice tasks, a quiz, and a mini project. Theres a built in editor running real Python, accounts that save your progress, and AI that checks your practice code and gives real feedback. ### What was challenging The AI grading. I didnt want my API key in the browser, so I moved it to a Supabase function that keeps it server side, then added rate limiting and caching so nobody could spam it or run up my bill. The free preview was tricky too. Progress and AI grading need a logged in user, so I had to split which features work signed out (reading, running code, quizzes) vs signed in (save and AI check) without breaking anything. ### What Im proud of Im proud that this feels like a real product, not a school project. Code runs in the browser with no server, the AI feedback is actually helpful, and anyone can try it in like 10 seconds. ### How to test it Just click the Try Project Button 1. The first two lessons are free, no account. Read one, write Python in the editor and hit run, take the quiz. 2. Want the rest? Make a free account (any email). That unlocks all 28 lessons and the AI feedback. 3. For the AI grading, go to a practice task, write your code, and hit Check. No cloning or commands needed, it all works on the live site. Thanks for checking it out!!! FYI: I'm only asking for an email to make sure that my API bill doesn't get out of hand because I don't want bots, hence email protection, your data is safe don't worry Image is of the AI Feedback and the in-built code editor...
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1792882054.368967
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1793746054.368967
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17412
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NASA CONTROL SIM by @nishchaybhudia | Stardance
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nishchaybhudia
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1
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11.0
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182
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T13:53:55Z", "hours": 11.0, "multiplier": 16.59, "payout": 182, "blessing": "neutral", "text": "What I made I created a NASA style rocket simulator in Pygame with launch, orbit, and also mission selection. Players control a rocket, manage fuel and try to reach orbit. In orbit, they deploy satellites while avoiding debris and timing orbital windows. What was challenging … The hardest part was managing multiple game states without breaking transitions between them. Balancing the rocket physics so it feels realistic but still fun took a lot of tweaking. The angle maths for orbital windows and debris collision detection was also tricky. What I was proud of . I’m proud of the orbital gameplay because it adds timing and strategy beyond simple movement. The mission system changes difficulty in a meaningful way without changing the core game. The HUD, logs, and effects make the game feel complete and immersive. What people should know to test my project SPACE toggles the engine, R fixes engine failure, and D deploys satellites in orbit. The goal is to reach 80,000m and then deploy 3 satellites in green windows. Fuel, debris, and random failures can end a run early, so timing matters.", "repo": "https://github.com/Hidden-Ghost-123/NASA---CONTROL-DESK", "demo": "https://nbhudia.itch.io/nasa-rocket-mission-control"}]...
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[{"post_id": 13838, "ts": "202 [{"post_id": 13838, "ts": "2026-06-22T17:57:07Z", "hours": 0.0, "text": "finshing off sharpening the UI . make changes to the corners of the screen and make the rocket launch smoother ."}, {"post_id": 8670, "ts": "2026-06-14T12:30:52Z", "hours": 1.0, "text": "Particle system: engine exhaust emits orange/yellow/red particles with lifetime, fade, and spread. Stage sep triggers a burst of white sparks. Screen shake: triggers on engine failure, stage sep, debris near miss, and collision. Magnitude + decay. Mission Select screen (new state before LAUNCH): STANDARD default settings, good starting point EXPRESS 70% fuel, fewer events, big time bonus DEBRIS STORM 9 debris pieces, more failures Mission name shown throughout HUD + logged on win. High score table: session based top 5 per mission. Shown on WIN screen; press H on menu to view all. Polished WIN screen: animated green scan lines + stars. FAIL screen: shows cause + survival time. Throttle bar added to HUD (shows ramp state). Rocket engine on indicator (green light on HUD). Debris proximity warning shown as distance readout. Orbital window “ping” animation when window opens."}, {"post_id": 8231, "ts": "2026-06-13T18:10:13Z", "hours": 0.0, "text": "• OrbitalWindow system: 3 rotating green arcs on the orbit ring. D key ONLY works when rocket is inside a window. Windows slowly drift at different speeds timing matters. A window goes grey and cooldown after each deployment. DebrisField: 5 pieces of orbiting space junk at varying radii/speeds (some retrograde). Collision = instant FAIL. Proximity warning: debris glows red + screen edge pulses when within 42px. Collision radius: 16px. Throttle upgraded: SPACE toggles, but engine now throttles UP gradually over 1 sec to add drama to ignition. Score breakdown: fuel bonus + time bonus + sat bonus, all shown separately on the WIN screen. FAIL now shows cause: collision vs fuel-out vs pad abort. Orbit panel (right-side): shows window status, debris count, and DEPLOY hint when inside a window. Max altitude cap removed: rocket keeps climbing during launch phase until fuel/orbit condition met. Random event rates tuned so failures feel fair, not cheap."}, {"post_id": 8126, "ts": "2026-06-13T15:53:35Z", "hours": 0.0, "text": "Full state machine: MENU , LAUNCH ,ORBIT , WIN / FAIL Menu screen with controls panel + mission briefing panel Animated bouncing rocket on menu with pulsing prompt Engine repair mechanic: press R after engine failure Fuel leak doesn’t insta kill; manageable drain Star field that alpha fades in as altitude climbs Rocket fins added, gravity turn tilt hinted HUD rewritten: Flight Computer panel and two progress bars (FUEL bar and ALTITUDE TO ORBIT bar during launch) Stage separation auto fires at 20 km with log message WIN / FAIL overlays with ENTER to restart ESC quits from anywhere Score calculation on win (fuel × 12 + time bonus) Satellite now drawn with solar panels Delta time physics: physics no longer frame rate dependent"}, {"post_id": 8077, "ts": "2026-06-13T14:17:08Z", "hours": 0.0, "text": "Features Added : Stage Separation System Automatic transition from Stage 1 to Stage 2 during ascent Stage specific performance changes Increased thrust and fuel capacity after separation Enhanced Orbital Behaviour Improved orbital movement calculations Orbit speed now varies based on spacecraft state Smoother transition from ascent to orbital operations Re entry Heat Framework Introduced atmospheric heating mechanics Heat accumulation and cooling systems Visual warning indicators for dangerous conditions"}, {"post_id": 8038, "ts": "2026-06-13T12:18:20Z", "hours": 1.0, "text": "focused on turning the simulator into a complete playable game with objectives, structure and also end conditions. new features added : Full mission win condition (deploy 3 satellites to succeed) Full mission fail condition (fuel depletion with no progress) Central Game controller system to manage all logic Clean separation between update and UI handling Global mission states: launch, orbit, win, fail Large scale integration of all previous systems into one loop"}, {"post_id": 7994, "ts": "2026-06-13T10:29:08Z", "hours": 1.0, "text": "introduced instability into the simulation, turning it from a controlled mission tool into a reactive system where things can go wrong. Features Added are : Random event system running during flight Engine failure state (thrust stops working) Fuel leak simulation (accelerated fuel loss) System recovery events that can restore functionality Expanded mission log integration for emergencies Status indicators reflecting system health in real time Events affecting both launch and orbit modes. i made the simulation non deterministic for the first time"}, {"post_id": 7971, "ts": "2026-06-13T09:14:19Z", "hours": 1.0, "text": "This was the first major shift in the simulators structure, moving from a single continuous launch system into a dual-mode mission environment. features added : Introduced Launch Mode … Orbit Mode switching (M key) Built a basic orbital map centered on earth Rocket now transitions from ascent simulation into orbital representation Added satellite deployment system (D key in orbit mode) Multiple satellites can now exist simultaneously in orbit Each satellite follows independent circular orbital motion around earth ( blue circle)"}, {"post_id": 7634, "ts": "2026-06-12T19:12:54Z", "hours": 1.0, "text": "focused on transforming the simulator from a basic rocket launch prototype into a proper mission control experience. features Added : Mission timer with NASA-style T+MM:SS formatting Dedicated Mission Control telemetry panel Mission event logging system Flight status tracking (On Pad, Ascent, High Ascent, Edge of Space, Space) Low fuel warning system Karman Line detection and milestone event logging Improved altitude and velocity scaling"}, {"post_id": 7584, "ts": "2026-06-12T17:59:55Z", "hours": 1.0, "text": "focused on making the simulator feel like an actual ascent through Earth’s atmosphere rather than a simple vertical movement game. Features Added : Dynamic sky that gradually transitions from blue atmosphere to the darkness of space. Basic atmospheric drag system that slows the rocket at lower altitudes. Altitude based environment changes. Space/Atmosphere status indicator in the telemetry panel. Improved flight behaviour through updated physics tuning."}, {"post_id": 7554, "ts": "2026-06-12T16:56:37Z", "hours": 0.0, "text": "I built the foundation of a NASA style mission simulator in Pygame. The focus was keeping everything simple but physically believable enough to feel like a real launch system. What i added : A controllable rocket object with basic physics Gravity pulling the rocket down constantly Thrust system controlled by toggling the engine (SPACE BAR) Fuel consumption that decreases while the engine is active Altitude and velocity tracking in real time A basic HUD showing mission telemetry (altitude, speed, fuel, engine state) Simple visual representation of a rocket with a flame animation Ground reference to give a sense of scale Result: You can now launch a rocket from the ground, control its thrust, and watch it respond to gravity and fuel constraints while tracking live telemetry like a simplified NASA test console."}]...
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Title: NASA CONTROL SIM by @nishchaybhudia | Stard Title: NASA CONTROL SIM by @nishchaybhudia | Stardance
Devlogs:
I built the foundation of a NASA style mission simulator in Pygame. The focus was keeping everything simple but physically believable enough to feel like a real launch system. What i added : A controllable rocket object with basic physics Gravity pulling the rocket down constantly Thrust system controlled by toggling the engine (SPACE BAR) Fuel consumption that decreases while the engine is active Altitude and velocity tracking in real time A basic HUD showing mission telemetry (altitude, speed, fuel, engine state) Simple visual representation of a rocket with a flame animation Ground reference to give a sense of scale Result: You can now launch a rocket from the ground, control its thrust, and watch it respond to gravity and fuel constraints while tracking live telemetry like a simplified NASA test console.
focused on making the simulator feel like an actual ascent through Earth’s atmosphere rather than a simple vertical movement game. Features Added : Dynamic sky that gradually transitions from blue atmosphere to the darkness of space. Basic atmospheric drag system that slows the rocket at lower altitudes. Altitude based environment changes. Space/Atmosphere status indicator in the telemetry panel. Improved flight behaviour through updated physics tuning.
focused on transforming the simulator from a basic rocket launch prototype into a proper mission control experience. features Added : Mission timer with NASA-style T+MM:SS formatting Dedicated Mission Control telemetry panel Mission event logging system Flight status tracking (On Pad, Ascent, High Ascent, Edge of Space, Space) Low fuel warning system Karman Line detection and milestone event logging Improved altitude and velocity scaling
This was the first major shift in the simulators structure, moving from a single continuous launch system into a dual-mode mission environment. features added : Introduced Launch Mode … Orbit Mode switching (M key) Built a basic orbital map centered on earth Rocket now transitions from ascent simulation into orbital representation Added satellite deployment system (D key in orbit mode) Multiple satellites can now exist simultaneously in orbit Each satellite follows independent circular orbital motion around earth ( blue circle)
introduced instability into the simulation, turning it from a controlled mission tool into a reactive system where things can go wrong. Features Added are : Random event system running during flight Engine failure state (thrust stops working) Fuel leak simulation (accelerated fuel loss) System recovery events that can restore functionality Expanded mission log integration for emergencies Status indicators reflecting system health in real time Events affecting both launch and orbit modes. i made the simulation non deterministic for the first time
focused on turning the simulator into a complete playable game with objectives, structure and also end conditions. new features added : Full mission win condition (deploy 3 satellites to succeed) Full mission fail condition (fuel depletion with no progress) Central Game controller system to manage all logic Clean separation between update and UI handling Global mission states: launch, orbit, win, fail Large scale integration of all previous systems into one loop
Features Added : Stage Separation System Automatic transition from Stage 1 to Stage 2 during ascent Stage specific performance changes Increased thrust and fuel capacity after separation Enhanced Orbital Behaviour Improved orbital movement calculations Orbit speed now varies based on spacecraft state Smoother transition from ascent to orbital operations Re entry Heat Framework Introduced atmospheric heating mechanics Heat accumulation and cooling systems Visual warning indicators for dangerous conditions
Full state machine: MENU , LAUNCH ,ORBIT , WIN / FAIL Menu screen with controls panel + mission briefing panel Animated bouncing rocket on menu with pulsing prompt Engine repair mechanic: press R after engine failure Fuel leak doesn’t insta kill; manageable drain Star field that alpha fades in as altitude climbs Rocket fins added, gravity turn tilt hinted HUD rewritten: Flight Computer panel and two progress bars (FUEL bar and ALTITUDE TO ORBIT bar during launch) Stage separation auto fires at 20 km with log message WIN / FAIL overlays with ENTER to restart ESC quits from anywhere Score calculation on win (fuel × 12 + time bonus) Satellite now drawn with solar panels Delta time physics: physics no longer frame rate dependent
• OrbitalWindow system: 3 rotating green arcs on the orbit ring. D key ONLY works when rocket is inside a window. Windows slowly drift at different speeds timing matters. A window goes grey and cooldown after each deployment. DebrisField: 5 pieces of orbiting space junk at varying radii/speeds (some retrograde). Collision = instant FAIL. Proximity warning: debris glows red + screen edge pulses when within 42px. Collision radius: 16px. Throttle upgraded: SPACE toggles, but engine now throttles UP gradually over 1 sec to add drama to ignition. Score breakdown: fuel bonus + time bonus + sat bonus, all shown separately on the WIN screen. FAIL now shows cause: collision vs fuel-out vs pad abort. Orbit panel (right-side): shows window status, debris count, and DEPLOY hint when inside a window. Max altitude cap removed: rocket keeps climbing during launch phase until fuel/orbit condition met. Random event rates tuned so failures feel fair, not cheap.
Particle system: engine exhaust emits orange/yellow/red particles with lifetime, fade, and spread. Stage sep triggers a burst of white sparks. Screen shake: triggers on engine failure, stage sep, debris near miss, and collision. Magnitude + decay. Mission Select screen (new state before LAUNCH): STANDARD default settings, good starting point EXPRESS 70% fuel, fewer events, big time bonus DEBRIS STORM 9 debris pieces, more failures Mission name shown throughout HUD + logged on win. High score table: session based top 5 per mission. Shown on WIN screen; press H on menu to view all. Polished WIN screen: animated green scan lines + stars. FAIL screen: shows cause + survival time. Throttle bar added to HUD (shows ramp state). Rocket engine on indicator (green light on HUD). Debris proximity warning shown as distance readout. Orbital window “ping” animation when window opens.
finshing off sharpening the UI . make changes to the corners of the screen and make the rocket launch smoother .
Ships:
What I made I created a NASA style rocket simulator in Pygame with launch, orbit, and also mission selection. Players control a rocket, manage fuel and try to reach orbit. In orbit, they deploy satellites while avoiding debris and timing orbital windows. What was challenging … The hardest part was managing multiple game states without breaking transitions between them. Balancing the rocket physics so it feels realistic but still fun took a lot of tweaking. The angle maths for orbital windows and debris collision detection was also tricky. What I was proud of . I’m proud of the orbital gameplay because it adds timing and strategy beyond simple movement. The mission system changes difficulty in a meaningful way without changing the core game. The HUD, logs, and effects make the game feel complete and immersive. What people should know to test my project SPACE toggles the engine, R fixes engine failure, and D deploys satellites in orbit. The goal is to reach 80,000m and then deploy 3 satellites in green windows. Fuel, debris, and random failures can end a run early, so timing matters....
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1792878804.4472704
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1793742804.4472704
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52478
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Sheety by @manayp | Stardance
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manayp
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1
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10.0
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182
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T18:07:20Z", "hours": 10.0, "multiplier": 18.11, "payout": 182, "blessing": "neutral", "text": "Sheety is basically a browser sheet music web application. You can click piano keys or hum into your microphone, and you can watch the notes appear on a actual staff which plays the tune back based on what you picked. No frameworks and no dependencies and it is just ONE HTML file with around 900 lines of code mixed with css and js. I had various challenges with javascript because it was very complex based on what I wanted to do but I learned how to do it on youtube and ai and I did most of it but claude still had to assist me with the more complex stuff. I am proud of this idea especially the background because it was not preplanned and I kept changing it and finally I got my last chosen one that I picked which was a blue icy sort of background. So overall I love that part and I am super proud of that because honestly it was not easy for me. Overall I had an amazing time creating this and as a musician this helps me a lot in certain ways which you can see in my readme.md.", "repo": "https://github.com/manayparikh1/sheety", "demo": "https://courageous-jalebi-7a0cbc.netlify.app/"}]...
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[{"post_id": 54638, "ts": "202 [{"post_id": 54638, "ts": "2026-08-25T17:43:52Z", "hours": 1.2625, "text": "This is 100% my last devlog. So basically what I did is add a quiz option so the thing is I had no idea how to do that but with a bit of youtube and ai I figured it out and I create 10 questions by myself and then most of the code was repeating due to the questions so I just gave claude the questions and the write answers with example code of what I wrote and it just duplicated everything but with the right answers. And then I completed the full CSS and the rest of the HTML. I used no JavaScript this time because I am not that good with it so I only used HTML for the logical part. And it is just a button which you can click with easy questions. So overall everything is completed and the readme is updated."}, {"post_id": 54527, "ts": "2026-08-25T15:34:00Z", "hours": 2.0658, "text": "This may be my last devlog. If you have any suggestions lemme know. So basically what I did was completed my readme which took 2 hours because I added a huge amount of data. I talked about a lot including what I learned, how it all started, how to run it, and even features. I also changed the font style because of a recent suggestion and I changed it to comic sans because it is nice and soft but claude helped me in finding the code lines because at that time it was super unorganized. Overall I may add a small mini game at this point to make it more fun but otherwise my readme is done for now."}, {"post_id": 54201, "ts": "2026-08-25T02:47:42Z", "hours": 0.7014, "text": "SO what I did was added a key signature which can be changed so scales can be changed. For example you can change the scale from C to D which will change its whole tone. Claude helped me with a bit of the logic and I did the whole css and html portion of it, but just for the logic claude helped me on some of it because it involved sin and tan. Overall I love the colour scheme and now Ima go onto the readme which is gonna be PACKEED with detail because my old projects kept complaining about that. Soo stay tuned for the readme."}, {"post_id": 54159, "ts": "2026-08-25T00:36:38Z", "hours": 0.4728, "text": "For the past 30 minutes I have just been changing the background because the orange was superrr ugly so personally I like space and the sky so I made it blue. Using css I also added snow flakes which are kind of light. So I updated the root with various shades of blue and also updated 5 to 6 colours in the root. Now it looks amazing especially the shadow coming from the top left of the screen to the bottom right. So it goes from white to light blue in the corner. I controlled majority of this by changing the background-image. So yes everything is going well. Next I am gonna add another tool or possibly make this one better. Lettss see."}, {"post_id": 54141, "ts": "2026-08-24T23:38:46Z", "hours": 2.3314, "text": "I added a hum function so when some hums it puts notes on the screen but the problem is that you have to hum each note slowly because it wont detect properly. I also did the css for it by myself which was not too hard but the only thing I had a bit of issues from was the javascript so claude helped me in it and then I had a issue with the scripts which was 1000% my fault. In the last couple of lines in js I decided to do it myself and I forgot to close the so that took a while to fix lol. Overall it is going well and I am thinking of adding more."}, {"post_id": 53392, "ts": "2026-08-23T22:26:11Z", "hours": 1.4514, "text": "So far I worked on my javascript and I did 30-40 lines which were not that hard but then I struggled on the harder part of javascript so claude helped me A LOT and youtube to. And I spend like 30 minutes fixing and changing the CSS and now it looks better, well mostly the buttons. Now when you hover it has a shadow and the colours are way less better in hovering. It looks ugly still I know and I want to change the theme again lol but now right now first I gotta figure out and read the WHOLEEE javascript again. So lemme get reading. Letss see what happens ima fix these bugs and eventually change the theme. Adioss. Currently I have huge issues in javascript and html primarily because it does not load right now as you can see in the pic below."}, {"post_id": 53125, "ts": "2026-08-23T15:34:50Z", "hours": 0.4133, "text": "I finished the HTML part and for now it is less around 60-70 lines but I am going to add more later as soon as I recieve more ideas. I also figured out the sound of the play button which is going to be the built in ones, which include sine, triangle, square and sawtooth. These 4 honestly sound good enough so I picked them. And the note lengths I set it to was again 4 options which include whole, half, quarter, eigth. And honestly this is enough because this is not made for complexity or anything. I also created buttons which are rest, undo, clear, save, and load. ALL of these is without the logic though so it does not work yet. Below I added a pic of how it looks and the colours look soooo odd especially when I hover over the buttons lol Ill fix that. Anyway for now ima work on the logical (JS) part adioss."}, {"post_id": 52785, "ts": "2026-08-23T04:02:22Z", "hours": 0.8322, "text": "I worked on css and fixed a few bugs that were minor. So I am trying out a new look so that will be prettyy cool. But honestly I also need AI because some stuff I neeed is a bit to hard but thats fine ill learn it though first on youtube and stuff. Letss see how it goess. Now i am moving onto the main html adioss."}, {"post_id": 51858, "ts": "2026-08-21T18:44:35Z", "hours": 0.5156, "text": "Hi this is my first devlog so basically what I did was start the css before the html because I have an idea of what I am gonna do and I also picked root colours. So I am inspiring this from one of my old projects but I am adding way more because the old project was good but it couldve been more creative so I am restarting and changing the colours and majority of the logical aspects of this. And I wanna make the buttons more fun and creative so I need to do something about that and add extra cool css when someone hovers over a button and overall it will be pretty good but my buttons are usually not creative but nows the time to make it creative possibly with some glassmorphism…. Next I’ll keep working on the css and keep making it better rn im like 40-50 percent done honestly but I still gotta make the buttons creative so that will take time bc i dont really know how to do that yet"}]...
|
Title: Sheety by @manayp | Stardance
Devlogs:
Hi Title: Sheety by @manayp | Stardance
Devlogs:
Hi this is my first devlog so basically what I did was start the css before the html because I have an idea of what I am gonna do and I also picked root colours. So I am inspiring this from one of my old projects but I am adding way more because the old project was good but it couldve been more creative so I am restarting and changing the colours and majority of the logical aspects of this. And I wanna make the buttons more fun and creative so I need to do something about that and add extra cool css when someone hovers over a button and overall it will be pretty good but my buttons are usually not creative but nows the time to make it creative possibly with some glassmorphism…. Next I’ll keep working on the css and keep making it better rn im like 40-50 percent done honestly but I still gotta make the buttons creative so that will take time bc i dont really know how to do that yet
I worked on css and fixed a few bugs that were minor. So I am trying out a new look so that will be prettyy cool. But honestly I also need AI because some stuff I neeed is a bit to hard but thats fine ill learn it though first on youtube and stuff. Letss see how it goess. Now i am moving onto the main html adioss.
I finished the HTML part and for now it is less around 60-70 lines but I am going to add more later as soon as I recieve more ideas. I also figured out the sound of the play button which is going to be the built in ones, which include sine, triangle, square and sawtooth. These 4 honestly sound good enough so I picked them. And the note lengths I set it to was again 4 options which include whole, half, quarter, eigth. And honestly this is enough because this is not made for complexity or anything. I also created buttons which are rest, undo, clear, save, and load. ALL of these is without the logic though so it does not work yet. Below I added a pic of how it looks and the colours look soooo odd especially when I hover over the buttons lol Ill fix that. Anyway for now ima work on the logical (JS) part adioss.
So far I worked on my javascript and I did 30-40 lines which were not that hard but then I struggled on the harder part of javascript so claude helped me A LOT and youtube to. And I spend like 30 minutes fixing and changing the CSS and now it looks better, well mostly the buttons. Now when you hover it has a shadow and the colours are way less better in hovering. It looks ugly still I know and I want to change the theme again lol but now right now first I gotta figure out and read the WHOLEEE javascript again. So lemme get reading. Letss see what happens ima fix these bugs and eventually change the theme. Adioss. Currently I have huge issues in javascript and html primarily because it does not load right now as you can see in the pic below.
I added a hum function so when some hums it puts notes on the screen but the problem is that you have to hum each note slowly because it wont detect properly. I also did the css for it by myself which was not too hard but the only thing I had a bit of issues from was the javascript so claude helped me in it and then I had a issue with the scripts which was 1000% my fault. In the last couple of lines in js I decided to do it myself and I forgot to close the so that took a while to fix lol. Overall it is going well and I am thinking of adding more.
For the past 30 minutes I have just been changing the background because the orange was superrr ugly so personally I like space and the sky so I made it blue. Using css I also added snow flakes which are kind of light. So I updated the root with various shades of blue and also updated 5 to 6 colours in the root. Now it looks amazing especially the shadow coming from the top left of the screen to the bottom right. So it goes from white to light blue in the corner. I controlled majority of this by changing the background-image. So yes everything is going well. Next I am gonna add another tool or possibly make this one better. Lettss see.
SO what I did was added a key signature which can be changed so scales can be changed. For example you can change the scale from C to D which will change its whole tone. Claude helped me with a bit of the logic and I did the whole css and html portion of it, but just for the logic claude helped me on some of it because it involved sin and tan. Overall I love the colour scheme and now Ima go onto the readme which is gonna be PACKEED with detail because my old projects kept complaining about that. Soo stay tuned for the readme.
This may be my last devlog. If you have any suggestions lemme know. So basically what I did was completed my readme which took 2 hours because I added a huge amount of data. I talked about a lot including what I learned, how it all started, how to run it, and even features. I also changed the font style because of a recent suggestion and I changed it to comic sans because it is nice and soft but claude helped me in finding the code lines because at that time it was super unorganized. Overall I may add a small mini game at this point to make it more fun but otherwise my readme is done for now.
This is 100% my last devlog. So basically what I did is add a quiz option so the thing is I had no idea how to do that but with a bit of youtube and ai I figured it out and I create 10 questions by myself and then most of the code was repeating due to the questions so I just gave claude the questions and the write answers with example code of what I wrote and it just duplicated everything but with the right answers. And then I completed the full CSS and the rest of the HTML. I used no JavaScript this time because I am not that good with it so I only used HTML for the logical part. And it is just a button which you can click with easy questions. So overall everything is completed and the readme is updated.
Ships:
Sheety is basically a browser sheet music web application. You can click piano keys or hum into your microphone, and you can watch the notes appear on a actual staff which plays the tune back based on what you picked. No frameworks and no dependencies and it is just ONE HTML file with around 900 lines of code mixed with css and js. I had various challenges with javascript because it was very complex based on what I wanted to do but I learned how to do it on youtube and ai and I did most of it but claude still had to assist me with the more complex stuff. I am proud of this idea especially the background because it was not preplanned and I kept changing it and finally I got my last chosen one that I picked which was a blue icy sort of background. So overall I love that part and I am super proud of that because honestly it was not easy for me. Overall I had an amazing time creating this and as a musician this helps me a lot in certain ways which you can see in my readme.md....
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1792975677.496088
|
1793062077.496088
|
|
995
|
Track or Trash by @Maxolotl | Stardance
|
Maxolotl
|
1
|
17.68
|
181
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T07:24:35Z", "hours": 14.0, "multiplier": 13.37, "payout": 181, "blessing": "neutral", "text": "I made Track or Trash! A 100% free, private Spotify playlist sorter, because I got tired of all the worthless apps that try to charge you insane amounts for it. For me, it was a huge learning curve with css & also with the Spotify API, but I’m really proud of how well it works and how it turned out! If you want to try, view the documentation on how to get your own API keys - unfortunately, you need 25.000 users before Spotify grants you publicly available keys (why?). If you only want to give it a try for reviewing it, please send me an email ( [email protected] ) and I will add your Spotify account to the whitelist to use demo API credentials.", "repo": "https://github.com/maxolotled/TrackOrTrash", "demo": "https://trackortrash.me"}]...
|
[{"post_id": 14353, "ts": "202 [{"post_id": 14353, "ts": "2026-06-23T13:36:16Z", "hours": 3.6831, "text": "Track or Trash now supports youtube music! Go check it out - no annoying API keys needed. This was way simpler than the damned Spotify API, luckily! Only verifying with Google was a bit of an hassle, but otherwise, it all went smoothly. Youtube does show both normal videos and music in the same Playlists, so it’s even slightly multifunctional!"}, {"post_id": 13573, "ts": "2026-06-22T07:07:25Z", "hours": 3.485, "text": "Everything is now done! The app is finished, and as far as I can tell, all bugs have been ironed out. I added a new feature to add songs to your liked songs immediately, and finished the documentation!"}, {"post_id": 9394, "ts": "2026-06-15T18:53:59Z", "hours": 3.8325, "text": "I finished all core functions of the website! It now works for playlists, shows songs in random order, has a saving & logout function, and a functioning UI for mobile devices. I also gave it it’s own domain! It was quite a struggle to figure out how the spotify API works for playlists (who decided it had to be entirely different?!). Next up, I’m going to work on some UI improvements, tutorials and integration of other music services. You can already try it out yourself if you know how to use the spotify API via trackortrash.me!"}, {"post_id": 3430, "ts": "2026-06-06T11:21:37Z", "hours": 4.2958, "text": "I finished making the sorting mechanism for the likes songs album! It took a lot of struggling with the spotify API and authentication, but I’m super glad to see it all functioning now. Next up I will work on normal playlists! :)"}, {"post_id": 1377, "ts": "2026-06-03T11:25:17Z", "hours": 1.9925, "text": "I’m making a website to clean up my spotify playlists! I just finished the login screens (very ugly, but being worked on) and the auth flow. My goal will be to learn HTML/CSS and expand my java knowledge in regard to API’s!"}]...
|
Title: Track or Trash by @Maxolotl | Stardance
De Title: Track or Trash by @Maxolotl | Stardance
Devlogs:
I’m making a website to clean up my spotify playlists! I just finished the login screens (very ugly, but being worked on) and the auth flow. My goal will be to learn HTML/CSS and expand my java knowledge in regard to API’s!
I finished making the sorting mechanism for the likes songs album! It took a lot of struggling with the spotify API and authentication, but I’m super glad to see it all functioning now. Next up I will work on normal playlists! :)
I finished all core functions of the website! It now works for playlists, shows songs in random order, has a saving & logout function, and a functioning UI for mobile devices. I also gave it it’s own domain! It was quite a struggle to figure out how the spotify API works for playlists (who decided it had to be entirely different?!). Next up, I’m going to work on some UI improvements, tutorials and integration of other music services. You can already try it out yourself if you know how to use the spotify API via trackortrash.me!
Everything is now done! The app is finished, and as far as I can tell, all bugs have been ironed out. I added a new feature to add songs to your liked songs immediately, and finished the documentation!
Track or Trash now supports youtube music! Go check it out - no annoying API keys needed. This was way simpler than the damned Spotify API, luckily! Only verifying with Google was a bit of an hassle, but otherwise, it all went smoothly. Youtube does show both normal videos and music in the same Playlists, so it’s even slightly multifunctional!
Ships:
I made Track or Trash! A 100% free, private Spotify playlist sorter, because I got tired of all the worthless apps that try to charge you insane amounts for it. For me, it was a huge learning curve with css & also with the Spotify API, but I’m really proud of how well it works and how it turned out! If you want to try, view the documentation on how to get your own API keys - unfortunately, you need 25.000 users before Spotify grants you publicly available keys (why?). If you only want to give it a try for reviewing it, please send me an email ( [email protected] ) and I will add your Spotify account to the whitelist to use demo API credentials....
|
1792972094.6708295
|
1793058494.6708295
|
|
2408
|
PulseRay by @urged-st | Stardance
|
urged-st
|
1
|
12.0
|
181
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T12:55:44Z", "hours": 12.0, "multiplier": 15.77, "payout": 181, "blessing": "neutral", "text": "I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance.", "repo": "https://github.com/urged-st/PulseRay", "demo": "https://pulseray.vercel.app/"}]...
|
[{"post_id": 6850, "ts": "2026 [{"post_id": 6850, "ts": "2026-06-11T14:35:16Z", "hours": 1.345, "text": "Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)"}, {"post_id": 4772, "ts": "2026-06-08T08:13:27Z", "hours": 0.8692, "text": "It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo"}, {"post_id": 4136, "ts": "2026-06-07T10:32:36Z", "hours": 2.8914, "text": "Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram."}, {"post_id": 2423, "ts": "2026-06-04T21:57:57Z", "hours": 0.6917, "text": "UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!"}, {"post_id": 2233, "ts": "2026-06-04T16:52:07Z", "hours": 0.8417, "text": "UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/"}, {"post_id": 1742, "ts": "2026-06-03T22:33:49Z", "hours": 1.095, "text": "Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate."}, {"post_id": 1401, "ts": "2026-06-03T12:34:49Z", "hours": 0.7019, "text": "Not much done, just fixed a bug where the using the slider would drag the background along with it 😭"}, {"post_id": 817, "ts": "2026-06-02T14:28:42Z", "hours": 1.6878, "text": "Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!"}, {"post_id": 453, "ts": "2026-06-01T21:38:55Z", "hours": 0.5669, "text": "Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine."}, {"post_id": 429, "ts": "2026-06-01T20:41:06Z", "hours": 1.0692, "text": "Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected."}]...
|
Title: PulseRay by @urged-st | Stardance
Devlogs: Title: PulseRay by @urged-st | Stardance
Devlogs:
Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.
Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.
Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!
Not much done, just fixed a bug where the using the slider would drag the background along with it 😭
Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.
UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/
UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!
Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.
It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo
Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)
Ships:
I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance....
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1792878748.3963103
|
1793742748.3963103
|
|
22802
|
Cosmo Sling by @Kartik_B | Stardance
|
Kartik_B
|
4
|
32.0
|
181
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T13:59:49Z", "hours": 2.0, "multiplier": 11.05, "payout": 23, "blessing": "neutral", "text": "This ships is all about the android build of the game. I have also fixed some bugs. i did a lot of playtesting in android.", "repo": "https://github.com/K-BIDDOLIYA/Cosmo-Slingshot", "demo": "https://kartik-biddoliya.itch.io/cosmo-sling"}, {"ship_num": 2, "ts": "2026-08-03T17:48:02Z", "hours": 8.0, "multiplier": 2.26, "payout": 18, "blessing": "neutral", "text": "Cosmo Sling is a 2D space arcade game where players pilot a spacecraft through hazardous space, dodging asteroids, black holes, and other cosmic dangers. This submission includes both Campaign and Endless modes, multiple selectable ships, polished UI, dynamic backgrounds, and improved gameplay and visual effects.", "repo": "https://github.com/K-BIDDOLIYA/Cosmo-Slingshot", "demo": "https://kartik-biddoliya.itch.io/cosmo-sling"}, {"ship_num": 3, "ts": "2026-07-19T17:06:15Z", "hours": 8.0, "multiplier": 7.58, "payout": 62, "blessing": "neutral", "text": "Cosmo Sling is a 2D physics-based space puzzle game where players launch a spaceship from Earth and use the gravitational pull of randomly generated planets to reach the destination. Throughout development, the project has evolved from a simple gravity prototype into a polished game with procedural level generation, multiple difficulty modes, accurate trajectory prediction, dynamic gravity physics, sound effects, UI menus (main menu, settings, pause, win/lose screens), camera improvements, and WebGL support. Continuous feedback and playtesting have led to numerous gameplay balancing, bug fixes, UI refinements, performance improvements, and overall polish, bringing the game close to its final release version.", "repo": "https://github.com/K-BIDDOLIYA/Cosmo-Slingshot", "demo": "https://kartik-biddoliya.itch.io/cosmo-sling"}, {"ship_num": 4, "ts": "2026-07-05T15:09:17Z", "hours": 14.0, "multiplier": 5.54, "payout": 78, "blessing": "neutral", "text": "I made Cosmo Sling, a 2D physics-based space game where you get one launch to reach the destination planet. Randomly generated planets use gravity to curve your ship’s path, with four difficulty modes ranging from 1–6 planets. The most challenging parts were building the gravity system, random level generation, keeping the game working across different screen sizes, and fixing scene/UI issues. I’m most proud of getting the complete game polished and shipped with sound, settings, pause/restart controls, and a Windows build. To test it, download the game, unzip it, and run Cosmo Sling.exe. Click and drag to aim, release to launch, press P to pause, and R to restart anytime.", "repo": "https://github.com/K-BIDDOLIYA/Cosmo-Slingshot", "demo": "https://kartik-biddoliya.itch.io/cosmo-sling"}]...
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[{"post_id": 73532, "ts": "202 [{"post_id": 73532, "ts": "2026-09-25T10:26:39Z", "hours": 2.1081, "text": "I added the android build also. trust me its better that the image below"}, {"post_id": 40258, "ts": "2026-08-03T17:45:43Z", "hours": 2.5464, "text": "Upgrade Devlog - #3 Just completed the game, upgraded the ui, selection of ships and a new gamemode. i will not add anything to this game anymore. This game is complete for me. This is the End!"}, {"post_id": 38955, "ts": "2026-08-01T16:00:25Z", "hours": 3.0036, "text": "Upgrading Devlog -#2 I added nebula that will come and try to block your vision. Also, i added blackhole but its not fully developed yet. You can see this perfectly timed image of the game that will show all of the upgrades"}, {"post_id": 38708, "ts": "2026-08-01T07:45:19Z", "hours": 2.2847, "text": "Upgrading devlog - #1 I just woke up and decided to upgrade the game and add an endless mode also. I will work on more upgrades like - mutiple ships, game control etc. This is what has been completed till now: Endless bg. Ship movement by WASD. Asteroids."}, {"post_id": 31330, "ts": "2026-07-19T17:03:54Z", "hours": 2.7847, "text": "After first ship devlog - #4 I have successfully fixed all of the issues pointed out in the feedback. Here’s what i did: Implemented the core gravity slingshot mechanic. Added procedural planet generation and difficulty levels. Improved ship launch controls and aiming. Made the trajectory prediction smoother and more accurate. Fixed multiple gameplay bugs (launch, collisions, UI, camera). Added pause menu, settings, win and lose screens. Improved audio system with sound effects and music controls. Balanced gravity strength and gameplay difficulty. Refined ship movement and collision handling. Fixed camera positioning and gameplay visibility issues. Optimized the game for WebGL and browser compatibility. Resolved UI scaling and resolution problems based on testing feedback. Added overall polish and prepared the game for release. Special thanks to @PAPER_01 for following this journey and encouraging me."}, {"post_id": 30668, "ts": "2026-07-18T13:15:24Z", "hours": 0.8947, "text": "After ship devlog - #3 Just fixed the win/lose panels. I’ll add WebGL very soon."}, {"post_id": 30142, "ts": "2026-07-17T14:09:06Z", "hours": 2.9939, "text": "After ship devlog - #2 I’ve just fixed 40% of the issues ya’ll pointed in the first ship and tried my best to work on your feedbacks."}, {"post_id": 25919, "ts": "2026-07-10T12:39:22Z", "hours": 0.8697, "text": "After ship devlog - #1 Started working on the feedback from the first players today. I fixed the difficulty system so each mode now spawns the correct number of planets, fixed the pause menu not appearing properly the first time, and stopped the win/lose sounds from repeating. I also fixed the music and sound toggles so they stay independent and sync correctly, and optimized the gravity system by caching the planets once per level instead of searching for them every physics frame. Still a lot more feedback to work through, but the game is already becoming much more stable and polished. I will ship the game again after fixes and some more firey upgrades."}, {"post_id": 23386, "ts": "2026-07-06T09:44:29Z", "hours": 0.6711, "text": "Devlog – I’m Shipping Again My first ship was sent back with changes requested because I accidentally forgot to mention my AI usage in the submission. I’ve now corrected that and am resubmitting the project with the proper information. There is also a second Hackatime project because I changed the Unity project/company name from Cosmo Slingshot to Cosmo Sling near the end of development. Hackatime detected the renamed project as a new project instead of continuing to track time under the original one. So the two Hackatime projects are both for the same game: Cosmo Slingshot — most of the development time Cosmo Sling — final changes after the rename This is not a second game or a duplicate project—just the same project being tracked under two names."}, {"post_id": 22890, "ts": "2026-07-05T15:03:01Z", "hours": 3.5681, "text": "Final Devlog – Cosmo Sling Shipped 🚀 Today I finished and shipped Cosmo Sling! I completed the final polish, including: Background music and sound effects Music and sound toggles with saved settings Pause menu and win/lose states Final UI fixes and screen scaling Game icon and branding Windows build and final testing After fixing the last build and resolution issues, I packaged the complete game and published it on itch.io. Cosmo Sling is officially finished and shipped!"}, {"post_id": 22151, "ts": "2026-07-04T13:53:14Z", "hours": 3.4792, "text": "Devlog #5 – UI & Visual Polish Today I focused on improving Cosmo Sling’s visuals and UI. Added a new pixel-art settings panel. Created Music and Sound toggles with blue/white visual states. Improved the menu’s space-themed design. Added an infinitely moving space background. Fixed several issues related to camera bounds, level generation, launching, and missing audio references. The game is now starting to look much more polished and consistent with its space theme."}, {"post_id": 19287, "ts": "2026-06-30T15:38:42Z", "hours": 4.1344, "text": "Devlog #4 – Big Progress on Cosmo Sling I completely forgot to write two day’s devlog while working 😅. I spent around 3–4 hours developing the game, so here’s a recap of everything I got done. Project Update Development on Cosmo Sling has been progressing really well. The core gameplay loop is now in place and the project feels much more like a real game than just a prototype. Gameplay Finished the one-shot launch mechanic. Improved the aiming system with a visual aim line. Added gravity that pulls the spaceship toward nearby planets. Implemented procedural generation of gravity planets based on the selected difficulty. Added random planet sizes and gravity strengths. Added minimum spacing between generated planets to reduce overlap. Game Systems Added a proper Game Manager and Level Manager. Added win and lose conditions. Implemented a hull (health) system. Added boundary collisions with hull damage. Added restart functionality and pause menu. UI Created the HUD to display hull information. Added Win and Game Over panels. Added buttons for restarting and returning to the main menu. Visual Polish Added planet spawn animations. Added a launch animation for the spaceship. Added a pulsing effect to the destination planet. Added an explosion effect when the ship is destroyed. Challenges There were a few bugs along the way, mostly related to script references, gravity generation, and scene setup. After tracking them down and fixing them, the project is much more stable and easier to build on. Next Steps The next goal is to improve the game’s presentation by adding camera effects, audio, particle effects, and a more polished background. After that, I’ll focus on balancing gameplay and polishing the overall experience before release. Overall, today’s session was very productive, and Cosmo Sling is steadily becoming a complete and polished game."}, {"post_id": 17455, "ts": "2026-06-28T07:31:55Z", "hours": 1.565, "text": "Devlog #3 - Fresh Start After running into a few issues with the original project setup, I decided it was better to rebuild everything from scratch instead of trying to patch things up. Along with the fresh start, I also renamed the game from Gravity Sling to Cosmo Sling—I think it fits the space theme much better. This is also my first time working on the project again after a pretty long break, so it feels great to finally get back into development. What I worked on today: 🔄 Rebuilt the project from scratch with a cleaner structure. 🚀 Renamed the game to Cosmo Sling. 📁 Organized the project folders for easier development. 🌍 Set up the Earth, spaceship, launch point, and core scene. 🎯 Implemented the click-and-drag launch mechanic. 📏 Added a launch trajectory line. 🛠️ Refactored the launch system into a dedicated Launch Manager for a cleaner architecture. 🧹 Fixed several early issues, including launch direction, spawn position, and ship interactions with Earth. The core launch mechanic is now working, which gives me a solid foundation for the next step: implementing planetary gravity and procedural level generation. Looking forward to making the first playable prototype!"}, {"post_id": 12600, "ts": "2026-06-20T16:07:40Z", "hours": 0.8, "text": "🚀 Gravity Sling — Devlog #2 Made progress on the game scene. Added: Earth and destination planet Spaceship setup Screen Boundaries Basic in-game UI The game is still static for now, but the playground for the core mechanic is finally ready. Next step: launching the ship and seeing gravity do its thing. #gamedev #unity #GravitySling #indiedev"}, {"post_id": 12505, "ts": "2026-06-20T13:01:23Z", "hours": 0.5, "text": "Gravity Sling — Devlog #1 Started work on a new Unity project: Gravity Sling. Today was mostly about building the foundation. The main menu is now up and running with: Start menu Difficulty selection Settings panel Audio controls Nothing flashy yet, but every game starts somewhere. The core idea revolves around launching a spacecraft and using the environment to reach a distant destination. I’m keeping the details secret for now because discovering the mechanics is part of the fun. Next up: bringing the actual gameplay to life and seeing if the physics feels as satisfying as it does in my head. Built with Unity.#gamedev #unity #indiedev #stardance #GravitySling"}]...
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Title: Cosmo Sling by @Kartik_B | Stardance
Devlo Title: Cosmo Sling by @Kartik_B | Stardance
Devlogs:
Gravity Sling — Devlog #1 Started work on a new Unity project: Gravity Sling. Today was mostly about building the foundation. The main menu is now up and running with: Start menu Difficulty selection Settings panel Audio controls Nothing flashy yet, but every game starts somewhere. The core idea revolves around launching a spacecraft and using the environment to reach a distant destination. I’m keeping the details secret for now because discovering the mechanics is part of the fun. Next up: bringing the actual gameplay to life and seeing if the physics feels as satisfying as it does in my head. Built with Unity.#gamedev #unity #indiedev #stardance #GravitySling
🚀 Gravity Sling — Devlog #2 Made progress on the game scene. Added: Earth and destination planet Spaceship setup Screen Boundaries Basic in-game UI The game is still static for now, but the playground for the core mechanic is finally ready. Next step: launching the ship and seeing gravity do its thing. #gamedev #unity #GravitySling #indiedev
Devlog #3 - Fresh Start After running into a few issues with the original project setup, I decided it was better to rebuild everything from scratch instead of trying to patch things up. Along with the fresh start, I also renamed the game from Gravity Sling to Cosmo Sling—I think it fits the space theme much better. This is also my first time working on the project again after a pretty long break, so it feels great to finally get back into development. What I worked on today: 🔄 Rebuilt the project from scratch with a cleaner structure. 🚀 Renamed the game to Cosmo Sling. 📁 Organized the project folders for easier development. 🌍 Set up the Earth, spaceship, launch point, and core scene. 🎯 Implemented the click-and-drag launch mechanic. 📏 Added a launch trajectory line. 🛠️ Refactored the launch system into a dedicated Launch Manager for a cleaner architecture. 🧹 Fixed several early issues, including launch direction, spawn position, and ship interactions with Earth. The core launch mechanic is now working, which gives me a solid foundation for the next step: implementing planetary gravity and procedural level generation. Looking forward to making the first playable prototype!
Devlog #4 – Big Progress on Cosmo Sling I completely forgot to write two day’s devlog while working 😅. I spent around 3–4 hours developing the game, so here’s a recap of everything I got done. Project Update Development on Cosmo Sling has been progressing really well. The core gameplay loop is now in place and the project feels much more like a real game than just a prototype. Gameplay Finished the one-shot launch mechanic. Improved the aiming system with a visual aim line. Added gravity that pulls the spaceship toward nearby planets. Implemented procedural generation of gravity planets based on the selected difficulty. Added random planet sizes and gravity strengths. Added minimum spacing between generated planets to reduce overlap. Game Systems Added a proper Game Manager and Level Manager. Added win and lose conditions. Implemented a hull (health) system. Added boundary collisions with hull damage. Added restart functionality and pause menu. UI Created the HUD to display hull information. Added Win and Game Over panels. Added buttons for restarting and returning to the main menu. Visual Polish Added planet spawn animations. Added a launch animation for the spaceship. Added a pulsing effect to the destination planet. Added an explosion effect when the ship is destroyed. Challenges There were a few bugs along the way, mostly related to script references, gravity generation, and scene setup. After tracking them down and fixing them, the project is much more stable and easier to build on. Next Steps The next goal is to improve the game’s presentation by adding camera effects, audio, particle effects, and a more polished background. After that, I’ll focus on balancing gameplay and polishing the overall experience before release. Overall, today’s session was very productive, and Cosmo Sling is steadily becoming a complete and polished game.
Devlog #5 – UI & Visual Polish Today I focused on improving Cosmo Sling’s visuals and UI. Added a new pixel-art settings panel. Created Music and Sound toggles with blue/white visual states. Improved the menu’s space-themed design. Added an infinitely moving space background. Fixed several issues related to camera bounds, level generation, launching, and missing audio references. The game is now starting to look much more polished and consistent with its space theme.
Final Devlog – Cosmo Sling Shipped 🚀 Today I finished and shipped Cosmo Sling! I completed the final polish, including: Background music and sound effects Music and sound toggles with saved settings Pause menu and win/lose states Final UI fixes and screen scaling Game icon and branding Windows build and final testing After fixing the last build and resolution issues, I packaged the complete game and published it on itch.io. Cosmo Sling is officially finished and shipped!
Devlog – I’m Shipping Again My first ship was sent back with changes requested because I accidentally forgot to mention my AI usage in the submission. I’ve now corrected that and am resubmitting the project with the proper information. There is also a second Hackatime project because I changed the Unity project/company name from Cosmo Slingshot to Cosmo Sling near the end of development. Hackatime detected the renamed project as a new project instead of continuing to track time under the original one. So the two Hackatime projects are both for the same game: Cosmo Slingshot — most of the development time Cosmo Sling — final changes after the rename This is not a second game or a duplicate project—just the same project being tracked under two names.
After ship devlog - #1 Started working on the feedback from the first players today. I fixed the difficulty system so each mode now spawns the correct number of planets, fixed the pause menu not appearing properly the first time, and stopped the win/lose sounds from repeating. I also fixed the music and sound toggles so they stay independent and sync correctly, and optimized the gravity system by caching the planets once per level instead of searching for them every physics frame. Still a lot more feedback to work through, but the game is already becoming much more stable and polished. I will ship the game again after fixes and some more firey upgrades.
After ship devlog - #2 I’ve just fixed 40% of the issues ya’ll pointed in the first ship and tried my best to work on your feedbacks.
After ship devlog - #3 Just fixed the win/lose panels. I’ll add WebGL very soon.
After first ship devlog - #4 I have successfully fixed all of the issues pointed out in the feedback. Here’s what i did: Implemented the core gravity slingshot mechanic. Added procedural planet generation and difficulty levels. Improved ship launch controls and aiming. Made the trajectory prediction smoother and more accurate. Fixed multiple gameplay bugs (launch, collisions, UI, camera). Added pause menu, settings, win and lose screens. Improved audio system with sound effects and music controls. Balanced gravity strength and gameplay difficulty. Refined ship movement and collision handling. Fixed camera positioning and gameplay visibility issues. Optimized the game for WebGL and browser compatibility. Resolved UI scaling and resolution problems based on testing feedback. Added overall polish and prepared the game for release. Special thanks to @PAPER_01 for following this journey and encouraging me.
Upgrading devlog - #1 I just woke up and decided to upgrade the game and add an endless mode also. I will work on more upgrades like - mutiple ships, game control etc. This is what has been completed till now: Endless bg. Ship movement by WASD. Asteroids.
Upgrading Devlog -#2 I added nebula that will come and try to block your vision. Also, i added blackhole but its not fully developed yet. You can see this perfectly timed image of the game that will show all of the upgrades
Upgrade Devlog - #3 Just completed the game, upgraded the ui, selection of ships and a new gamemode. i will not add anything to this game anymore. This game is complete for me. This is the End!
I added the android build also. trust me its better that the image below
Ships:
I made Cosmo Sling, a 2D physics-based space game where you get one launch to reach the destination planet. Randomly generated planets use gravity to curve your ship’s path, with four difficulty modes ranging from 1–6 planets. The most challenging parts were building the gravity system, random level generation, keeping the game working across different screen sizes, and fixing scene/UI issues. I’m most proud of getting the complete game polished and shipped with sound, settings, pause/restart controls, and a Windows build. To test it, download the game, unzip it, and run Cosmo Sling.exe. Click and drag to aim, release to launch, press P to pause, and R to restart anytime.
Cosmo Sling is a 2D physics-based space puzzle game where players launch a spaceship from Earth and use the gravitational pull of randomly generated planets to reach the destination. Throughout development, the project has evolved from a simple gravity prototype into a polished game with procedural level generation, multiple difficulty modes, accurate trajectory prediction, dynamic gravity physics, sound effects, UI menus (main menu, settings, pause, win/lose screens), camera improvements, and WebGL support. Continuous feedback and playtesting have led to numerous gameplay balancing, bug fixes, UI refinements, performance improvements, and overall polish, bringing the game close to its final release version.
Cosmo Sling is a 2D space arcade game where players pilot a spacecraft through hazardous space, dodging asteroids, black holes, and other cosmic dangers. This submission includes both Campaign and Endless modes, multiple selectable ships, polished UI, dynamic backgrounds, and improved gameplay and visual effects.
This ships is all about the android build of the game. I have also fixed some bugs. i did a lot of playtesting in android....
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1792997320.1425152
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1793083720.1425152
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63289
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Doodle-Sketch by @Element | Stardance
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Element
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1
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19.0
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181
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T20:36:02Z", "hours": 19.0, "multiplier": 9.71, "payout": 181, "blessing": "neutral", "text": "Doodle Doodle is a simple web based drawing app, in which you can do simple doodling Features The Main feature is the colour picker, it gives you both darker and lighter value of the color you choose you can choose from preset of put a hex code and has a color picker Pen pressure that you can toggle, on by default A minimap that shows what you are drawing, it only shows what the free hand drawing tool shows All other basic features that should be in a drawing app What was hard? Implementing the eraser was challenging because it had to remove existing strokes without affecting the rest of the drawing. I used the Canvas API’s destination-out compositing mode and made sure erased areas stayed erased when the infinite canvas was redrawn or zoomed. Making the opacity work properly took some time too I wanted the color selector to be more flexible than a basic color picker, adding custom HEX colors, different shades, and an eyedropper tool some extra work, but that lwk made it so much better than a simple color selector Use of Ai Ai was mainly used for debugging and to act as an teacher, when i messed up something i would ask it about what happened, how i can fix it, why is happened, like that. Also all the code is written by me, and i have kept my usage of Ai under that limit, cus most of the time I just google the stuff i want DEMO LINK Doodle", "repo": "https://github.com/CreateVision96/Doodle", "demo": "https://createvision96.github.io/Doodle/"}]...
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[{"post_id": 78163, "ts": "202 [{"post_id": 78163, "ts": "2026-10-09T20:35:07Z", "hours": 0.5167, "text": "Final devlog I have fixed some bugs and did some adjusting now its ready to ship"}, {"post_id": 76216, "ts": "2026-10-02T18:22:55Z", "hours": 1.3853, "text": "DevLog 4 we hab the minimap working guys the minimap only shows the freehand lines and erased parts it doesnt show the other tools also fixed some bugs"}, {"post_id": 74788, "ts": "2026-09-28T07:50:44Z", "hours": 3.6075, "text": "Devlog 3 Worked on the color selector and the brush while using lower opacity the brush will be smooth instead of bunch of little dots. And the color selector will generate both darker and lighter shades of the color you select. Added a button to turn off or on the pen pressure"}, {"post_id": 72327, "ts": "2026-09-22T17:50:02Z", "hours": 5.9064, "text": "DevLog 2 okay now i added the rest of the drawing tools, and a hamburger menu for now it ony has three working functions two of them are lwk same, you can download reset Canvas or hit New Canvas nextt ill be working on color selector"}, {"post_id": 70887, "ts": "2026-09-19T23:17:10Z", "hours": 7.1986, "text": "DevLog 1 Im working on a web based drawing app What i have implimented? Infinite canvas The pen pressure works Proper Eraser Stroke width Zoom in and out with percentage Undo and Redo (ctrl + Z and ctrl + shift + Z) Next? Next i will try to add rest of the tools and a menu to change some simple settings and option to change colors, and maybe work n make the UI look better"}]...
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Title: Doodle-Sketch by @Element | Stardance
Devl Title: Doodle-Sketch by @Element | Stardance
Devlogs:
DevLog 1 Im working on a web based drawing app What i have implimented? Infinite canvas The pen pressure works Proper Eraser Stroke width Zoom in and out with percentage Undo and Redo (ctrl + Z and ctrl + shift + Z) Next? Next i will try to add rest of the tools and a menu to change some simple settings and option to change colors, and maybe work n make the UI look better
DevLog 2 okay now i added the rest of the drawing tools, and a hamburger menu for now it ony has three working functions two of them are lwk same, you can download reset Canvas or hit New Canvas nextt ill be working on color selector
Devlog 3 Worked on the color selector and the brush while using lower opacity the brush will be smooth instead of bunch of little dots. And the color selector will generate both darker and lighter shades of the color you select. Added a button to turn off or on the pen pressure
DevLog 4 we hab the minimap working guys the minimap only shows the freehand lines and erased parts it doesnt show the other tools also fixed some bugs
Final devlog I have fixed some bugs and did some adjusting now its ready to ship
Ships:
Doodle Doodle is a simple web based drawing app, in which you can do simple doodling Features The Main feature is the colour picker, it gives you both darker and lighter value of the color you choose you can choose from preset of put a hex code and has a color picker Pen pressure that you can toggle, on by default A minimap that shows what you are drawing, it only shows what the free hand drawing tool shows All other basic features that should be in a drawing app What was hard? Implementing the eraser was challenging because it had to remove existing strokes without affecting the rest of the drawing. I used the Canvas API’s destination-out compositing mode and made sure erased areas stayed erased when the infinite canvas was redrawn or zoomed. Making the opacity work properly took some time too I wanted the color selector to be more flexible than a basic color picker, adding custom HEX colors, different shades, and an eyedropper tool some extra work, but that lwk made it so much better than a simple color selector Use of Ai Ai was mainly used for debugging and to act as an teacher, when i messed up something i would ask it about what happened, how i can fix it, why is happened, like that. Also all the code is written by me, and i have kept my usage of Ai under that limit, cus most of the time I just google the stuff i want DEMO LINK Doodle...
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1792964979.6801724
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1793051379.6801724
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19656
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Anukrama by @aashvik | Stardance
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aashvik
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2
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21.0
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180
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T02:47:47Z", "hours": 14.0, "multiplier": 8.67, "payout": 119, "blessing": "neutral", "text": "What did you make? Anukrama is a gita chapter 15 chanting game where you get part of a verse and try to chant the rest. I also made an ai that scores your chanting. What was challenging? Getting the ai running in the browser was the hardest part. I had to move the pytorch model to onnx and recreate the audio processing in JavaScript. What are you proud of? Prob getting the entire ai pipeline working in the actual website. It literally took most of my time and I couldn’t get it to work for like an hour :sob-spin: What should people know when testing? The AI is meant to mainly be a gimmick in beta. It’s only based on around 30 recordings per verse because there is absolutely no gita chanting data. You should test without bg noise and actually chant the verse if u want the best results.", "repo": "https://github.com/koditra/Anukrama", "demo": "https://koditra.github.io/Anukrama/"}, {"ship_num": 2, "ts": "2026-07-04T06:22:09Z", "hours": 7.0, "multiplier": 8.95, "payout": 61, "blessing": "neutral", "text": "Anukrama is a nintendo Switch homebrew app that helps people memorize and practice chanting Bhagavad Gita verses. It gives you the previous quarter of a verse as a clue, and you have to chant the next part from memory. Right now it includes all 20 verses of Chapter 15 with audio prompts and easy controller navigation. The biggest challenge was getting the audio system and verse progression working smoothly on the Switch. I also spent a lot of time organizing the verse metadata and making everything load quickly. Thanks for following my journey!", "repo": "https://github.com/koditra/Anukrama", "demo": "https://koditra.github.io/Anukrama/"}]...
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[{"post_id": 67766, "ts": "202 [{"post_id": 67766, "ts": "2026-09-14T00:35:29Z", "hours": 4.8522, "text": "Final update/devlog !!!! I finally finished integrating the AI pronunciation system into Anukrama. This ended up being way more complicated than I originally thought. The model itself was trained in PyTorch using MFCCs, spectral features, and DTW comparisons against multiple good chanting recordings. The problem was that the .pt model couldn’t just be dropped into a website, so I had to export everything to ONNX and basically rebuild the preprocessing pipeline in JavaScript so the browser could generate the same kind of audio features from a recording. I also changed how I stored the scaler data by putting the normalization values into the .npz files, then wrote the JavaScript to load the model, scaler, reference audio, process the recording, calculate the features, and pass everything through the ONNX model. There were a bunch of stupid issues along the way too, including the ONNX runtime conflicting with a variable in my JS and the scaler data not loading correctly lol. After all of that I added the actual score display to the site, so the recording can go through the whole pipeline and come back as a pronunciation score out of 100. This took way longer than I expected lol, but I finally got it working. This is prob the end of this project!!!!"}, {"post_id": 53354, "ts": "2026-08-23T21:13:09Z", "hours": 3.5311, "text": "AI Pronunciation Model I worked on the AI pronunciation system for Anukrama! I used PyTorch to train models that compare your chanting to good reference recordings and give u a score out of 100. I made models for Verse 1 and Verse 2 using things like MFCCs and DTW. The models are trained, but I need way more data because there isn’t really a big dataset of Bhagavad Gita chanting recordings. I still need to record a lot of the data myself. I haven’t added the AI to the website yet. If u wanna help me record data for the model, pls DM me ( @aashvik )!"}, {"post_id": 47192, "ts": "2026-08-14T22:33:31Z", "hours": 3.0061, "text": "Devlog Update Today I worked on the browser version of Anukrama. i added: A browser demo at game.html GitHub-hosted verse data using the meta , verses , and audio folders Devanagari support in the browser Automatic prompt audio Special handling for Verse 1 since it has no prompt Audio fade-outs when switching verses quickly Fade animations between game states i also updated the landing page with a Try Browser Demo button. i added a short explanation of what the Bhagavad Gita is, including a comparison to the Bible to help people unfamiliar with Hinduism understand it. i might need to fix the landing page css because the buttons look a bit squished also, i learned how to type in markdown recently so tell me if u have any advice! :)"}, {"post_id": 32324, "ts": "2026-07-21T12:51:13Z", "hours": 2.3922, "text": "Final Devlog! Hi! whats up? So basically, I worked on the website and worked on rewriting it in my style because I used way too much AI for the last one, so it seemed vibecoded. I started out with a really basic page and slowly added more css. I chose a paper brown color scheme for the UI bc i think it fits the Bhagavad Gita app idea better. I also spent a while practicing css and finally understand flexbox. here are the things i added: navbar hack club flag that waves around chinmaya mission logo hover animations gameplay section with a youtube video minimalist layout i made the hack club logo wave constantly, then stop and get a little bigger when you hover over it. that was fun. Thats all! I also wanted to thank and give Chinmaya Mission credit for the audio recordings. (They didn’t even want recognition!)"}, {"post_id": 21407, "ts": "2026-07-03T10:20:08Z", "hours": 1.8864, "text": "I made a landing page for the website! I tried to make my own css but it looked kinda ahh so i ended up using a mixture of ChatGPT and Gemini to make the effects look way better. I still changed a bunch of stuff myself and messed around with the layout until it looked how i wanted. I also added my own screenshots to the website so people could actually see what it looks like instead of just reading about it. I spent some time changing little things like the spacing, colors, and animations to make it feel nicer overall. After i finished everything, i used git to upload all of the code to github so i could keep track of my changes and have it all backed up. Thats pretty much everything i worked on for the landing page!"}, {"post_id": 12464, "ts": "2026-06-20T11:03:02Z", "hours": 4.3567, "text": "Today ended up being a much bigger update than I originally planned. The original goal was simply to improve audio playback and make the application a little easier to use, but it gradually turned into a complete overhaul of the project. Earlier versions of Anukrama were entirely terminal-based and focused mainly on functionality rather than presentation. While they worked well enough for testing and practicing verses, they did not really feel like a finished Nintendo Switch application. As I continued working on the project, I decided it was time to build a proper interface. I started by experimenting with a few graphics libraries, but that quickly became frustrating due to dependency problems, linker errors, and build issues that consumed far more development time than expected. After spending a considerable amount of time trying to make those libraries cooperate, I eventually decided to take a different approach and build the rendering system myself using the Switch framebuffer along with FreeType for font rendering. This ended up being a much better solution because it gave me direct control over how text and graphics were displayed. One of the most important improvements from this change was proper Unicode support. Earlier versions struggled with Sanskrit transliteration characters, often displaying missing glyphs, incorrect symbols, or unreadable text. The new rendering system finally allowed me to render Unicode properly, which means verses and prompts can now appear correctly on screen. During the process I also redesigned the entire user interface, added larger text, created menu screens, introduced animated backgrounds, improved readability, added color-coded sections, and included a “Made by Aashvik Goel” credit within the application. Looking back, the difference between the original terminal version and the new interface is much larger than I expected when I first started making changes. The audio system also received significant improvements during this update. The application now supports separate prompt and answer recordings, allowing users to hear a prompt before revealing the complete verse. Implementing this required converting recordings into the correct PCM format, debugging playback issues, testing different audio configurations, and tracking down several recordings that did not behave as expected. While a small number of recordings still need additional work, the overall system is now much more reliable. Alongside the audio improvements, I added multiple study modes to make practice sessions more engaging. There is now a Solo Practice mode as well as a pass-and-play VS Mode where two players can take turns answering verses and earning points. Another major focus was testing on actual hardware rather than relying entirely on emulation. Although Ryujinx was extremely useful throughout development, I regularly installed builds directly onto my Nintendo Switch to verify that rendering, controls, performance, and audio behaved correctly on the real device. This helped uncover issues that would have been easy to miss in an emulator and made the project feel much more like a genuine homebrew application. By the end of this development cycle, Anukrama had gained a completely new rendering engine, proper Unicode support, improved audio playback, multiple study modes, a full menu system, animated visual effects, and a far more polished overall presentation. What originally started as a simple terminal-based study tool has now begun to feel like a complete Switch application designed specifically for practicing Bhagavad Gita verses."}, {"post_id": 9784, "ts": "2026-06-16T07:02:35Z", "hours": 0.3319, "text": "hi again, i finally got a proper shell/menu system working for the app now. right now it’s still really basic and mostly just a text UI, but it’s the first version where everything is structured properly instead of just random test code. you can move up and down with the dpad, press A to select options, and it switches between different states like practice, quiz, and settings. it doesn’t actually do much yet in those modes, but that’s kind of the point of this step. i basically wanted to build a shell first so all the core navigation and input handling is stable before i start adding the real features. before this, everything was just separate test snippets, but now it’s all inside one loop with proper states, so it’s way easier to expand without breaking things. pressing + still quits the app, and i made sure the input system is using the correct libnx setup from the examples, so the controls actually work properly on real hardware instead of randomly failing like before. now that this shell is done, i can actually start building the real parts of the project. the plan is to plug in the verse system into practice mode first, where it shows a prompt and then eventually makes you continue the verse. quiz mode will probably come after that once the structure is solid. Anyways, here is a pic of the shell from an emulator:"}, {"post_id": 9770, "ts": "2026-06-16T06:33:48Z", "hours": 0.6058, "text": "Hi everyone! I just started this project so i can get more comfortable with making my own games/apps, and I rlly wanted to make a switch app! So here’s my plan: I want to make a fully interactive and immersive 2d UI but i think ill make a text shell first so all the features work and ill make the UI later. when i was starting to make the code, I made a screen which said press + to exit. I pressed plus, but the game didn’t quit like it was supposed to. After making a test code to print all buttons pressed, I found out my code wasn’t even receiving any inputs. I had to ask on reddit and I still couldn’t find any answers so i looked in the demo folder of the library I installed and was able to fix my code after reading the proper controller initialization that I should have used. Here is a picture from an emulator of what the output is supposed to look like:"}]...
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Title: Anukrama by @aashvik | Stardance
Devlogs:
Title: Anukrama by @aashvik | Stardance
Devlogs:
Hi everyone! I just started this project so i can get more comfortable with making my own games/apps, and I rlly wanted to make a switch app! So here’s my plan: I want to make a fully interactive and immersive 2d UI but i think ill make a text shell first so all the features work and ill make the UI later. when i was starting to make the code, I made a screen which said press + to exit. I pressed plus, but the game didn’t quit like it was supposed to. After making a test code to print all buttons pressed, I found out my code wasn’t even receiving any inputs. I had to ask on reddit and I still couldn’t find any answers so i looked in the demo folder of the library I installed and was able to fix my code after reading the proper controller initialization that I should have used. Here is a picture from an emulator of what the output is supposed to look like:
hi again, i finally got a proper shell/menu system working for the app now. right now it’s still really basic and mostly just a text UI, but it’s the first version where everything is structured properly instead of just random test code. you can move up and down with the dpad, press A to select options, and it switches between different states like practice, quiz, and settings. it doesn’t actually do much yet in those modes, but that’s kind of the point of this step. i basically wanted to build a shell first so all the core navigation and input handling is stable before i start adding the real features. before this, everything was just separate test snippets, but now it’s all inside one loop with proper states, so it’s way easier to expand without breaking things. pressing + still quits the app, and i made sure the input system is using the correct libnx setup from the examples, so the controls actually work properly on real hardware instead of randomly failing like before. now that this shell is done, i can actually start building the real parts of the project. the plan is to plug in the verse system into practice mode first, where it shows a prompt and then eventually makes you continue the verse. quiz mode will probably come after that once the structure is solid. Anyways, here is a pic of the shell from an emulator:
Today ended up being a much bigger update than I originally planned. The original goal was simply to improve audio playback and make the application a little easier to use, but it gradually turned into a complete overhaul of the project. Earlier versions of Anukrama were entirely terminal-based and focused mainly on functionality rather than presentation. While they worked well enough for testing and practicing verses, they did not really feel like a finished Nintendo Switch application. As I continued working on the project, I decided it was time to build a proper interface. I started by experimenting with a few graphics libraries, but that quickly became frustrating due to dependency problems, linker errors, and build issues that consumed far more development time than expected. After spending a considerable amount of time trying to make those libraries cooperate, I eventually decided to take a different approach and build the rendering system myself using the Switch framebuffer along with FreeType for font rendering. This ended up being a much better solution because it gave me direct control over how text and graphics were displayed. One of the most important improvements from this change was proper Unicode support. Earlier versions struggled with Sanskrit transliteration characters, often displaying missing glyphs, incorrect symbols, or unreadable text. The new rendering system finally allowed me to render Unicode properly, which means verses and prompts can now appear correctly on screen. During the process I also redesigned the entire user interface, added larger text, created menu screens, introduced animated backgrounds, improved readability, added color-coded sections, and included a “Made by Aashvik Goel” credit within the application. Looking back, the difference between the original terminal version and the new interface is much larger than I expected when I first started making changes. The audio system also received significant improvements during this update. The application now supports separate prompt and answer recordings, allowing users to hear a prompt before revealing the complete verse. Implementing this required converting recordings into the correct PCM format, debugging playback issues, testing different audio configurations, and tracking down several recordings that did not behave as expected. While a small number of recordings still need additional work, the overall system is now much more reliable. Alongside the audio improvements, I added multiple study modes to make practice sessions more engaging. There is now a Solo Practice mode as well as a pass-and-play VS Mode where two players can take turns answering verses and earning points. Another major focus was testing on actual hardware rather than relying entirely on emulation. Although Ryujinx was extremely useful throughout development, I regularly installed builds directly onto my Nintendo Switch to verify that rendering, controls, performance, and audio behaved correctly on the real device. This helped uncover issues that would have been easy to miss in an emulator and made the project feel much more like a genuine homebrew application. By the end of this development cycle, Anukrama had gained a completely new rendering engine, proper Unicode support, improved audio playback, multiple study modes, a full menu system, animated visual effects, and a far more polished overall presentation. What originally started as a simple terminal-based study tool has now begun to feel like a complete Switch application designed specifically for practicing Bhagavad Gita verses.
I made a landing page for the website! I tried to make my own css but it looked kinda ahh so i ended up using a mixture of ChatGPT and Gemini to make the effects look way better. I still changed a bunch of stuff myself and messed around with the layout until it looked how i wanted. I also added my own screenshots to the website so people could actually see what it looks like instead of just reading about it. I spent some time changing little things like the spacing, colors, and animations to make it feel nicer overall. After i finished everything, i used git to upload all of the code to github so i could keep track of my changes and have it all backed up. Thats pretty much everything i worked on for the landing page!
Final Devlog! Hi! whats up? So basically, I worked on the website and worked on rewriting it in my style because I used way too much AI for the last one, so it seemed vibecoded. I started out with a really basic page and slowly added more css. I chose a paper brown color scheme for the UI bc i think it fits the Bhagavad Gita app idea better. I also spent a while practicing css and finally understand flexbox. here are the things i added: navbar hack club flag that waves around chinmaya mission logo hover animations gameplay section with a youtube video minimalist layout i made the hack club logo wave constantly, then stop and get a little bigger when you hover over it. that was fun. Thats all! I also wanted to thank and give Chinmaya Mission credit for the audio recordings. (They didn’t even want recognition!)
Devlog Update Today I worked on the browser version of Anukrama. i added: A browser demo at game.html GitHub-hosted verse data using the meta , verses , and audio folders Devanagari support in the browser Automatic prompt audio Special handling for Verse 1 since it has no prompt Audio fade-outs when switching verses quickly Fade animations between game states i also updated the landing page with a Try Browser Demo button. i added a short explanation of what the Bhagavad Gita is, including a comparison to the Bible to help people unfamiliar with Hinduism understand it. i might need to fix the landing page css because the buttons look a bit squished also, i learned how to type in markdown recently so tell me if u have any advice! :)
AI Pronunciation Model I worked on the AI pronunciation system for Anukrama! I used PyTorch to train models that compare your chanting to good reference recordings and give u a score out of 100. I made models for Verse 1 and Verse 2 using things like MFCCs and DTW. The models are trained, but I need way more data because there isn’t really a big dataset of Bhagavad Gita chanting recordings. I still need to record a lot of the data myself. I haven’t added the AI to the website yet. If u wanna help me record data for the model, pls DM me ( @aashvik )!
Final update/devlog !!!! I finally finished integrating the AI pronunciation system into Anukrama. This ended up being way more complicated than I originally thought. The model itself was trained in PyTorch using MFCCs, spectral features, and DTW comparisons against multiple good chanting recordings. The problem was that the .pt model couldn’t just be dropped into a website, so I had to export everything to ONNX and basically rebuild the preprocessing pipeline in JavaScript so the browser could generate the same kind of audio features from a recording. I also changed how I stored the scaler data by putting the normalization values into the .npz files, then wrote the JavaScript to load the model, scaler, reference audio, process the recording, calculate the features, and pass everything through the ONNX model. There were a bunch of stupid issues along the way too, including the ONNX runtime conflicting with a variable in my JS and the scaler data not loading correctly lol. After all of that I added the actual score display to the site, so the recording can go through the whole pipeline and come back as a pronunciation score out of 100. This took way longer than I expected lol, but I finally got it working. This is prob the end of this project!!!!
Ships:
Anukrama is a nintendo Switch homebrew app that helps people memorize and practice chanting Bhagavad Gita verses. It gives you the previous quarter of a verse as a clue, and you have to chant the next part from memory. Right now it includes all 20 verses of Chapter 15 with audio prompts and easy controller navigation. The biggest challenge was getting the audio system and verse progression working smoothly on the Switch. I also spent a lot of time organizing the verse metadata and making everything load quickly. Thanks for following my journey!
What did you make? Anukrama is a gita chapter 15 chanting game where you get part of a verse and try to chant the rest. I also made an ai that scores your chanting. What was challenging? Getting the ai running in the browser was the hardest part. I had to move the pytorch model to onnx and recreate the audio processing in JavaScript. What are you proud of? Prob getting the entire ai pipeline working in the actual website. It literally took most of my time and I couldn’t get it to work for like an hour :sob-spin: What should people know when testing? The AI is meant to mainly be a gimmick in beta. It’s only based on around 30 recordings per verse because there is absolutely no gita chanting data. You should test without bg noise and actually chant the verse if u want the best results....
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WorkParcel by @arpitaanuna | Stardance
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arpitaanuna
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1
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10.0
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180
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T14:53:46Z", "hours": 10.0, "multiplier": 18.0, "payout": 180, "blessing": "neutral", "text": "Shipping WorkParcel! After spending a lot of time designing, coding, testing and fixing things, I am finally shipping WorkParcel! WorkParcel is a Windows productivity app that helps you save everything connected to a particular project or task in one place. Whenever I work on something, I usually have multiple apps, files, folders and useful browser links open. After closing everything, finding and reopening the same setup again becomes really annoying. That is the problem I wanted WorkParcel to solve. With WorkParcel, you can create a parcel, select the apps and windows you are using, add files and folders, save useful web links, and keep everything connected to that work together. When you return later, you can open the parcel and choose which saved items you want to launch again. How it works Create a parcel and give it a name. Select the currently open apps and windows connected to your work. Add any files, folders or web links you need. Save the parcel without moving or copying your actual files. Use Pack Away to request a normal close for the supported windows you selected. Use Open Parcel whenever you want to reopen your saved setup. Creating a parcel does not immediately close everything. Packing Away is a separate action, so the user always controls when the selected setup should be closed. Other features I added WorkParcel also has a to-do list system. Tasks can be connected to a particular parcel, making it easier to remember what needs to be done when returning to that work. The Today page brings these tasks together in one place. Parcels can now be archived when they are no longer actively needed. They remain safely stored in the Archive and can be restored later. Individual items can also be edited or removed from a parcel. Removing a file or folder only removes its saved WorkParcel record—the actual item on the computer is never deleted. If a saved file or folder gets moved, WorkParcel can show that it is unavailable and allow the user to relink it to its new location. Other details in readme. Browser links Web links can be added by pasting one HTTP or HTTPS URL per line. WorkParcel saves these links and opens them in the default Windows browser. If a complete browser window is selected as an open app, Pack Away may close that entire selected window. WorkParcel does not claim to restore browser history, tab groups, page contents or exact window positions. Built with -C# .NET 10 WinUI 3 Windows App SDK SQLite Win32 APIs WorkParcel is now available as a public beta for Windows 10 and Windows 11!! This project went through several different ideas and UI changes, but I eventually kept its main purpose simple: Save the work. Pack it away. Open it when you return. WorkParcel v0.2.0 Beta 3 is officially shipped! And i hope everyone willll loveeeee itt!! cuz i love it tooo and am def gonna use this alot :D", "repo": "https://github.com/arpitaa31/WorkParcel", "demo": "https://github.com/arpitaa31/WorkParcel/releases/tag/v0.2.0-beta.3"}]...
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[{"post_id": 65394, "ts": "202 [{"post_id": 65394, "ts": "2026-09-10T14:41:57Z", "hours": 2.7092, "text": "Final Devlog - WorkParcel is done! and i am using it now! After spending a lot of time designing, building, testing and fixing WorkParcel, the main version of the app is finally ready! WorkParcel started from a simple problem I kept noticing. Whenever I worked on a project, I had multiple apps, files, folders and useful links open. If I closed everything and returned later, I had to manually find and reopen the whole setup again. That is exactly what WorkParcel is made for. A user can now create a parcel for a task and add the apps, open windows, files, folders and web links connected to it. Creating the parcel keeps the current setup open. Later, the user can use Pack Away to close selected supported application windows and Open Parcel to reopen the saved items. I also added a to-do list feature. Tasks can now be connected to a particular parcel, so the user can remember what needs to be done when returning to that project. These tasks are also available through the Today page, making it easier to see and manage important work. Parcel archiving is working now as well. Item management has also been completed and fixed. Users can remove a particular app, file, folder or link from a parcel, and it disappears from the interface immediately. This only removes the saved WorkParcel record—the original file or folder on the computer is never deleted. Files and folders can also be checked for availability and relinked if their location changes. Web links are saved as normal URLs and open in the default Windows browser. The app does not require any Chrome or Edge extension and does not claim to capture or close individual browser tabs. All parcel information is stored locally using SQLite, so the saved setup remains available after closing and reopening WorkParcel. I also added archive and restore, search, local backups, light and dark themes, and a downloadable Windows installer. WorkParcel is basically a place where you can pack away the digital setup connected to a task and return to it later without searching for everything again. Like, as soon as i completed makin this, I have started usin it! like the besttttt thing i have ever madee."}, {"post_id": 55748, "ts": "2026-08-27T18:42:14Z", "hours": 3.0675, "text": "Devlog 3 — WorkParcel Is Properly Working! After completing the UI, I finally worked on making the main WorkParcel system actually functional. Users can now create a parcel and easily select everything connected to their work setup. WorkParcel can show the apps and windows currently open on the computer, and the user can choose only the particular ones they want to save. Files can be selected using the Windows file picker, and multiple files can be added at once. Complete folders can also be selected, along with useful links, applications and notes. Everything is organised into separate categories with checkboxes, so users remain in control of exactly what gets included. Before packing the parcel, WorkParcel shows a review of the complete selection too!!!!! Once confirmed, all the selected items are packed together and saved locally. The parcel remains available even after WorkParcel or the computer is restarted. When the user returns, they can open the parcel, review everything saved inside it and choose which items they want to reopen. Files open through their regular applications, folders open in File Explorer, links open in the default browser and supported apps can launch again. The Pack Away option also lets users update the parcel whenever their setup changes. New items can be added, old ones can be removed, and the latest version of the workspace can be saved for the next time. Removing something from WorkParcel never deletes the original file or folder from the computer. So WorkParcel has now moved beyond being only a UI prototype—the main system properly works. Apps, files, folders, links and notes can all be selected easily, packed into one parcel and reopened whenever that complete setup is needed again. Now, cuz finally it works, i just need to do some testing and also like I am thinking to add another feature like a exact window layout restoration, so that i can open the whole setup as it is! like if my vs code was on the left side and chrome tab on the right, it would open the same way! Now i just need to figure out how i will make that happen…. lets see!!"}, {"post_id": 53888, "ts": "2026-08-24T16:18:11Z", "hours": 1.4825, "text": "Devlog 2 — WorkParcel UI Complete! Hii! So i am a bit sick, so couldn’t work much today, but I completed working on the UI of WorkParcel and gave it a clean, dark look instead of making it feel like another productivity app. I also organised the whole app properly and added different tabs to the navbar — Parcels, Today, Archive and Settings. The overview of the app The main Parcels page makes it easy to view saved setups, search through them and choose whether to open or pack them away (so that its easy to navigate thru). I also designed the Create New Parcel popup , parcel details screen and the Capture Current Setup flow, where users will be able to select specific apps, windows, browser tabs, files, folders, links and notes they want to save inside a parcel. The Today page has a simple to-do list, while Archive keeps older parcels separate from the main workspace. Mainly completed the visual design and navigation . Next, I’ll connect everything to real local storage so parcels and to-do items stay saved even after restarting the app. Also, I wanna make a few more changes in the UI to make it look a bit more well structured. Soo, stay tuned! :)"}, {"post_id": 52963, "ts": "2026-08-23T10:45:39Z", "hours": 2.7164, "text": "Devlog 1 — Starting WorkParcel I spent some time brainstorming a new project idea and thought about an issue that I, and probably a lot of other devs, face regularly. While workin on a project, we usually have a bunch of specific files, folders, browser tabs, notes, VS Code windows and other apps open. Once we close everything and return later, we have to manually find and reopen the entire setup again. That’s where the idea for WorkParcel came from. What it lets you do WorkParcel will let users create a “parcel” for a task and add everything connected to it. Later, they’ll be able to click Open Parcel and quickly reopen that complete workspace. For the first part, I set up the GitHub repo, connected it to VS Code and initialised the project using C#, .NET 10 and WinUI 3. There isn’t much to visually show yet, but the complete foundation is ready now. Next, I’ll start designing the actual WorkParcel UI. I am so excited to complete making this project, cuz I’d def would want to use this, as it will def be very helpful."}]...
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Title: WorkParcel by @arpitaanuna | Stardance
Dev Title: WorkParcel by @arpitaanuna | Stardance
Devlogs:
Devlog 1 — Starting WorkParcel I spent some time brainstorming a new project idea and thought about an issue that I, and probably a lot of other devs, face regularly. While workin on a project, we usually have a bunch of specific files, folders, browser tabs, notes, VS Code windows and other apps open. Once we close everything and return later, we have to manually find and reopen the entire setup again. That’s where the idea for WorkParcel came from. What it lets you do WorkParcel will let users create a “parcel” for a task and add everything connected to it. Later, they’ll be able to click Open Parcel and quickly reopen that complete workspace. For the first part, I set up the GitHub repo, connected it to VS Code and initialised the project using C#, .NET 10 and WinUI 3. There isn’t much to visually show yet, but the complete foundation is ready now. Next, I’ll start designing the actual WorkParcel UI. I am so excited to complete making this project, cuz I’d def would want to use this, as it will def be very helpful.
Devlog 2 — WorkParcel UI Complete! Hii! So i am a bit sick, so couldn’t work much today, but I completed working on the UI of WorkParcel and gave it a clean, dark look instead of making it feel like another productivity app. I also organised the whole app properly and added different tabs to the navbar — Parcels, Today, Archive and Settings. The overview of the app The main Parcels page makes it easy to view saved setups, search through them and choose whether to open or pack them away (so that its easy to navigate thru). I also designed the Create New Parcel popup , parcel details screen and the Capture Current Setup flow, where users will be able to select specific apps, windows, browser tabs, files, folders, links and notes they want to save inside a parcel. The Today page has a simple to-do list, while Archive keeps older parcels separate from the main workspace. Mainly completed the visual design and navigation . Next, I’ll connect everything to real local storage so parcels and to-do items stay saved even after restarting the app. Also, I wanna make a few more changes in the UI to make it look a bit more well structured. Soo, stay tuned! :)
Devlog 3 — WorkParcel Is Properly Working! After completing the UI, I finally worked on making the main WorkParcel system actually functional. Users can now create a parcel and easily select everything connected to their work setup. WorkParcel can show the apps and windows currently open on the computer, and the user can choose only the particular ones they want to save. Files can be selected using the Windows file picker, and multiple files can be added at once. Complete folders can also be selected, along with useful links, applications and notes. Everything is organised into separate categories with checkboxes, so users remain in control of exactly what gets included. Before packing the parcel, WorkParcel shows a review of the complete selection too!!!!! Once confirmed, all the selected items are packed together and saved locally. The parcel remains available even after WorkParcel or the computer is restarted. When the user returns, they can open the parcel, review everything saved inside it and choose which items they want to reopen. Files open through their regular applications, folders open in File Explorer, links open in the default browser and supported apps can launch again. The Pack Away option also lets users update the parcel whenever their setup changes. New items can be added, old ones can be removed, and the latest version of the workspace can be saved for the next time. Removing something from WorkParcel never deletes the original file or folder from the computer. So WorkParcel has now moved beyond being only a UI prototype—the main system properly works. Apps, files, folders, links and notes can all be selected easily, packed into one parcel and reopened whenever that complete setup is needed again. Now, cuz finally it works, i just need to do some testing and also like I am thinking to add another feature like a exact window layout restoration, so that i can open the whole setup as it is! like if my vs code was on the left side and chrome tab on the right, it would open the same way! Now i just need to figure out how i will make that happen…. lets see!!
Final Devlog - WorkParcel is done! and i am using it now! After spending a lot of time designing, building, testing and fixing WorkParcel, the main version of the app is finally ready! WorkParcel started from a simple problem I kept noticing. Whenever I worked on a project, I had multiple apps, files, folders and useful links open. If I closed everything and returned later, I had to manually find and reopen the whole setup again. That is exactly what WorkParcel is made for. A user can now create a parcel for a task and add the apps, open windows, files, folders and web links connected to it. Creating the parcel keeps the current setup open. Later, the user can use Pack Away to close selected supported application windows and Open Parcel to reopen the saved items. I also added a to-do list feature. Tasks can now be connected to a particular parcel, so the user can remember what needs to be done when returning to that project. These tasks are also available through the Today page, making it easier to see and manage important work. Parcel archiving is working now as well. Item management has also been completed and fixed. Users can remove a particular app, file, folder or link from a parcel, and it disappears from the interface immediately. This only removes the saved WorkParcel record—the original file or folder on the computer is never deleted. Files and folders can also be checked for availability and relinked if their location changes. Web links are saved as normal URLs and open in the default Windows browser. The app does not require any Chrome or Edge extension and does not claim to capture or close individual browser tabs. All parcel information is stored locally using SQLite, so the saved setup remains available after closing and reopening WorkParcel. I also added archive and restore, search, local backups, light and dark themes, and a downloadable Windows installer. WorkParcel is basically a place where you can pack away the digital setup connected to a task and return to it later without searching for everything again. Like, as soon as i completed makin this, I have started usin it! like the besttttt thing i have ever madee.
Ships:
Shipping WorkParcel! After spending a lot of time designing, coding, testing and fixing things, I am finally shipping WorkParcel! WorkParcel is a Windows productivity app that helps you save everything connected to a particular project or task in one place. Whenever I work on something, I usually have multiple apps, files, folders and useful browser links open. After closing everything, finding and reopening the same setup again becomes really annoying. That is the problem I wanted WorkParcel to solve. With WorkParcel, you can create a parcel, select the apps and windows you are using, add files and folders, save useful web links, and keep everything connected to that work together. When you return later, you can open the parcel and choose which saved items you want to launch again. How it works Create a parcel and give it a name. Select the currently open apps and windows connected to your work. Add any files, folders or web links you need. Save the parcel without moving or copying your actual files. Use Pack Away to request a normal close for the supported windows you selected. Use Open Parcel whenever you want to reopen your saved setup. Creating a parcel does not immediately close everything. Packing Away is a separate action, so the user always controls when the selected setup should be closed. Other features I added WorkParcel also has a to-do list system. Tasks can be connected to a particular parcel, making it easier to remember what needs to be done when returning to that work. The Today page brings these tasks together in one place. Parcels can now be archived when they are no longer actively needed. They remain safely stored in the Archive and can be restored later. Individual items can also be edited or removed from a parcel. Removing a file or folder only removes its saved WorkParcel record—the actual item on the computer is never deleted. If a saved file or folder gets moved, WorkParcel can show that it is unavailable and allow the user to relink it to its new location. Other details in readme. Browser links Web links can be added by pasting one HTTP or HTTPS URL per line. WorkParcel saves these links and opens them in the default Windows browser. If a complete browser window is selected as an open app, Pack Away may close that entire selected window. WorkParcel does not claim to restore browser history, tab groups, page contents or exact window positions. Built with -C# .NET 10 WinUI 3 Windows App SDK SQLite Win32 APIs WorkParcel is now available as a public beta for Windows 10 and Windows 11!! This project went through several different ideas and UI changes, but I eventually kept its main purpose simple: Save the work. Pack it away. Open it when you return. WorkParcel v0.2.0 Beta 3 is officially shipped! And i hope everyone willll loveeeee itt!! cuz i love it tooo and am def gonna use this alot :D...
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1793005044.9197092
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1793091444.9197092
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31502
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SpellCLI by @Landen_A | Stardance
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Landen_A
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1
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19.23
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180
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T21:39:25Z", "hours": 14.0, "multiplier": 12.81, "payout": 180, "blessing": "neutral", "text": "I created a CLI that can help with spelling words. The most challenging part of this project was the variety of different programming concepts that I had to use like running code on multiple threads and optimizing code. I am proud that I made an application that I will actually use. I sometimes have trouble spelling different words and although many editors have great spell checkers, none of them tell you if their correction is correct (e.g. I don’t know the exact spelling of a word). To install, you need cargo (part of rustup), installation instructions are at https://rust-lang.org/tools/install/", "repo": "https://github.com/looking-g/SpellCLI", "demo": "https://crates.io/crates/spellcli"}]...
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[{"post_id": 58499, "ts": "202 [{"post_id": 58499, "ts": "2026-08-30T22:33:49Z", "hours": 2.2583, "text": "OFFLINE starting NOW I have had it up to HERE trying to get neat definition retrieval from the internet working. TODAY, I GO OFFLINE, WOOOOOOOOOOOOH. (I am going to vent a little in this log so if your not a fan of that stuff feel free to take a look at my other logs :) Stage 1: Anger Believe it or not, SpellCLI broke, again. And, believe it or not, it’s because of the INTERNET DEFINITION GET FUNCTIONS. There is now this new error. After that I had it, I was going off grid for this update. Stage 2: Coding I created a new project turn this epic database (you should check it out) into a rust struct. It works (after 3 and a half hours ;-;) but the out put hash map in-compile-able, it uses more ram than I have 🙏 . Stage 3: More Coding So I striped some of the code from that project and inserted it into SpellCLI (as you do) and it worked. Stage 4: Victory 🍾 After removing the crates I used for web interface the CLI is now very lightweight ( well , I compiles very quickly at least). And now, I have a feeling it won’t break this time🤞. Stage 5: Even More Coding Well, that’s it for now. SpellCLI is now (officially) THE BEST CLI EVER BYE BYE"}, {"post_id": 40445, "ts": "2026-08-03T23:27:09Z", "hours": 1.4422, "text": "My CLI caught a COLD Today, I will take you through the crazy journey of how my CLI caught a “cold” , how I cured it, and how I ended up crating better error handling because of the whole adventure. How dose a CLI catch a cold? So, one day (yesterday), I was using SpellCLI and than suddenly a bunch of treads started to panic, for seemingly no reason! Than, I ran the program again, and it worked perfectly fine. After a few more tests, the CLI seemed to very in the number and how often these threads panicked. It reminded me of how I am when I have a cold (working in varying efficiencies), so I thought to label the CLI as having a cold (I know it’s not the correct way of labeling a program with this status, but I though it would be funny) . DON’T PANIC And just like that I was off to debugging! First, I started with adding debug info like adding names to treads and printing a bunch of information. After a little bit, I found out that the treads that are panicking are the ones that retrieve definition data from the internet. Specifically, the treads are not getting JSON data but “error code: 502” Handling the errors Turns out that error code: 502 means that a bad gateway has interfered with everything, and the best solution is to… try again later. I don’t know why this is just now showing up. If you know or have a guess, feel free to comment! What this all means is that I had to handle internet errors now. So, I changed the get_word_defs function to return a Result and made the treads handle the result: if a tread got the error 502, it would try again up to 3 times, and it would display any other error to the user! It might not be the most perfect or cleanest fix but it works for the most part! And with that I am done! Right? I patched up the CLI and published the new version on crates.io ! but, I sometimes get the error 1015 (meaning I set too many requests) and there are a few other things that could be worked on… For now, I’m going to go back to the bevel gears. Bye, and see you soon!"}, {"post_id": 32643, "ts": "2026-07-21T22:38:35Z", "hours": 1.5333, "text": "Compare the words! ++ I have reworked how words are compared (again)! The best CLI EVER (well, now at least) SpellCLI has been out for some time! I have been using it and I have found a problem. Words that are anagrams of each other often flood the top results and if the word is spelled incorrectly, give (seemingly) completely random words. This is because the placement of a word was not considered at all in the algorithm described in Compare the words! + The Great Algorithm The new algorithm now considers the placement of words (how much they moved) and if words are missing! Take the words “great” and “rat”. ‘r’ haves to move 1 place and ‘a’ and ‘t’ move 2: G|R|E|A|T -|R| | | _|- |- |A| _|_ |- |- |T For a total of 5 movements. Than, the ‘g’ and ‘e’ are left, for a total of 2 leftovers. Leftovers than get a × max_len multiplier, this wights them so that moving letters is “more similar” that extra letters. This gives a total of 15 points of differences. The max amount of difference is calculated as (len1+len2) * max_len (40 in this case). this gives a total of 0.375 difference or 0.625 similarity (63% similar)! The future of SpellCLI I don’t know how common devlogs will be for SpellCLI now that the project is done. I don’t have any plans to ship the project again, if I make several changes by the end of the summer I might. See you in my next project 👀, bye!"}, {"post_id": 30892, "ts": "2026-07-18T21:16:58Z", "hours": 0.3061, "text": "Out Now! SpellCLI is out on crates.io ! The program can be installed with cargo install spellcli See you soon(er than you think)!"}, {"post_id": 30396, "ts": "2026-07-17T21:49:10Z", "hours": 0.9889, "text": "Output and away! I have reconfigured how information is outputted and I am very close to shipping. Out(put) I have changed the output to display Is the input word correct? - if so it's definition Definitions of similar words Not a very complex addition but definitely a needed one! And Out! Now that everything is cleaned up and working, the project is just about ready to ship! All I need to do now is a few more tests, to work on the README, and get the CLI on crates.io/downloadable with cargo intall SpellCLI ! Good bye!"}, {"post_id": 29235, "ts": "2026-07-16T00:40:53Z", "hours": 3.7497, "text": "Multi-threaded Optimizations and a life time of lifetimes The project is now multi-threaded, there is no more acync code, and there are way fewer lifetimes. I can’t wait to show you all of it! Taking our time When I started 3 hours and 44 minutes ago (this is the most amount of coding time I’ve added in a devlog this project!) I tested the speed of the program using the word “anagram”, set to give the top 5 results, I got the speeds: 6314, 5514, and 5488 milliseconds, (from input of anagram to end of program) that’s about 5.5 seconds! That is not very fast, at all. My Client The first optimization I implemented is the use (or reuse) of a Client when requesting definitions from the web. A Client is like a connection to the internet (I think). And every time I got a word’s definition, I created a new Client . (You could imagine how inefficient that can get) Moving over to reuse a Client was very easy (compared to what’s next ) After this change, anagram returned 4332, 3944, and 4038 milliseconds; about 4 seconds, getting better! My Client requested multiple threads Next I made each search for a definition run on a separate thread. Implementing this wasn’t too bad. I did have some trouble with lifetimes but a few .clone() s patched up those errors! But, when the code ran, nothing happened. After panting plenty println!() s I found out that the threads weren’t running, at all . I came to the conclusion that the threads weren’t running because they were using acync closures, and everything acync in rust in lazy and needs to be told to ran. After getting frustrated with tokio I switched the acync part of the acync function with it’s blocking equivalent and everything worked! And with that, I didn’t need tokio anymore ¯ \\ _ (ツ)_/¯. This change returned 3628, 3659, and 3982 milliseconds; about 3.5 seconds, good. My teacher never thought me how to read a dictionary. Lastly, I decided to make the code that checks every word against the input word, you guessed it , I’m tired multi-threaded! This is where lifetimes decided to step in . (in 2 secs: a reference ( ref or & ) points to an owned value; so if the owned value 💥, the ref . To stop this, lifetimes say: “just don’t 💥 when there’s a ref (+ some 🪄 so things aren’t easy)) I made the code that splits dictionary searching into multiple jobs, easy. Than, I tried to make the the system run on multi-threaded, not easy. After fighting &str for too long I finally decided to just turn all the interrupting &str s into Strings (making the values owned; owned values have no lifetimes (I mean, well…) ). The results after all that are 1769, 1666, and 1665 milliseconds; a little over 1.5 seconds, this is very good! 4 paragraphs, 3 improvements, 2 seconds to run, 1 week to launch. That was a wild ride! I hope you enjoyed! I do have some after thoughts if you would like to continue reading: When running with run --release , “anagram” took 800 milliseconds, which I consider fast enough. I do have an idea for something that could make the app run even faster, but I’ll add it if I feel like it. And I am thinking of shipping within the coming 7 days (maybe, sooner). Bye!!!"}, {"post_id": 28729, "ts": "2026-07-15T05:14:04Z", "hours": 2.9761, "text": "Definitions and JSON I have completed the code that gets definitions for words. Even though the idea is simple, the code is not! Dictionary The long journey of getting definitions starts at dictionaryapi.dev . This site allows anyone get a large amount of info on any given word! At the end of the URL I can add a word and it will give me a word’s synonyms, example uses, and definitions . Getting the website data is easy enough using reqwest : reqwest :: get ( /* URL */ ) .await .unwrap () .text () .await .unwrap (); This gets all the data that I need (oh, ya, I’ll explain the use of async code later) ! Info But, the real tricky part is that the data is in JSON and not Rust (who would have though). Luckily enough, there is a library, serde_json , that helps with Rust-JSON communication! interfacing with JSON wasn’t too hard, I just find it unusual how everything was wrapped in a vector; I had to access the data like this: let word_map = & json_body [ 0 ][ \"meanings\" ][ def_num as usize ]; let word_def = & word_map [ \"definitions\" ][ 0 ][ \"definition\" ]; let part_of_speech = & word_map [ \"partOfSpeech\" ]; This could be completely normal but, I don’t know. By the way, [def_num as usize] was originally just [def_num] witch is invalid and silently, always returns null. This took too long to find out . Async and whats next And now, about the async code. The program is taking longer than I would like to run, so, I’m planing on adding some async and multi-threaded code next. Bye!"}, {"post_id": 27983, "ts": "2026-07-13T22:58:11Z", "hours": 2.0586, "text": "Compare the words! + I have reworked how words are compared! before, if I tried to compare “different” and “diferent” the code would see | d | i | f | f | e | r | e | n | t | | d | i | f | e | r | e | n | t | | ^ | ^ | ^ |X |X | X | X | X | X | For a total of 33% accuracy (very wrong)! Now, the new code only compares the difference in letters, without caring about where each letter is placed! The code now sees: | d | i | f | r | e | n | t | <- all letters used | 1 | 1 | 2 | 1 | 2 | 1 | 1 | <- count for \"different\" | 1 | 1 | 1 | 1 | 2 | 1 | 1 | <- count for \"diferent\" then calculates the accuracy per letter: | d | i | f | r | e | n | t | | 1 | 1 | .5 | 1 | 1 | 1 | 1 | witch gives an average (aka accuracy) of 0.928(93%)! This is far better than before! This can give some results that you wouldn’t think like how the code sees “rustq” as most similar to “quarts” (as seen in the image below). You can see the function code here . Now, I’m thinking of getting word definitions for the top i most similar words. Can’t wait for next time, bye!"}, {"post_id": 27871, "ts": "2026-07-13T19:34:26Z", "hours": 2.1369, "text": "Every word in the dictionary I have created a function that compares an input word against every word in the library wordnik_list (very useful! you should check it out!) and retrieves the top n most similar words. The function is very fast already so I probably won’t need to do anything multi-threaded, but the term “multi-threaded” in a project’s description generally creates a better vibe! I’m planing on reworking how words are compared because there is an issue with how the current comparison works (I’ll go into more detail once the fix is implemented). See you later!"}, {"post_id": 27478, "ts": "2026-07-13T02:27:06Z", "hours": 1.5375, "text": "Compare the words! I have added a struct that allows words to be compared for similarity! It works by checking if each letter in two strings are the same. So, if I compare “tall” and “wall”: the code will see t | a| l | l | w | a | l | l | ❌|✅|✅|✅ for a total of ¾/0.75/75% similarity! I’m planing on using this functionality to compare the input word against every English word to get the word the user is most likely trying to spell. So I might have to get into multi-threaded code down the line (or should I say twine XD). Bye!"}, {"post_id": 23680, "ts": "2026-07-06T19:51:01Z", "hours": 0.2592, "text": "Setup I set up a basic utility for the app, being the first_word function. The function isn’t supper complex. What it dose is goes through each character in a string, adds the character to the output if it isn’t white space. If it is white space that the output string is returned. Idea My vision for this app is that you will input a word and the CLI will tell you if it is spelled correctly, and definitions of similarly spelled words. It isn’t supper complex but I do see myself using it in the future quite a bit."}]...
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Title: SpellCLI by @Landen_A | Stardance
Devlogs: Title: SpellCLI by @Landen_A | Stardance
Devlogs:
Setup I set up a basic utility for the app, being the first_word function. The function isn’t supper complex. What it dose is goes through each character in a string, adds the character to the output if it isn’t white space. If it is white space that the output string is returned. Idea My vision for this app is that you will input a word and the CLI will tell you if it is spelled correctly, and definitions of similarly spelled words. It isn’t supper complex but I do see myself using it in the future quite a bit.
Compare the words! I have added a struct that allows words to be compared for similarity! It works by checking if each letter in two strings are the same. So, if I compare “tall” and “wall”: the code will see t | a| l | l | w | a | l | l | ❌|✅|✅|✅ for a total of ¾/0.75/75% similarity! I’m planing on using this functionality to compare the input word against every English word to get the word the user is most likely trying to spell. So I might have to get into multi-threaded code down the line (or should I say twine XD). Bye!
Every word in the dictionary I have created a function that compares an input word against every word in the library wordnik_list (very useful! you should check it out!) and retrieves the top n most similar words. The function is very fast already so I probably won’t need to do anything multi-threaded, but the term “multi-threaded” in a project’s description generally creates a better vibe! I’m planing on reworking how words are compared because there is an issue with how the current comparison works (I’ll go into more detail once the fix is implemented). See you later!
Compare the words! + I have reworked how words are compared! before, if I tried to compare “different” and “diferent” the code would see | d | i | f | f | e | r | e | n | t | | d | i | f | e | r | e | n | t | | ^ | ^ | ^ |X |X | X | X | X | X | For a total of 33% accuracy (very wrong)! Now, the new code only compares the difference in letters, without caring about where each letter is placed! The code now sees: | d | i | f | r | e | n | t | <- all letters used | 1 | 1 | 2 | 1 | 2 | 1 | 1 | <- count for "different" | 1 | 1 | 1 | 1 | 2 | 1 | 1 | <- count for "diferent" then calculates the accuracy per letter: | d | i | f | r | e | n | t | | 1 | 1 | .5 | 1 | 1 | 1 | 1 | witch gives an average (aka accuracy) of 0.928(93%)! This is far better than before! This can give some results that you wouldn’t think like how the code sees “rustq” as most similar to “quarts” (as seen in the image below). You can see the function code here . Now, I’m thinking of getting word definitions for the top i most similar words. Can’t wait for next time, bye!
Definitions and JSON I have completed the code that gets definitions for words. Even though the idea is simple, the code is not! Dictionary The long journey of getting definitions starts at dictionaryapi.dev . This site allows anyone get a large amount of info on any given word! At the end of the URL I can add a word and it will give me a word’s synonyms, example uses, and definitions . Getting the website data is easy enough using reqwest : reqwest :: get ( /* URL */ ) .await .unwrap () .text () .await .unwrap (); This gets all the data that I need (oh, ya, I’ll explain the use of async code later) ! Info But, the real tricky part is that the data is in JSON and not Rust (who would have though). Luckily enough, there is a library, serde_json , that helps with Rust-JSON communication! interfacing with JSON wasn’t too hard, I just find it unusual how everything was wrapped in a vector; I had to access the data like this: let word_map = & json_body [ 0 ][ "meanings" ][ def_num as usize ]; let word_def = & word_map [ "definitions" ][ 0 ][ "definition" ]; let part_of_speech = & word_map [ "partOfSpeech" ]; This could be completely normal but, I don’t know. By the way, [def_num as usize] was originally just [def_num] witch is invalid and silently, always returns null. This took too long to find out . Async and whats next And now, about the async code. The program is taking longer than I would like to run, so, I’m planing on adding some async and multi-threaded code next. Bye!
Multi-threaded Optimizations and a life time of lifetimes The project is now multi-threaded, there is no more acync code, and there are way fewer lifetimes. I can’t wait to show you all of it! Taking our time When I started 3 hours and 44 minutes ago (this is the most amount of coding time I’ve added in a devlog this project!) I tested the speed of the program using the word “anagram”, set to give the top 5 results, I got the speeds: 6314, 5514, and 5488 milliseconds, (from input of anagram to end of program) that’s about 5.5 seconds! That is not very fast, at all. My Client The first optimization I implemented is the use (or reuse) of a Client when requesting definitions from the web. A Client is like a connection to the internet (I think). And every time I got a word’s definition, I created a new Client . (You could imagine how inefficient that can get) Moving over to reuse a Client was very easy (compared to what’s next ) After this change, anagram returned 4332, 3944, and 4038 milliseconds; about 4 seconds, getting better! My Client requested multiple threads Next I made each search for a definition run on a separate thread. Implementing this wasn’t too bad. I did have some trouble with lifetimes but a few .clone() s patched up those errors! But, when the code ran, nothing happened. After panting plenty println!() s I found out that the threads weren’t running, at all . I came to the conclusion that the threads weren’t running because they were using acync closures, and everything acync in rust in lazy and needs to be told to ran. After getting frustrated with tokio I switched the acync part of the acync function with it’s blocking equivalent and everything worked! And with that, I didn’t need tokio anymore ¯ \ _ (ツ)_/¯. This change returned 3628, 3659, and 3982 milliseconds; about 3.5 seconds, good. My teacher never thought me how to read a dictionary. Lastly, I decided to make the code that checks every word against the input word, you guessed it , I’m tired multi-threaded! This is where lifetimes decided to step in . (in 2 secs: a reference ( ref or & ) points to an owned value; so if the owned value 💥, the ref . To stop this, lifetimes say: “just don’t 💥 when there’s a ref (+ some 🪄 so things aren’t easy)) I made the code that splits dictionary searching into multiple jobs, easy. Than, I tried to make the the system run on multi-threaded, not easy. After fighting &str for too long I finally decided to just turn all the interrupting &str s into Strings (making the values owned; owned values have no lifetimes (I mean, well…) ). The results after all that are 1769, 1666, and 1665 milliseconds; a little over 1.5 seconds, this is very good! 4 paragraphs, 3 improvements, 2 seconds to run, 1 week to launch. That was a wild ride! I hope you enjoyed! I do have some after thoughts if you would like to continue reading: When running with run --release , “anagram” took 800 milliseconds, which I consider fast enough. I do have an idea for something that could make the app run even faster, but I’ll add it if I feel like it. And I am thinking of shipping within the coming 7 days (maybe, sooner). Bye!!!
Output and away! I have reconfigured how information is outputted and I am very close to shipping. Out(put) I have changed the output to display Is the input word correct? - if so it's definition Definitions of similar words Not a very complex addition but definitely a needed one! And Out! Now that everything is cleaned up and working, the project is just about ready to ship! All I need to do now is a few more tests, to work on the README, and get the CLI on crates.io/downloadable with cargo intall SpellCLI ! Good bye!
Out Now! SpellCLI is out on crates.io ! The program can be installed with cargo install spellcli See you soon(er than you think)!
Compare the words! ++ I have reworked how words are compared (again)! The best CLI EVER (well, now at least) SpellCLI has been out for some time! I have been using it and I have found a problem. Words that are anagrams of each other often flood the top results and if the word is spelled incorrectly, give (seemingly) completely random words. This is because the placement of a word was not considered at all in the algorithm described in Compare the words! + The Great Algorithm The new algorithm now considers the placement of words (how much they moved) and if words are missing! Take the words “great” and “rat”. ‘r’ haves to move 1 place and ‘a’ and ‘t’ move 2: G|R|E|A|T -|R| | | _|- |- |A| _|_ |- |- |T For a total of 5 movements. Than, the ‘g’ and ‘e’ are left, for a total of 2 leftovers. Leftovers than get a × max_len multiplier, this wights them so that moving letters is “more similar” that extra letters. This gives a total of 15 points of differences. The max amount of difference is calculated as (len1+len2) * max_len (40 in this case). this gives a total of 0.375 difference or 0.625 similarity (63% similar)! The future of SpellCLI I don’t know how common devlogs will be for SpellCLI now that the project is done. I don’t have any plans to ship the project again, if I make several changes by the end of the summer I might. See you in my next project 👀, bye!
My CLI caught a COLD Today, I will take you through the crazy journey of how my CLI caught a “cold” , how I cured it, and how I ended up crating better error handling because of the whole adventure. How dose a CLI catch a cold? So, one day (yesterday), I was using SpellCLI and than suddenly a bunch of treads started to panic, for seemingly no reason! Than, I ran the program again, and it worked perfectly fine. After a few more tests, the CLI seemed to very in the number and how often these threads panicked. It reminded me of how I am when I have a cold (working in varying efficiencies), so I thought to label the CLI as having a cold (I know it’s not the correct way of labeling a program with this status, but I though it would be funny) . DON’T PANIC And just like that I was off to debugging! First, I started with adding debug info like adding names to treads and printing a bunch of information. After a little bit, I found out that the treads that are panicking are the ones that retrieve definition data from the internet. Specifically, the treads are not getting JSON data but “error code: 502” Handling the errors Turns out that error code: 502 means that a bad gateway has interfered with everything, and the best solution is to… try again later. I don’t know why this is just now showing up. If you know or have a guess, feel free to comment! What this all means is that I had to handle internet errors now. So, I changed the get_word_defs function to return a Result and made the treads handle the result: if a tread got the error 502, it would try again up to 3 times, and it would display any other error to the user! It might not be the most perfect or cleanest fix but it works for the most part! And with that I am done! Right? I patched up the CLI and published the new version on crates.io ! but, I sometimes get the error 1015 (meaning I set too many requests) and there are a few other things that could be worked on… For now, I’m going to go back to the bevel gears. Bye, and see you soon!
OFFLINE starting NOW I have had it up to HERE trying to get neat definition retrieval from the internet working. TODAY, I GO OFFLINE, WOOOOOOOOOOOOH. (I am going to vent a little in this log so if your not a fan of that stuff feel free to take a look at my other logs :) Stage 1: Anger Believe it or not, SpellCLI broke, again. And, believe it or not, it’s because of the INTERNET DEFINITION GET FUNCTIONS. There is now this new error. After that I had it, I was going off grid for this update. Stage 2: Coding I created a new project turn this epic database (you should check it out) into a rust struct. It works (after 3 and a half hours ;-;) but the out put hash map in-compile-able, it uses more ram than I have 🙏 . Stage 3: More Coding So I striped some of the code from that project and inserted it into SpellCLI (as you do) and it worked. Stage 4: Victory 🍾 After removing the crates I used for web interface the CLI is now very lightweight ( well , I compiles very quickly at least). And now, I have a feeling it won’t break this time🤞. Stage 5: Even More Coding Well, that’s it for now. SpellCLI is now (officially) THE BEST CLI EVER BYE BYE
Ships:
I created a CLI that can help with spelling words. The most challenging part of this project was the variety of different programming concepts that I had to use like running code on multiple threads and optimizing code. I am proud that I made an application that I will actually use. I sometimes have trouble spelling different words and although many editors have great spell checkers, none of them tell you if their correction is correct (e.g. I don’t know the exact spelling of a word). To install, you need cargo (part of rustup), installation instructions are at https://rust-lang.org/tools/install/...
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1792976043.7112708
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1793062443.7112708
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33818
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Piggi by @malikschenk | Stardance
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malikschenk
|
1
|
27.2
|
180
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:52:24Z", "hours": 25.0, "multiplier": 7.31, "payout": 180, "blessing": "neutral", "text": "I created an app to keep an eye on your expenses and to reach your saving goals. It has smart features like Stats and a Calculator. Additionally there is PiggiAI, an integrated AI that runs via your Gemini API key. All the data is saved securely in local stoprage, never löeaves your device and can be deleted with just two clicks.", "repo": "https://github.com/Malikschenk/Piggi", "demo": "https://piggi-app.vercel.app/"}]...
|
[{"post_id": 78167, "ts": "202 [{"post_id": 78167, "ts": "2026-10-09T20:50:05Z", "hours": 1.6992, "text": "Devlog #8 After two failed submissions I finally found the problem! The reviewer said the Hack Club AI key didn’t work. But my code, as I thought, wasn’t actually the problem. Because GitHub Pages doesn’t support Serverless Functions and Vercel do. Now I host Piggi on Vercel. It feels and looks the same, but it works. Check it out here !"}, {"post_id": 75878, "ts": "2026-10-01T13:38:20Z", "hours": 0.5, "text": "Devlog #7 I received an answer really quickly from the reviewers. They said I have to open PiggiAI to Hack Club AI. I never heard of it before, but you can get your API key there for top OpenAI models. Now PiggiAI is opened to both keys! Check it out here !"}, {"post_id": 75714, "ts": "2026-09-30T20:38:29Z", "hours": 2.1003, "text": "Devlog #6 I just found out that the Stardance event has been extended by another month! I’m really happy but in the last days I spent so much time finishing Piggi. Now I’m done, there are no new features today, but you can check it out in my repo and live on GitHub Pages. I was struggling with Pages, but I finally did it! I’m about to submit the project. Maybe there’ll be a new version of Piggi, so stay tuned!"}, {"post_id": 75347, "ts": "2026-09-29T20:13:02Z", "hours": 3.7125, "text": "Devlog #5 I finally finished Piggi! I added a lot of new features. For example Stats and Calculator features. But try it yourself here or check my repo ! I’m adding information to the README but I have to submit the project now because the Stardance Event is ending tomorrow. Here are a few screenshots of the UI."}, {"post_id": 71771, "ts": "2026-09-21T14:37:29Z", "hours": 4.41, "text": "Devlog #4 I’m back working on Piggi! In the last weeks I built my Hackpad and shipped it yesterday. While it’s being checked I’m working on this project again. My plan is to finish it before the Stardance event ends."}, {"post_id": 44030, "ts": "2026-08-09T15:14:03Z", "hours": 3.5489, "text": "Devlog #3 I just finished the app and made some changes: · New Settings menu · Adjustable avatar letter · Option to reset all data · Option to add and subtract funds · Warning when entering letters or symbols in forms for numbers Aside from that I removed the diagram because I don’t think you need a visualization of monthly income and expenses. Now I’ll start with PiggiAI. I also hosted Piggi on GitHub Pages so check it out here !"}, {"post_id": 30397, "ts": "2026-07-17T21:50:20Z", "hours": 7.3644, "text": "Devlog #2 I largely finished the structure of the app, but it’s a work in progress and a few bugs to fix. The code is now on GitHub - try it out! These things are improved or new: · New menu for the settings · New dark mode · A clearer diagram for expenses · New buttons · Maximum of 10 saving goals and 5 sources of income · A few more improvements I had a problem with the Editing UI of the balance because I renamed a class in CSS but not in HTML and JS. As the next step I want to build the PiggiAI. It’s an AI assistant and it uses your Gemini API key. How you get this key is explained in the README in GitHub. Right now, the tile ‘PiggiAI’, the PiggiAI input bar at the bottom and the menu to enter your API key are currently non-functional, I’m working on it."}, {"post_id": 28510, "ts": "2026-07-14T20:12:39Z", "hours": 3.4694, "text": "Devlog #1 I’m working on the UI. This is my first prototype."}]...
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Title: Piggi by @malikschenk | Stardance
Devlogs: Title: Piggi by @malikschenk | Stardance
Devlogs:
Devlog #1 I’m working on the UI. This is my first prototype.
Devlog #2 I largely finished the structure of the app, but it’s a work in progress and a few bugs to fix. The code is now on GitHub - try it out! These things are improved or new: · New menu for the settings · New dark mode · A clearer diagram for expenses · New buttons · Maximum of 10 saving goals and 5 sources of income · A few more improvements I had a problem with the Editing UI of the balance because I renamed a class in CSS but not in HTML and JS. As the next step I want to build the PiggiAI. It’s an AI assistant and it uses your Gemini API key. How you get this key is explained in the README in GitHub. Right now, the tile ‘PiggiAI’, the PiggiAI input bar at the bottom and the menu to enter your API key are currently non-functional, I’m working on it.
Devlog #3 I just finished the app and made some changes: · New Settings menu · Adjustable avatar letter · Option to reset all data · Option to add and subtract funds · Warning when entering letters or symbols in forms for numbers Aside from that I removed the diagram because I don’t think you need a visualization of monthly income and expenses. Now I’ll start with PiggiAI. I also hosted Piggi on GitHub Pages so check it out here !
Devlog #4 I’m back working on Piggi! In the last weeks I built my Hackpad and shipped it yesterday. While it’s being checked I’m working on this project again. My plan is to finish it before the Stardance event ends.
Devlog #5 I finally finished Piggi! I added a lot of new features. For example Stats and Calculator features. But try it yourself here or check my repo ! I’m adding information to the README but I have to submit the project now because the Stardance Event is ending tomorrow. Here are a few screenshots of the UI.
Devlog #6 I just found out that the Stardance event has been extended by another month! I’m really happy but in the last days I spent so much time finishing Piggi. Now I’m done, there are no new features today, but you can check it out in my repo and live on GitHub Pages. I was struggling with Pages, but I finally did it! I’m about to submit the project. Maybe there’ll be a new version of Piggi, so stay tuned!
Devlog #7 I received an answer really quickly from the reviewers. They said I have to open PiggiAI to Hack Club AI. I never heard of it before, but you can get your API key there for top OpenAI models. Now PiggiAI is opened to both keys! Check it out here !
Devlog #8 After two failed submissions I finally found the problem! The reviewer said the Hack Club AI key didn’t work. But my code, as I thought, wasn’t actually the problem. Because GitHub Pages doesn’t support Serverless Functions and Vercel do. Now I host Piggi on Vercel. It feels and looks the same, but it works. Check it out here !
Ships:
I created an app to keep an eye on your expenses and to reach your saving goals. It has smart features like Stats and a Calculator. Additionally there is PiggiAI, an integrated AI that runs via your Gemini API key. All the data is saved securely in local stoprage, never löeaves your device and can be deleted with just two clicks....
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1793004673.4982502
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1793091073.4982502
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38296
|
The Last Star by @theodora | Stardance
|
theodora
|
1
|
36.0
|
180
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T12:05:14Z", "hours": 36.0, "multiplier": 4.15, "payout": 180, "blessing": "neutral", "text": "A thrilling story-based decision game where every choice shapes your path–and where you’ll need to piece together a hidden word to unlock the true ending. Each person has their own beginning and an end, but no one knows when their final moment will come. Every decision, every step you take is going to shape your future. Inside every person, there is a shiny star shining through their life. As long as hope remains, the star burns brightly. When hope is lost, the star slowly fades into darkness, turning positive energy into dark energy. Hope is contagious — but so is despair. People surrounding you don’t just affect themselves; they influence the people they meet and the world around them. How to Play –Can play with any device –Choose your character and begin the journey –Make choices at each story point–every decision affects what happens next –Collect gems along the way, each hiding a letter of a secret word –At the end, guess the hidden word to determine your true ending. ##Controls: –Mouse/tap: buttons and story choices –Arrow keys or drag the sliding object using touchscreen in maze and catch the gem –Arrow keys or touch the inbuilt arrow key button to play the snake Built With p5.js, p5play", "repo": "https://github.com/theodora-sin/The-Last-Star", "demo": "https://theodora-sin.github.io/The-Last-Star/"}]...
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[{"post_id": 36963, "ts": "202 [{"post_id": 36963, "ts": "2026-07-29T12:02:16Z", "hours": 3.8381, "text": "#DEVLOG 5 Welcome to my final devlog! Today, I focused on finishing the conclusion of the screen. I created two different endings just to make the experience more fun. 🛠️ What’s New: Added the final chapter with two different story ending Adding sound effects to improve the overall expereience creating canvas to 400 x 800, so it can be play on the mobile device. Although the canvas might be small when people play on computer, this size allow the game to work across all devices Thank you for following the development of The Last Star! I hope you will enjoy the game."}, {"post_id": 36284, "ts": "2026-07-28T09:02:08Z", "hours": 8.4378, "text": "Devlog #4: Welcome to my fourth devlog! This week, I focused on developing the next three chapters leading up to the ending of The Last Star.Over the past two days, I have been working on these final chapters. I’m happy to say that I have finished writing the ending and created the snake game that appears in the story.I have also been working on adding arrow controls to the snake game so that players can enjoy it on iPads and mobile phones more easily. 🛠️ What’s New Created the final three story scenarios. Finished developing the snake game using p5.play, instead of relying mainly on CSS and JavaScript. 🔮 What’s Next Finish the conclusion and polish the final chapters. Add more features, including sound effects and images, to improve the overall experience. Thank you for following the development of The Last Star! I’m hoping to ship the project in the next devlog. Stay tuned!"}, {"post_id": 34819, "ts": "2026-07-25T20:32:20Z", "hours": 8.22, "text": "Devlog #3 Welcome to my third devlog! Today, I focused on developing Scenarios 2 and 3, with a strong emphasis on creating fun and engaging minigames to make the gameplay more exciting. These scenarios continue to build on the player’s choices, with successful decisions rewarding Gems that bring them one step closer to uncovering the game’s hidden ending. 🛠️ What’s New Created two new minigames: –A collection game where players gather items while avoiding obstacles. –A maze game that challenges players to find the correct path. Developed the story scenarios for Chapters 2 and 3, where the player’s decisions determine whether they earn a Gem and continue uncovering the secret word. 🔮 What’s Next Develop the next minigame, inspired by the classic Snake game. Complete the story scenarios for Chapters 4 and 5. Thank you for following the development of The Last Star! I can’t wait to share more progress with you in the next devlog."}, {"post_id": 34112, "ts": "2026-07-24T16:25:05Z", "hours": 9.265, "text": "Devlog #2: Welcome to my second devlog: I’m currently working on making the game more exciting, engaging, and fun to play. While deploying Every Bite Counts, I ran into issues with some parts of the project. As a result, I decided to rework the project and rename it The Last Star. Although the main storyline will be different, the core gameplay and overall layout will remain the same, allowing me to reuse most of the existing layout code. Throughout the adventure, the player makes meaningful choices that determine the path they take. Each right decision rewards a Gem, and a Gem contains a hidden letter. Collecting all gems reveals a secret word that unlocks the game’s true ending. 🛠️ What’s New Create a New Story Line Working on the first 3 screen, mainly the starting screen Screen in 400 x 800 px so it can be suitable for all device, phone as well 🔮 What’s Next: Creating first chapter screen Creating first minigame based on first chapter Thank you for following the development of The Last Star! I can’t wait to share the game’s progress with you."}, {"post_id": 33179, "ts": "2026-07-22T21:01:16Z", "hours": 6.5256, "text": "Devlog #1: Welcome to my first devlog: The game I’m developing is called Every Bite Counts. It is a story-driven educational game about food waste and junk food, encouraging players to make healthier and more sustainable choices. The inspiration for this game came from one of my previous concepts, Escape Cave, which explored themes of hope and despair, light and darkness, and the difficult choices people face. While this new project has a different setting, it continues the idea that our choices have meaningful consequences. link: https://theodora-sin.github.io/Esacpe-Cave/ The main motivation behind Every Bite Counts is the huge contrast between malnutrition and obesity around the world. While many people have access to more food than they need and waste large amounts of it, millions of others do not have enough nutritious food to live healthy lives. 🛠️ What’s New Created two playable characters (one boy and one girl) so players can choose who they want to play as. Designed the start screen and the first school cafeteria scene, where dialogue introduces why many students prefer junk food over healthier meals. Started developing the first mini-game, where players have 30 seconds to catch healthy foods while avoiding junk food. At the end of the game, players are presented with educational facts about healthy eating. 🔮 What’s Next: Create the second story scene, set on the street, along with dialogue introducing food waste in the local community. Design the second mini-game, which will focus on food waste (the exact gameplay is still being planned). Continue expanding the story and adding more educational facts throughout the player’s journey. Thank you for following the development of Every Bite Counts! More updates will be coming soon."}]...
|
Title: The Last Star by @theodora | Stardance
Dev Title: The Last Star by @theodora | Stardance
Devlogs:
Devlog #1: Welcome to my first devlog: The game I’m developing is called Every Bite Counts. It is a story-driven educational game about food waste and junk food, encouraging players to make healthier and more sustainable choices. The inspiration for this game came from one of my previous concepts, Escape Cave, which explored themes of hope and despair, light and darkness, and the difficult choices people face. While this new project has a different setting, it continues the idea that our choices have meaningful consequences. link: https://theodora-sin.github.io/Esacpe-Cave/ The main motivation behind Every Bite Counts is the huge contrast between malnutrition and obesity around the world. While many people have access to more food than they need and waste large amounts of it, millions of others do not have enough nutritious food to live healthy lives. 🛠️ What’s New Created two playable characters (one boy and one girl) so players can choose who they want to play as. Designed the start screen and the first school cafeteria scene, where dialogue introduces why many students prefer junk food over healthier meals. Started developing the first mini-game, where players have 30 seconds to catch healthy foods while avoiding junk food. At the end of the game, players are presented with educational facts about healthy eating. 🔮 What’s Next: Create the second story scene, set on the street, along with dialogue introducing food waste in the local community. Design the second mini-game, which will focus on food waste (the exact gameplay is still being planned). Continue expanding the story and adding more educational facts throughout the player’s journey. Thank you for following the development of Every Bite Counts! More updates will be coming soon.
Devlog #2: Welcome to my second devlog: I’m currently working on making the game more exciting, engaging, and fun to play. While deploying Every Bite Counts, I ran into issues with some parts of the project. As a result, I decided to rework the project and rename it The Last Star. Although the main storyline will be different, the core gameplay and overall layout will remain the same, allowing me to reuse most of the existing layout code. Throughout the adventure, the player makes meaningful choices that determine the path they take. Each right decision rewards a Gem, and a Gem contains a hidden letter. Collecting all gems reveals a secret word that unlocks the game’s true ending. 🛠️ What’s New Create a New Story Line Working on the first 3 screen, mainly the starting screen Screen in 400 x 800 px so it can be suitable for all device, phone as well 🔮 What’s Next: Creating first chapter screen Creating first minigame based on first chapter Thank you for following the development of The Last Star! I can’t wait to share the game’s progress with you.
Devlog #3 Welcome to my third devlog! Today, I focused on developing Scenarios 2 and 3, with a strong emphasis on creating fun and engaging minigames to make the gameplay more exciting. These scenarios continue to build on the player’s choices, with successful decisions rewarding Gems that bring them one step closer to uncovering the game’s hidden ending. 🛠️ What’s New Created two new minigames: –A collection game where players gather items while avoiding obstacles. –A maze game that challenges players to find the correct path. Developed the story scenarios for Chapters 2 and 3, where the player’s decisions determine whether they earn a Gem and continue uncovering the secret word. 🔮 What’s Next Develop the next minigame, inspired by the classic Snake game. Complete the story scenarios for Chapters 4 and 5. Thank you for following the development of The Last Star! I can’t wait to share more progress with you in the next devlog.
Devlog #4: Welcome to my fourth devlog! This week, I focused on developing the next three chapters leading up to the ending of The Last Star.Over the past two days, I have been working on these final chapters. I’m happy to say that I have finished writing the ending and created the snake game that appears in the story.I have also been working on adding arrow controls to the snake game so that players can enjoy it on iPads and mobile phones more easily. 🛠️ What’s New Created the final three story scenarios. Finished developing the snake game using p5.play, instead of relying mainly on CSS and JavaScript. 🔮 What’s Next Finish the conclusion and polish the final chapters. Add more features, including sound effects and images, to improve the overall experience. Thank you for following the development of The Last Star! I’m hoping to ship the project in the next devlog. Stay tuned!
#DEVLOG 5 Welcome to my final devlog! Today, I focused on finishing the conclusion of the screen. I created two different endings just to make the experience more fun. 🛠️ What’s New: Added the final chapter with two different story ending Adding sound effects to improve the overall expereience creating canvas to 400 x 800, so it can be play on the mobile device. Although the canvas might be small when people play on computer, this size allow the game to work across all devices Thank you for following the development of The Last Star! I hope you will enjoy the game.
Ships:
A thrilling story-based decision game where every choice shapes your path–and where you’ll need to piece together a hidden word to unlock the true ending. Each person has their own beginning and an end, but no one knows when their final moment will come. Every decision, every step you take is going to shape your future. Inside every person, there is a shiny star shining through their life. As long as hope remains, the star burns brightly. When hope is lost, the star slowly fades into darkness, turning positive energy into dark energy. Hope is contagious — but so is despair. People surrounding you don’t just affect themselves; they influence the people they meet and the world around them. How to Play –Can play with any device –Choose your character and begin the journey –Make choices at each story point–every decision affects what happens next –Collect gems along the way, each hiding a letter of a secret word –At the end, guess the hidden word to determine your true ending. ##Controls: –Mouse/tap: buttons and story choices –Arrow keys or drag the sliding object using touchscreen in maze and catch the gem –Arrow keys or touch the inbuilt arrow key button to play the snake Built With p5.js, p5play...
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1792990601.085544
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1793077001.085544
|
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57893
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Poopsweeper🐶💩 by @matyi | Stardance
|
matyi
|
1
|
25.0
|
180
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:30:22Z", "hours": 25.0, "multiplier": 7.3, "payout": 180, "blessing": "neutral", "text": "Hello guys! I am happy that I am finally able to ship Poopsweeper. I had worked a lot on this project and was heavily motivated at the start of it, but sadly I started slacking off in the last few days. However, I could push through it and finally finish the project. It was my most challenging idea so far, because of the logic of the whole game. Although most of the time I was really frustrated with it because I just couldn’t figure out how it had to work, I eventually got it to work. I had used AI for this project, but only for explaining stuff (more in the readme). When I showed my progress to my friends, they were all amazed by it and even started playing it in their free time. A funny memory I got from the project was when I was nearly finished with it, and I decided to show it to my I.T. teacher, Mr. John, who is a really interesting figure. He is funny-looking and acts funny, so most of the time we have a laugh about him. When he tried the game, he criticized the name of the project, saying that it’s inappropriate and that I should work on my naming. After he tried the game and failed, he just said “good”, which we then started laughing at because of the way he said it. I am really thankful to Stardance for getting me to do something and actually improve my skills and even rewarding me. Here is how the game works: the game is basically just a Minesweeper variant that has dog poop and bags instead of the traditional mines and flags. The idea came from my dog, Csoki. He is the reason why I was so motivated to finish this whole project. The whole game has about 1058 lines of code :) Website link: https://poop.matyi.top", "repo": "https://github.com/CSOKIIKA69/poopsweeper", "demo": "https://poop.matyi.top"}]...
|
[{"post_id": 79145, "ts": "202 [{"post_id": 79145, "ts": "2026-10-12T20:09:35Z", "hours": 8.315, "text": "FINALLY FINISHED HTML: Added efficiency to the results CSS: Made the main menu look a little better on bigger screens JS: Made timeSec global Added results display Adjusted 3BV display Fixed if statement Added exploreZero function Added tBV function The link is poop.matyi.top!"}, {"post_id": 74251, "ts": "2026-09-27T02:03:44Z", "hours": 7.8533, "text": "Poopsweeper Devlog #2 What I’ve done CSS: Changed class ‘bomb’ to ‘bombflag’ Changed the board’s and the cells’ colors HTML: Replaced the function on the click of the menu buttons Added restartGame function to button in board-header JS: Added flag, gameOver variable Disabled ContextMenu Cleaned up setDiff function Finished handleFlagCounter, function Added endGame function Added revealColor function Finished revealEmptyCell function Finished and cleaned up revealCell function Added placeFlag function Added mobile check Added restartGame function Cleaned up and finished createBoard function What is yet to be done Adding a leaderboard Adding the timer Adding a proper winning and losing system Adding CSS for PC Fixing the look of the counters Adding back buttons When clicking a cell that has all of its flags placed, it reveals the neighbours AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to improve on No Spoon-feeding (I don’t ask for code from the AI) Website preview - Please give me feedback If you are visiting on PC, press Ctrl + Shift + M to switch into responsive mode, allowing you to use the phone version of the website!"}, {"post_id": 63651, "ts": "2026-09-07T16:00:06Z", "hours": 8.5047, "text": "Poopsweeper Devlog #1 In the red squares are the screenshots of the mobile version, blue is of the PC What I’ve done so far Finished the look for mobile Finished with HTML Cleaned / cleaning up the .js file and the functions in it What is yet to be done Adding the logistics Adding a leaderboard Adding CSS for PC AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to imporve on No Spoon-feeding (I don’t ask for code from the AI) Website preview"}]...
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Title: Poopsweeper🐶💩 by @matyi | Stardance
Devlog Title: Poopsweeper🐶💩 by @matyi | Stardance
Devlogs:
Poopsweeper Devlog #1 In the red squares are the screenshots of the mobile version, blue is of the PC What I’ve done so far Finished the look for mobile Finished with HTML Cleaned / cleaning up the .js file and the functions in it What is yet to be done Adding the logistics Adding a leaderboard Adding CSS for PC AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to imporve on No Spoon-feeding (I don’t ask for code from the AI) Website preview
Poopsweeper Devlog #2 What I’ve done CSS: Changed class ‘bomb’ to ‘bombflag’ Changed the board’s and the cells’ colors HTML: Replaced the function on the click of the menu buttons Added restartGame function to button in board-header JS: Added flag, gameOver variable Disabled ContextMenu Cleaned up setDiff function Finished handleFlagCounter, function Added endGame function Added revealColor function Finished revealEmptyCell function Finished and cleaned up revealCell function Added placeFlag function Added mobile check Added restartGame function Cleaned up and finished createBoard function What is yet to be done Adding a leaderboard Adding the timer Adding a proper winning and losing system Adding CSS for PC Fixing the look of the counters Adding back buttons When clicking a cell that has all of its flags placed, it reveals the neighbours AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to improve on No Spoon-feeding (I don’t ask for code from the AI) Website preview - Please give me feedback If you are visiting on PC, press Ctrl + Shift + M to switch into responsive mode, allowing you to use the phone version of the website!
FINALLY FINISHED HTML: Added efficiency to the results CSS: Made the main menu look a little better on bigger screens JS: Made timeSec global Added results display Adjusted 3BV display Fixed if statement Added exploreZero function Added tBV function The link is poop.matyi.top!
Ships:
Hello guys! I am happy that I am finally able to ship Poopsweeper. I had worked a lot on this project and was heavily motivated at the start of it, but sadly I started slacking off in the last few days. However, I could push through it and finally finish the project. It was my most challenging idea so far, because of the logic of the whole game. Although most of the time I was really frustrated with it because I just couldn’t figure out how it had to work, I eventually got it to work. I had used AI for this project, but only for explaining stuff (more in the readme). When I showed my progress to my friends, they were all amazed by it and even started playing it in their free time. A funny memory I got from the project was when I was nearly finished with it, and I decided to show it to my I.T. teacher, Mr. John, who is a really interesting figure. He is funny-looking and acts funny, so most of the time we have a laugh about him. When he tried the game, he criticized the name of the project, saying that it’s inappropriate and that I should work on my naming. After he tried the game and failed, he just said “good”, which we then started laughing at because of the way he said it. I am really thankful to Stardance for getting me to do something and actually improve my skills and even rewarding me. Here is how the game works: the game is basically just a Minesweeper variant that has dog poop and bags instead of the traditional mines and flags. The idea came from my dog, Csoki. He is the reason why I was so motivated to finish this whole project. The whole game has about 1058 lines of code :) Website link: https://poop.matyi.top...
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1792958082.832385
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1793044482.832385
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12062
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Amelu, Managed Email for Your Domain by @Stijn | S Amelu, Managed Email for Your Domain by @Stijn | Stardance...
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Stijn
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1
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19.71
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179
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T00:51:25Z", "hours": 15.0, "multiplier": 16.47, "payout": 179, "blessing": "neutral", "text": "worked on polishing amelu this week. focused mostly on improving reliability, cleaning up the dashboard, fixing bugs, and making the overall experience smoother from onboarding to mailbox management. it’s starting to feel like a real product instead of just infrastructure glued together. if you’re trying it out, i’d love feedback on the onboarding flow and anything that feels confusing or rough around the edges.", "repo": "https://github.com/ordnary-com/amelu", "demo": "https://amelu.org"}]...
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[{"post_id": 45196, "ts": "202 [{"post_id": 45196, "ts": "2026-08-11T14:54:28Z", "hours": 0.7947, "text": "Reported as “login screen isn’t always immediately visible.” The actual bug was upstream of LoginPage entirely. Every real route, including “/”, sits behind ProtectedRoute (App.tsx), and ProtectedRoute returned null while AuthContext’s api.me() call was still pending on first load. Most visits land on “/”, not “/login” directly, so the sequence was: render nothing -> wait for /api/me -> get 401 -> Navigate to /login -> LoginPage finally renders. The blank stretch is proportional to how long /api/me takes (cold backend, slow network), which is why it only showed up “sometimes” - a fast response made the gap invisible. Fixed ProtectedRoute.tsx to render the same “Loading…” text used by AcceptInvitePage instead of null while loading is true. Not touched: LoginPage.module.css’s 0.4s fadeIn on .loginCard. That’s a deliberate entrance animation, not a bug - once the blank-screen race above is closed, it just reads as a normal fade-in."}, {"post_id": 37710, "ts": "2026-07-30T16:48:11Z", "hours": 0.4344, "text": "/account/api-keys is a real page now. Create a key with a name, see prefix, created and last used, revoke it. The raw key is shown once in the response and never stored - api_keys (migration 0025) holds a SHA-256 hash, the same shape as sessions and organization_invitations. prefix is amelu_live_ plus 6 of the 43 random characters, purely so two keys can be told apart on screen. Keys authenticate through auth.Require, which now takes either the session cookie or Authorization: Bearer amelu_live_…, so every /api route accepted them the moment the middleware changed - no per-route work. A key acts as its owning customer with that customer’s organization role."}, {"post_id": 37647, "ts": "2026-07-30T15:15:43Z", "hours": 0.6447, "text": "New page at /account/appearance (AccountAppearancePage, sidebar entry between Password and API Keys) with a three way segmented control: Light, Dark, System. The choice is stored in localStorage under amelu.theme, so it is per device rather than on the customer record, and applies immediately without a Save button. app.css was already almost entirely token driven, so dark is one extra block: :root[data-theme=“dark”] restating –bg/–surface/–text/–border/–link plus a few –md-sys-color-* tokens. data-theme is only ever “light” or “dark” - “system” is resolved against prefers-color-scheme in ThemeContext and stamped on , which keeps duplicated media queries out of the stylesheet. An inline script in index.html stamps it before first paint, otherwise dark users got a flash of the light palette on every load. Four colours were hardcoded and had to become tokens: main’s background (#0043ce, the filler behind .container’s 28px border-top-left-radius) showed a bright blue wedge against the dark page, and md-filled-button plus .segmented-option-active/.button-pill had color: #ffffff, which is unreadable on dark’s lighter –link. Chrome blue is now –chrome-bg/–chrome-surface, navy #0a1f4a in dark. The select arrow SVG was #e8eaed, invisible on white - it was a leftover from an earlier dark theme, so it had been broken in light all along."}, {"post_id": 37514, "ts": "2026-07-30T10:03:11Z", "hours": 0.305, "text": "A reviewer said it was disappointing that you couldn’t self-host Amelu even for your own purpose. Fair point, so the license is now 1.1 with a Personal Use carve-out: run your own instance for free, for your own mailboxes and domains and your household’s, modify it, keep a fork. What still needs a separate license is the commercial half. Running it for a company or team, charging for access, or hosting mailboxes for anyone outside your household. The line is “am I the only one benefiting”, not “is money involved”. README and CONTRIBUTING both still said self-hosting was forbidden, so those moved with it. Self-hosting is unsupported though, you run your own Stalwart and your own Postgres."}, {"post_id": 34652, "ts": "2026-07-25T15:32:19Z", "hours": 2.5336, "text": "spent this day mostly on the dashboard and a couple of backend correctness bugs that had been quietly annoying me. biggest visible change: full re-theme of the app. it was still running the old dark theme from way earlier and never really matched the brand, so i redid it, brand blue topbar and sidebar, white logo, white content area, unified every single button in the app (there were like three different ad-hoc button styles floating around) to match the material “add a domain” style. sounds cosmetic but it’s the difference between something that looks like a demo and something that looks like a product. also split dns configuration into two pages instead of one giant table. now there’s an overview that just tells you at a glance what’s verified, what’s mismatched, what’s missing, with a one-click fix-via-cloudflare action, and a separate config page for people who actually want to see the raw records. most people just want the overview. fixed a genuinely annoying bug where creating a domain that already existed in stalwart (retry after a partial failure, whatever) threw a hard error instead of just adopting the existing record. now it checks for that specific failure mode and recovers instead of yelling at the user. also fixed the mailbox creation flow so it always shows you the password you ended up with, whether you typed it or generated it. previously it only showed you the password if it was auto-generated, so if you typed your own you had zero confirmation it actually saved what you thought it saved. small thing, but it was a real source of confusion. backend housekeeping: dropped a decommissioned mail node from the backup mx config (down to one backup node now, cluster’s simpler), and spent a chunk of time untangling some repo state that had gotten gnarly, stray worktree metadata that broke git status for the whole repo, plus reconciling a branch that had diverged after some readme edits landed upstream while i was working. not fun work, but the kind of thing that turns into a bigger mess the longer you leave it. feels like the product surface is converging. onward."}, {"post_id": 32095, "ts": "2026-07-21T00:50:14Z", "hours": 3.0144, "text": "been heads down on amelu again this week and it finally feels like a lot of the rough edges are getting sanded off.most of the work has been around making the actual management experience better instead of just getting features to exist. cleaned up a bunch of backend flows, simplified some of the api surface, and spent way too long chasing down all the little edge cases that only show up once you start using the product like a real customer instead of a developer. those are always the most annoying bugs because everything mostly works until it very much doesn’t.also spent some time tightening up the provisioning flow. there’s a lot of moving pieces between the dashboard, the mail server, dns, billing and background jobs, so a big focus was making those operations more reliable and idempotent. less “hope this finishes” and more “run it again and it still ends up in the right state.” not the kind of work anyone notices, but definitely the kind of work that keeps support tickets from existing.frontend got some love too. went through a bunch of the dashboard and polished the smaller interactions that had been bothering me for a while. loading states, empty states, navigation, forms, the usual death-by-a-thousand-paper-cuts stuff. it’s funny how a dozen tiny improvements end up making the whole app feel way more finished than one giant feature ever does.did a bit of housekeeping as well. cleaned up old code that survived longer than it should have, removed some duplicated logic, and generally tried to leave the codebase in a better state than i found it. always satisfying when deleting code feels like progress.still nowhere near “done” (i don’t think software ever is), but the project is definitely shifting from building the foundation to refining the experience. feels less like assembling infrastructure now and more like building something people could actually rely on every day.onward."}, {"post_id": 29409, "ts": "2026-07-16T10:40:32Z", "hours": 12.1731, "text": "ok so this week was a big one. been building amelu, which is basically an email hosting thing, self-hosted mail server (stalwart) under the hood but with a normal dashboard on top so people don’t have to touch config files to get a working inbox on their own domain. spent a good chunk of time on the backend. it’s go, talks to postgres directly (no orm, just raw sql, which honestly i like more than i expected). moved a bunch of stuff around cloudflare’s stack too, pages for the frontend, a worker sitting in front of the api, tunnel connecting into the actual server since i didn’t want to expose postgres or the mail server to the open internet. found and fixed a nasty bug where the worker was silently eating oauth redirects lol, that one took a minute to track down. also wired up stripe billing properly, rotated us off the test key onto live, which broke checkou biggest thing though: built a whole admin surface so we (ordnary staff) can actually manage amelu customers from inside helm, which is our internal company dashboard. domains, mailboxes, subscriptions, all of it, without needing to ssh into anything or run raw sql against prod. it’s hmac signed between the two services so every action gets attributed to whoever did it. also added a little workspace switcher in the sidebar so you can flip between “ordnary helm” and “ordnary amelu” like switching tabs. on top of that, built the actual marketing site from scratch. real screenshots, real pricing, wrote a whole custom license since amelu is source available but not like, fork-it-and-compete-with-us open source. also did the seo stuff properly, og images, structured data, all that. still a lot left to do but it feels like a real product now instead of a pile of scripts. onward."}]...
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Title: Amelu, Managed Email for Your Domain by @St Title: Amelu, Managed Email for Your Domain by @Stijn | Stardance
Devlogs:
ok so this week was a big one. been building amelu, which is basically an email hosting thing, self-hosted mail server (stalwart) under the hood but with a normal dashboard on top so people don’t have to touch config files to get a working inbox on their own domain. spent a good chunk of time on the backend. it’s go, talks to postgres directly (no orm, just raw sql, which honestly i like more than i expected). moved a bunch of stuff around cloudflare’s stack too, pages for the frontend, a worker sitting in front of the api, tunnel connecting into the actual server since i didn’t want to expose postgres or the mail server to the open internet. found and fixed a nasty bug where the worker was silently eating oauth redirects lol, that one took a minute to track down. also wired up stripe billing properly, rotated us off the test key onto live, which broke checkou biggest thing though: built a whole admin surface so we (ordnary staff) can actually manage amelu customers from inside helm, which is our internal company dashboard. domains, mailboxes, subscriptions, all of it, without needing to ssh into anything or run raw sql against prod. it’s hmac signed between the two services so every action gets attributed to whoever did it. also added a little workspace switcher in the sidebar so you can flip between “ordnary helm” and “ordnary amelu” like switching tabs. on top of that, built the actual marketing site from scratch. real screenshots, real pricing, wrote a whole custom license since amelu is source available but not like, fork-it-and-compete-with-us open source. also did the seo stuff properly, og images, structured data, all that. still a lot left to do but it feels like a real product now instead of a pile of scripts. onward.
been heads down on amelu again this week and it finally feels like a lot of the rough edges are getting sanded off.most of the work has been around making the actual management experience better instead of just getting features to exist. cleaned up a bunch of backend flows, simplified some of the api surface, and spent way too long chasing down all the little edge cases that only show up once you start using the product like a real customer instead of a developer. those are always the most annoying bugs because everything mostly works until it very much doesn’t.also spent some time tightening up the provisioning flow. there’s a lot of moving pieces between the dashboard, the mail server, dns, billing and background jobs, so a big focus was making those operations more reliable and idempotent. less “hope this finishes” and more “run it again and it still ends up in the right state.” not the kind of work anyone notices, but definitely the kind of work that keeps support tickets from existing.frontend got some love too. went through a bunch of the dashboard and polished the smaller interactions that had been bothering me for a while. loading states, empty states, navigation, forms, the usual death-by-a-thousand-paper-cuts stuff. it’s funny how a dozen tiny improvements end up making the whole app feel way more finished than one giant feature ever does.did a bit of housekeeping as well. cleaned up old code that survived longer than it should have, removed some duplicated logic, and generally tried to leave the codebase in a better state than i found it. always satisfying when deleting code feels like progress.still nowhere near “done” (i don’t think software ever is), but the project is definitely shifting from building the foundation to refining the experience. feels less like assembling infrastructure now and more like building something people could actually rely on every day.onward.
spent this day mostly on the dashboard and a couple of backend correctness bugs that had been quietly annoying me. biggest visible change: full re-theme of the app. it was still running the old dark theme from way earlier and never really matched the brand, so i redid it, brand blue topbar and sidebar, white logo, white content area, unified every single button in the app (there were like three different ad-hoc button styles floating around) to match the material “add a domain” style. sounds cosmetic but it’s the difference between something that looks like a demo and something that looks like a product. also split dns configuration into two pages instead of one giant table. now there’s an overview that just tells you at a glance what’s verified, what’s mismatched, what’s missing, with a one-click fix-via-cloudflare action, and a separate config page for people who actually want to see the raw records. most people just want the overview. fixed a genuinely annoying bug where creating a domain that already existed in stalwart (retry after a partial failure, whatever) threw a hard error instead of just adopting the existing record. now it checks for that specific failure mode and recovers instead of yelling at the user. also fixed the mailbox creation flow so it always shows you the password you ended up with, whether you typed it or generated it. previously it only showed you the password if it was auto-generated, so if you typed your own you had zero confirmation it actually saved what you thought it saved. small thing, but it was a real source of confusion. backend housekeeping: dropped a decommissioned mail node from the backup mx config (down to one backup node now, cluster’s simpler), and spent a chunk of time untangling some repo state that had gotten gnarly, stray worktree metadata that broke git status for the whole repo, plus reconciling a branch that had diverged after some readme edits landed upstream while i was working. not fun work, but the kind of thing that turns into a bigger mess the longer you leave it. feels like the product surface is converging. onward.
A reviewer said it was disappointing that you couldn’t self-host Amelu even for your own purpose. Fair point, so the license is now 1.1 with a Personal Use carve-out: run your own instance for free, for your own mailboxes and domains and your household’s, modify it, keep a fork. What still needs a separate license is the commercial half. Running it for a company or team, charging for access, or hosting mailboxes for anyone outside your household. The line is “am I the only one benefiting”, not “is money involved”. README and CONTRIBUTING both still said self-hosting was forbidden, so those moved with it. Self-hosting is unsupported though, you run your own Stalwart and your own Postgres.
New page at /account/appearance (AccountAppearancePage, sidebar entry between Password and API Keys) with a three way segmented control: Light, Dark, System. The choice is stored in localStorage under amelu.theme, so it is per device rather than on the customer record, and applies immediately without a Save button. app.css was already almost entirely token driven, so dark is one extra block: :root[data-theme=“dark”] restating –bg/–surface/–text/–border/–link plus a few –md-sys-color-* tokens. data-theme is only ever “light” or “dark” - “system” is resolved against prefers-color-scheme in ThemeContext and stamped on , which keeps duplicated media queries out of the stylesheet. An inline script in index.html stamps it before first paint, otherwise dark users got a flash of the light palette on every load. Four colours were hardcoded and had to become tokens: main’s background (#0043ce, the filler behind .container’s 28px border-top-left-radius) showed a bright blue wedge against the dark page, and md-filled-button plus .segmented-option-active/.button-pill had color: #ffffff, which is unreadable on dark’s lighter –link. Chrome blue is now –chrome-bg/–chrome-surface, navy #0a1f4a in dark. The select arrow SVG was #e8eaed, invisible on white - it was a leftover from an earlier dark theme, so it had been broken in light all along.
/account/api-keys is a real page now. Create a key with a name, see prefix, created and last used, revoke it. The raw key is shown once in the response and never stored - api_keys (migration 0025) holds a SHA-256 hash, the same shape as sessions and organization_invitations. prefix is amelu_live_ plus 6 of the 43 random characters, purely so two keys can be told apart on screen. Keys authenticate through auth.Require, which now takes either the session cookie or Authorization: Bearer amelu_live_…, so every /api route accepted them the moment the middleware changed - no per-route work. A key acts as its owning customer with that customer’s organization role.
Reported as “login screen isn’t always immediately visible.” The actual bug was upstream of LoginPage entirely. Every real route, including “/”, sits behind ProtectedRoute (App.tsx), and ProtectedRoute returned null while AuthContext’s api.me() call was still pending on first load. Most visits land on “/”, not “/login” directly, so the sequence was: render nothing -> wait for /api/me -> get 401 -> Navigate to /login -> LoginPage finally renders. The blank stretch is proportional to how long /api/me takes (cold backend, slow network), which is why it only showed up “sometimes” - a fast response made the gap invisible. Fixed ProtectedRoute.tsx to render the same “Loading…” text used by AcceptInvitePage instead of null while loading is true. Not touched: LoginPage.module.css’s 0.4s fadeIn on .loginCard. That’s a deliberate entrance animation, not a bug - once the blank-screen race above is closed, it just reads as a normal fade-in.
Ships:
worked on polishing amelu this week. focused mostly on improving reliability, cleaning up the dashboard, fixing bugs, and making the overall experience smoother from onboarding to mailbox management. it’s starting to feel like a real product instead of just infrastructure glued together. if you’re trying it out, i’d love feedback on the onboarding flow and anything that feels confusing or rough around the edges....
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1792961500.816556
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1793047900.816556
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15016
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jorm by @jorm | Stardance
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jorm
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1
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11.0
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178
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T09:17:44Z", "hours": 11.0, "multiplier": 15.54, "payout": 178, "blessing": "neutral", "text": "This project was a refresh of the website I made for myself at 14. I had to spend some time refreshing myself with the code I wrote 2 years ago, but having small things/features to add was a really fun experience. During this event I: Refreshed the bento grid with items that better reflect me right now. I replaced 2 cards with one for my MakerWorld account and one showing my music listening stats. Restyled the navbar with a translucent glass theme inspired by liquid glass. It has no background before scrolling and morphs to a blurred rounded bar when content is under it. redid the projects page to feature my 3d printing projects on MakerWorld, each complete with a link to the model itself. Overall, the site features: discord presence at my name through lanyard api (dnd/idle/online/offline) links to my github, makerworld, discord, and email makerworld stats spotify current listening or last played song music listening stats through lastfm, with options to display top albums/songs/artists tools that I use on a regular basis to do things like this haha code and cad projects command menu (cmd + k) that has a buncha actions you can do with just keyboard shortcuts. very convenient! built on nextjs, with tailwindcss and framer motion for styling. do explore the site, and I hope you like it as much as I enjoyed working on it!", "repo": "https://github.com/jormy/website", "demo": "https://jorm.vercel.app"}]...
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[{"post_id": 76662, "ts": "202 [{"post_id": 76662, "ts": "2026-10-04T09:24:41Z", "hours": 2.1014, "text": "COMPLETELY overhauled projects page Added most of the models that I designed for 3D printing, each with their name, description, image, and MakerWorld link. Added a very cool (if i do say so myself) toggle for both “sections” that smoothly transition with Framer Motion. KNOWN ISSUES: image preview when clicking on project image is kinda broken, and images still need to be optimised by converting to webp. TODO: add model publishing date, and MakerWorld downloads"}, {"post_id": 62015, "ts": "2026-09-05T06:55:24Z", "hours": 2.0031, "text": "added music card! fetches data from my last.fm profile through the api displays top 5 artists/albums/tracks from the past week/month/6 months/year unfortunately last.fm changed their api to not fetch artist and track images, and displays a generic star image intead :( I tried to fetch artwork from MusicBrainz with the MBID from Last.fm instead, and it worked, but it was just too slow for me to be satisfied with it. skeleton loader to prevent abrupt size shifting gradient overflow indicators and buttons for scrolling smooth staggered load-in animations with framer motion i’m almost done with the first page now, next i gotta figure out what to do with the rest of the site… if you have any cool ideas lmk 🤠"}, {"post_id": 58815, "ts": "2026-08-31T12:15:30Z", "hours": 1.0103, "text": "fixed navbar and command palette! ✨ navbar at the top of the page is now sticky! added ‘pills’ behind each link that smoothly transition to each other while hovering the navbar (my fav) navbar has a frosted glass background that appears on scroll, and disappears when at the top of the page command palette now opens with cmd + k, and closes with esc or clicking outside the window new navbar looks pretty clean if i do say so myself"}, {"post_id": 58186, "ts": "2026-08-30T15:20:16Z", "hours": 2.1822, "text": "updated tools card with dynamic variants! ✨ added my phone, laptop, 3d printer, and keyboard since they’re devices i use frequently added ‘on’ and ‘off’ variants of images that change dynamically on hover added size hover effect only got 2 hours logged but i probably spent over 4h finding and editing images in affinity haha"}, {"post_id": 6729, "ts": "2026-06-11T08:26:49Z", "hours": 1.1778, "text": "working tooltips with tippy.js!"}, {"post_id": 6286, "ts": "2026-06-10T15:52:40Z", "hours": 2.9633, "text": "first time working on my old website in 2 years! took me a while to familarise myself with things I wrote at 13 lol Replaced redundant socials panel with one showing my MakerWorld statistics, fetched from a Vercel Blob since there is no official API & Cloudflare is a PITA to bypass. Next up is making some sort of script to automatically send updates to update the storage… future me problem :D"}]...
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Title: jorm by @jorm | Stardance
Devlogs:
first t Title: jorm by @jorm | Stardance
Devlogs:
first time working on my old website in 2 years! took me a while to familarise myself with things I wrote at 13 lol Replaced redundant socials panel with one showing my MakerWorld statistics, fetched from a Vercel Blob since there is no official API & Cloudflare is a PITA to bypass. Next up is making some sort of script to automatically send updates to update the storage… future me problem :D
working tooltips with tippy.js!
updated tools card with dynamic variants! ✨ added my phone, laptop, 3d printer, and keyboard since they’re devices i use frequently added ‘on’ and ‘off’ variants of images that change dynamically on hover added size hover effect only got 2 hours logged but i probably spent over 4h finding and editing images in affinity haha
fixed navbar and command palette! ✨ navbar at the top of the page is now sticky! added ‘pills’ behind each link that smoothly transition to each other while hovering the navbar (my fav) navbar has a frosted glass background that appears on scroll, and disappears when at the top of the page command palette now opens with cmd + k, and closes with esc or clicking outside the window new navbar looks pretty clean if i do say so myself
added music card! fetches data from my last.fm profile through the api displays top 5 artists/albums/tracks from the past week/month/6 months/year unfortunately last.fm changed their api to not fetch artist and track images, and displays a generic star image intead :( I tried to fetch artwork from MusicBrainz with the MBID from Last.fm instead, and it worked, but it was just too slow for me to be satisfied with it. skeleton loader to prevent abrupt size shifting gradient overflow indicators and buttons for scrolling smooth staggered load-in animations with framer motion i’m almost done with the first page now, next i gotta figure out what to do with the rest of the site… if you have any cool ideas lmk 🤠
COMPLETELY overhauled projects page Added most of the models that I designed for 3D printing, each with their name, description, image, and MakerWorld link. Added a very cool (if i do say so myself) toggle for both “sections” that smoothly transition with Framer Motion. KNOWN ISSUES: image preview when clicking on project image is kinda broken, and images still need to be optimised by converting to webp. TODO: add model publishing date, and MakerWorld downloads
Ships:
This project was a refresh of the website I made for myself at 14. I had to spend some time refreshing myself with the code I wrote 2 years ago, but having small things/features to add was a really fun experience. During this event I: Refreshed the bento grid with items that better reflect me right now. I replaced 2 cards with one for my MakerWorld account and one showing my music listening stats. Restyled the navbar with a translucent glass theme inspired by liquid glass. It has no background before scrolling and morphs to a blurred rounded bar when content is under it. redid the projects page to feature my 3d printing projects on MakerWorld, each complete with a link to the model itself. Overall, the site features: discord presence at my name through lanyard api (dnd/idle/online/offline) links to my github, makerworld, discord, and email makerworld stats spotify current listening or last played song music listening stats through lastfm, with options to display top albums/songs/artists tools that I use on a regular basis to do things like this haha code and cad projects command menu (cmd + k) that has a buncha actions you can do with just keyboard shortcuts. very convenient! built on nextjs, with tailwindcss and framer motion for styling. do explore the site, and I hope you like it as much as I enjoyed working on it!...
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1793005057.2363794
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1793091457.2363794
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29246
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Cozy Bloom by @juhi | Stardance
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juhi
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1
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10.0
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178
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T09:40:23Z", "hours": 10.0, "multiplier": 17.79, "payout": 178, "blessing": "neutral", "text": "I created Cozy Bloom, a game where you grow flowers at night. You plant seeds, give them water. Watch your garden grow. I wanted to make something calm that anyone can play in a minutes. The best part was making the flowers grow and the animations smooth. I like how peaceful the game feels. To try it out you can plant flowers water them and see how your garden looks over time. If you find any bugs or think of flowers let me know!", "repo": "https://github.com/Juhi3921/Cozy-Bloom", "demo": "https://cozy-bloom.vercel.app/"}]...
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[{"post_id": 19882, "ts": "202 [{"post_id": 19882, "ts": "2026-07-01T09:36:51Z", "hours": 10.0, "text": "I wanted to build a relaxing flower arranging game where users can create different bouquets using random flowers. goal was to practice JavaScript while making something cute and interactive."}]...
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Title: Cozy Bloom by @juhi | Stardance
Devlogs:
I Title: Cozy Bloom by @juhi | Stardance
Devlogs:
I wanted to build a relaxing flower arranging game where users can create different bouquets using random flowers. goal was to practice JavaScript while making something cute and interactive.
Ships:
I created Cozy Bloom, a game where you grow flowers at night. You plant seeds, give them water. Watch your garden grow. I wanted to make something calm that anyone can play in a minutes. The best part was making the flowers grow and the animations smooth. I like how peaceful the game feels. To try it out you can plant flowers water them and see how your garden looks over time. If you find any bugs or think of flowers let me know!...
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1792875196.4974217
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1793739196.4974217
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14705
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LUMA by @Eben-Siyabalapitiya | Stardance
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Eben-Siyabalapitiya
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1
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39.0
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177
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T22:44:28Z", "hours": 39.0, "multiplier": 5.0, "payout": 177, "blessing": "neutral", "text": "I built LUMA. She is a little desk robot with animated eyes that actually has a personality. tap it once and it gets excited, spam tap it and it gets mad, rub your finger on it and it gets cozy. each emotion has multiple different face variants so it never shows the same reaction twice. it also shows live weather, a real time clock and a calendar on a tiny 1.8 TFT screen. The hardest part was spending hours writing the emotion system, making sure everything was perfect, and then compiling it only to get hit with “101% of flash limit” it wouldn’t even upload. completely forgot there was a size limit while I was writing it so I just kept going and going. ended up spending more time fixing that than actually writing the feature in the first place. had to rip out entire libraries and replace them with raw socket connections and manual parsers just to get it under the limit without losing a single feature and it was a very painful session honestly. But what I’m most proud of is how far it came from just a random idea. the firmware, the enclosure, the website, the domain, the devlogs all of it open source so anyone can build their own. this is my first ever open source project and it came out way better than I ever expected. genuinely wasn’t expecting it to get this far or turn out this good, it went way beyond what I had in mind when I started and I’m really proud of it. love how it turned out. Everything is at meetluma.live if you want to check it out or build your own", "repo": "https://github.com/Eben-Siyabalapitiya/LUMA", "demo": ""}]...
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[{"post_id": 24384, "ts": "202 [{"post_id": 24384, "ts": "2026-07-07T22:13:10Z", "hours": 13.0889, "text": "DEVLOG 008 - The Website & Wrapping Everything Up Everything is finally done after a long grind. Building the Website Since this is my first ever open source project I really wanted the website to be really good. Not just functional but actually good. So I locked for hours and paid attention to every single detail. Started with a blue colour scheme but it wasn’t sitting right with LUMA’s darker aesthetic so i decided to switch everything to a deeper darker palette and it immediately i knew it was perfect for her. I went through a lot of iterations getting the look right, smooth scroll animations, hover effects, proper transitions throughout. Kept going back and refining until it felt clean and polished. Bugs I ran into along the way: Files weren’t downloading when the download button was clicked tracked down the issue and got it fixed Some animations were firing at the wrong time on scroll it was all so cooked so i had to adjust the trigger points for all of them so everything feels smooth and clean A few layout inconsistencies on smaller screens that needed sorting Hover states on some cards weren’t behaving correctly so i hadda clean those up as well Some placeholder sections needed proper content wired in before publishing so i had to collect all the files and add it to its proper spots Each thing small on its own but there were a lot lot lot of them so they all adds up. What’s on the Site? Made sure everything anyone needs to build their own LUMA is actually there: Full build guide with step by step instructions Wiring diagram so its not just the chart from before, a proper schematic so anyone can see visually how it all connects before they start wiring 3MF file set up in Bambu Lab with the right settings infill, wall thickness, all the print settings dialed in. One click download and it’s ready to print CAD file included so anyone can open it up and customize the enclosure if they need to Recommendations section for parts and anything else that helps with the build Contact section so if anyone has questions or runs into issues building it they can reach out directly and the question will straight drop into my email ( i check my emails everyday) Bought a proper domain for it as well with the money i had left. LUMA now has a real home on the internet and its not just a project link, an actual address anyone can search up and find. Code on GitHub Everything is published. Full firmware, wiring, build instructions all of it open source and ready for anyone who wants to build their own. Honestly really proud of how far this went. Luma started as a random idea and turned into a complete project working firmware, a finished enclosure, a proper website, a domain, and a GitHub repo with everything documented. My first ever open source project and it came out wayyy better than I expected. LUMA IS FINALLY DONE. Not just for me for anyone who wants their own little desk companion. GitHub → https://github.com/Eben-Siyabalapitiya/LUMA Website → https://meetluma.live/"}, {"post_id": 22453, "ts": "2026-07-04T22:27:35Z", "hours": 6.17, "text": "DEVLOG 007 — Final Polish & Full Assembly Mostly physical work this session but a lot got done and LUMA is finally feeling complete. ───────────────────────────────────────── New Enclosure & Sensor Placement ───────────────────────────────────────── Reprinted the enclosure again with a new slot for the second sensor. Moved things around so the layout actually makes sense to use: ◆ Emotion sensor mounted on the top, easy to reach, natural to tap or hold while LUMA is sitting on your desk ◆ Mode switch moved to the back top center so switching between face, clock, weather, and calendar is just a tap on the back Much more intuitive than before. ───────────────────────────────────────── Legs ───────────────────────────────────────── LUMA was looking too much like a plain box so I designed and printed her some legs. Honestly one of those small changes that made a big difference, she looks way more like an actual character now and it just suited her really well. ───────────────────────────────────────── Reprints & Tolerance Fixes ───────────────────────────────────────── Had to reprint most of the parts to get the thickness right for the touch sensors to actually work properly through the walls. Also tightened up the sensor slot tolerances that were coming out too loose. Took a few iterations but everything fits clean now. ───────────────────────────────────────── Full Rewire & Schematic ───────────────────────────────────────── Rewired the whole thing properly from scratch. Made a proper schematic diagram and followed it this time so there are no guessing games with the connections. Resoldered everything cleanly so it’s solid for the final assembly and not going anywhere. ───────────────────────────────────────── Code & CAD Cleanup ───────────────────────────────────────── Fixed up the remaining code bugs, cleaned everything up and made sure it was all working properly. Same with the CAD, went through it and sorted all the small things that still needed attention. ───────────────────────────────────────── Final Print — Black ───────────────────────────────────────── Printed everything in black for the final assembly. Really suited LUMA. Looked way better than the prototypes. ───────────────────────────────────────── GitHub & Wrapping Up ───────────────────────────────────────── Set up a proper GitHub repo, wrote everything up, and finalized the project. LUMA is done. Next goal is to build LUMA a website. Full build guide, open source, everything anyone needs to build their own. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"}, {"post_id": 21162, "ts": "2026-07-02T23:31:36Z", "hours": 5.6367, "text": "DEVLOG 005 - Second Touch Sensor & Emotion System Added a second capacitive touch sensor on a new GPIO pin dedicated entirely to emotions. How It Works Built a full gesture detection system on the new sensor: ◆ Single tap → excited ◆ Hold for 800ms → cozy ◆ Rapid tap 3+ times → mad Each emotion has 5 or 6 distinct face variants that cycle using weighted random probabilities so it never shows the same reaction twice in a row. ◈ Mad - red angry eyes in different shapes: wide glare, tiny squint, psycho stare, disgusted droop ◈ Excited - big round happy eyes, bouncy small eyes, wide open stare ◈ Cozy - half closed drowsy eyes, warm round soft eyes, tiny sleepy eyes Emotions auto expire after 6 seconds and return to the default idle face automatically. Spent a long time writing the code, fixing errors, getting everything working and then the compiled firmware came out at 101% of the ESP32’s flash limit and wouldn’t upload. Couldn’t just scrap it after all that work so I started diagnosing what was eating the space. The two biggest culprits: ◈ HTTPClient and ArduinoJson together were pulling in around 60–80KB of overhead just from the libraries alone How I Fixed It ◆ Replaced HTTPClient and ArduinoJson with a raw WiFiClient socket connection and three tiny manual JSON parsers using strstr and atof no library needed at all ◆ Replaced every cos and sin math call with precomputed fixed point lookup tables stored in PROGMEM completely removed the float math library dependency ◆ Wrapped all string literals in F() to keep them in flash instead of RAM Got the binary down under the limit without cutting a single feature. Everything still works exactly the same, it just actually fits on the board now. Still needs some tuning though the emotion faces need a bit more work to feel right and there are a few things here and there that need cleaning up. The structure and foundation is solid but it’s not fully polished yet. More to come on that in the next log."}, {"post_id": 19651, "ts": "2026-07-01T01:00:57Z", "hours": 1.5672, "text": "DEVLOG 004 - Fixes, Wiring Cleanup & Getting It Solid Mostly a cleanup and bug fixing session today before moving on to the next round of upgrades. Screen Flip Once the screen was mounted in the enclosure everything was upside down. One line fix changed setRotation from 1 to 3 and that was it. Done. Weather Screen Bug Tracked down an annoying bug where the weather screen would show data the first time but come back blank after switching away and returning. The issue was a redraw flag that never reset on screen re entry. Fixed it by resetting the flag in both the screen router and the mode switch handler so weather now fully redraws every time you land on it. Enclosure Reprint - Screen Pocket Reprinted the base and added a small pocket to the cutout because the screen wasn’t sitting flush. The soldered pins on the front of the screen were hitting the case and pushing it up slightly. Added a slot for them to drop into screen sits perfectly flush now. Wiring Issues - Touch Sensor One of the touch sensors was activating on its own just a red light flashing like something was constantly triggering it with nothing touching it. First thought was the code since I was in the middle of cleaning everything up anyway, so I spent a while going through it trying to figure out what was wrong. Nothing. Code was fine. Turned out to be a bad ground connection on the sensor the whole time. Resoldered it properly and it’s been stable since. Classic hardware problem disguised as a software problem. Overall today was about getting everything solid and clean before the next upgrade push. Wiring is tidy, code is cleaned up, everything is working as expected."}, {"post_id": 18929, "ts": "2026-06-30T03:25:21Z", "hours": 3.5008, "text": "DEVLOG 003 — First Real Assembly Now that the firmware was in a solid place, it was time to actually build the thing. Got into CAD properly and started designing the enclosure for real not just roughing it out anymore, actually planning where every component sits and how it all fits together. Originally I was just going to use the bare ESP32 board and solder everything directly onto it, but ended up switching to a breakout board for the ESP32 instead which was the right call. That change meant I had to scale the enclosure up a bit to fit everything properly, so I reworked the design, got the dimensions right, and sent it to print. Once it came off the printer I grabbed the calipers and started checking everything: ◆ ESP32 breakout board fit perfectly in its slot ◆ Screen seated clean in the cutout ◆ Touch sensor connected and sitting in the right spots ◆ Overall fit was exactly where I wanted it Pretty satisfying moment honestly. But then I started running into the first real problems. ◈ The walls ended up being too thick, so the capacitive touch sensors could barely detect anything through them touch was sluggish and inconsistent, not responsive at all ◈ The screen had to be mounted the way it is because flipping it would’ve sent the wires running from the pins straight into the breakout board no room for that. Which left the display showing everything upside down Both things need fixing, but overall for a first proper assembly it came out pretty well. It’s starting to look like an actual product, which is a good feeling."}, {"post_id": 17746, "ts": "2026-06-28T17:42:08Z", "hours": 4.1867, "text": "DEVLOG 002 — Firmware & Making It Actually Look Good First thing I tackled was getting the core firmware structured properly. Built out the full mode switching system FACE, CLOCK, WEATHER, and CALENDAR all cycling on a single small capacitive touch sensor. Then got into the connectivity side of things: ◆ WiFi connecting on boot automatically ◆ NTP time sync so the clock always pulls real time without me hardcoding anything ◆ OpenWeatherMap API hooked up parsing temperature, humidity, wind speed, and condition ◆ Calendar built from the actual current date with a real day grid and event highlights Everything was working at this point but honestly it looked terrible just white text on a black screen, nothing impressive at all. It was functional but it didn’t feel like anything yet. So I basically tore everything out visually and rebuilt every screen from scratch. That’s where it started actually feeling like a real product. ◈ Gradient header bar across every screen ◈ Weather display completely redone color coded temperature + pixel art icon system that draws different visuals depending on the condition (sun, clouds, rain, thunderstorm, snow, fog all drawn in code, no images) ◈ Calendar got a proper grid with weekday headers, today highlighted, and event colors ◈ Clock got a big clean digital readout with a seconds progress bar filling across the screen in real time ◈ Scrolling agenda strip at the bottom of the calendar showing the next upcoming event Going from plain text to all of that in one session was a big jump. That was the moment it started looking like something I’d actually want on my desk."}, {"post_id": 16710, "ts": "2026-06-27T04:42:31Z", "hours": 4.3819, "text": "DEVLOG 001 - Planning out & Testing So basically I had this idea of building a little desktop robot that could show a face, clock, weather, and calendar and I just wanted something that felt alive on my desk, not another boring info display. Decided to go with the ESP32 and the ST7735 TFT display, ordered the parts and waited. Parts came in and before doing anything permanent I threw everything onto a breadboard first just to test connections and make sure the components were actually talking to each other. Got the ESP32 seated, wired up the TFT with the SPI lines, and powered it on and immediately the display was just… white. Solid white, nothing rendering at all. I genuinely thought it was a code issue so I started digging through everything: Rewrote the initialization logic multiple times Swapped library settings, tried different pin configs Spent way too long convinced it was something in the code Eventually I just rewired the whole breadboard from scratch out of frustration and it just worked. Wiring issue the whole time, one of the connections on the breadboard just wasn’t seated properly into the rail. Such a simple thing but it ate up so much time. After that everything started clicking. Got the display confirmed working, flashed the RoboEyes library on it and saw the eyes blink on actual hardware for the first time that was a real moment honestly. Super small but it just felt like okay this is actually going somewhere. First boot was literally just a face sitting there blinking on a breadboard with loose wires everywhere, nothing else running, but that was enough to know the foundation was solid. Ended the session jumping into CAD and just roughing out what the enclosure could look like, trying to figure out how everything fits together in a way that actually looks good sitting on a desk."}]...
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Title: LUMA by @Eben-Siyabalapitiya | Stardance
D Title: LUMA by @Eben-Siyabalapitiya | Stardance
Devlogs:
DEVLOG 001 - Planning out & Testing So basically I had this idea of building a little desktop robot that could show a face, clock, weather, and calendar and I just wanted something that felt alive on my desk, not another boring info display. Decided to go with the ESP32 and the ST7735 TFT display, ordered the parts and waited. Parts came in and before doing anything permanent I threw everything onto a breadboard first just to test connections and make sure the components were actually talking to each other. Got the ESP32 seated, wired up the TFT with the SPI lines, and powered it on and immediately the display was just… white. Solid white, nothing rendering at all. I genuinely thought it was a code issue so I started digging through everything: Rewrote the initialization logic multiple times Swapped library settings, tried different pin configs Spent way too long convinced it was something in the code Eventually I just rewired the whole breadboard from scratch out of frustration and it just worked. Wiring issue the whole time, one of the connections on the breadboard just wasn’t seated properly into the rail. Such a simple thing but it ate up so much time. After that everything started clicking. Got the display confirmed working, flashed the RoboEyes library on it and saw the eyes blink on actual hardware for the first time that was a real moment honestly. Super small but it just felt like okay this is actually going somewhere. First boot was literally just a face sitting there blinking on a breadboard with loose wires everywhere, nothing else running, but that was enough to know the foundation was solid. Ended the session jumping into CAD and just roughing out what the enclosure could look like, trying to figure out how everything fits together in a way that actually looks good sitting on a desk.
DEVLOG 002 — Firmware & Making It Actually Look Good First thing I tackled was getting the core firmware structured properly. Built out the full mode switching system FACE, CLOCK, WEATHER, and CALENDAR all cycling on a single small capacitive touch sensor. Then got into the connectivity side of things: ◆ WiFi connecting on boot automatically ◆ NTP time sync so the clock always pulls real time without me hardcoding anything ◆ OpenWeatherMap API hooked up parsing temperature, humidity, wind speed, and condition ◆ Calendar built from the actual current date with a real day grid and event highlights Everything was working at this point but honestly it looked terrible just white text on a black screen, nothing impressive at all. It was functional but it didn’t feel like anything yet. So I basically tore everything out visually and rebuilt every screen from scratch. That’s where it started actually feeling like a real product. ◈ Gradient header bar across every screen ◈ Weather display completely redone color coded temperature + pixel art icon system that draws different visuals depending on the condition (sun, clouds, rain, thunderstorm, snow, fog all drawn in code, no images) ◈ Calendar got a proper grid with weekday headers, today highlighted, and event colors ◈ Clock got a big clean digital readout with a seconds progress bar filling across the screen in real time ◈ Scrolling agenda strip at the bottom of the calendar showing the next upcoming event Going from plain text to all of that in one session was a big jump. That was the moment it started looking like something I’d actually want on my desk.
DEVLOG 003 — First Real Assembly Now that the firmware was in a solid place, it was time to actually build the thing. Got into CAD properly and started designing the enclosure for real not just roughing it out anymore, actually planning where every component sits and how it all fits together. Originally I was just going to use the bare ESP32 board and solder everything directly onto it, but ended up switching to a breakout board for the ESP32 instead which was the right call. That change meant I had to scale the enclosure up a bit to fit everything properly, so I reworked the design, got the dimensions right, and sent it to print. Once it came off the printer I grabbed the calipers and started checking everything: ◆ ESP32 breakout board fit perfectly in its slot ◆ Screen seated clean in the cutout ◆ Touch sensor connected and sitting in the right spots ◆ Overall fit was exactly where I wanted it Pretty satisfying moment honestly. But then I started running into the first real problems. ◈ The walls ended up being too thick, so the capacitive touch sensors could barely detect anything through them touch was sluggish and inconsistent, not responsive at all ◈ The screen had to be mounted the way it is because flipping it would’ve sent the wires running from the pins straight into the breakout board no room for that. Which left the display showing everything upside down Both things need fixing, but overall for a first proper assembly it came out pretty well. It’s starting to look like an actual product, which is a good feeling.
DEVLOG 004 - Fixes, Wiring Cleanup & Getting It Solid Mostly a cleanup and bug fixing session today before moving on to the next round of upgrades. Screen Flip Once the screen was mounted in the enclosure everything was upside down. One line fix changed setRotation from 1 to 3 and that was it. Done. Weather Screen Bug Tracked down an annoying bug where the weather screen would show data the first time but come back blank after switching away and returning. The issue was a redraw flag that never reset on screen re entry. Fixed it by resetting the flag in both the screen router and the mode switch handler so weather now fully redraws every time you land on it. Enclosure Reprint - Screen Pocket Reprinted the base and added a small pocket to the cutout because the screen wasn’t sitting flush. The soldered pins on the front of the screen were hitting the case and pushing it up slightly. Added a slot for them to drop into screen sits perfectly flush now. Wiring Issues - Touch Sensor One of the touch sensors was activating on its own just a red light flashing like something was constantly triggering it with nothing touching it. First thought was the code since I was in the middle of cleaning everything up anyway, so I spent a while going through it trying to figure out what was wrong. Nothing. Code was fine. Turned out to be a bad ground connection on the sensor the whole time. Resoldered it properly and it’s been stable since. Classic hardware problem disguised as a software problem. Overall today was about getting everything solid and clean before the next upgrade push. Wiring is tidy, code is cleaned up, everything is working as expected.
DEVLOG 005 - Second Touch Sensor & Emotion System Added a second capacitive touch sensor on a new GPIO pin dedicated entirely to emotions. How It Works Built a full gesture detection system on the new sensor: ◆ Single tap → excited ◆ Hold for 800ms → cozy ◆ Rapid tap 3+ times → mad Each emotion has 5 or 6 distinct face variants that cycle using weighted random probabilities so it never shows the same reaction twice in a row. ◈ Mad - red angry eyes in different shapes: wide glare, tiny squint, psycho stare, disgusted droop ◈ Excited - big round happy eyes, bouncy small eyes, wide open stare ◈ Cozy - half closed drowsy eyes, warm round soft eyes, tiny sleepy eyes Emotions auto expire after 6 seconds and return to the default idle face automatically. Spent a long time writing the code, fixing errors, getting everything working and then the compiled firmware came out at 101% of the ESP32’s flash limit and wouldn’t upload. Couldn’t just scrap it after all that work so I started diagnosing what was eating the space. The two biggest culprits: ◈ HTTPClient and ArduinoJson together were pulling in around 60–80KB of overhead just from the libraries alone How I Fixed It ◆ Replaced HTTPClient and ArduinoJson with a raw WiFiClient socket connection and three tiny manual JSON parsers using strstr and atof no library needed at all ◆ Replaced every cos and sin math call with precomputed fixed point lookup tables stored in PROGMEM completely removed the float math library dependency ◆ Wrapped all string literals in F() to keep them in flash instead of RAM Got the binary down under the limit without cutting a single feature. Everything still works exactly the same, it just actually fits on the board now. Still needs some tuning though the emotion faces need a bit more work to feel right and there are a few things here and there that need cleaning up. The structure and foundation is solid but it’s not fully polished yet. More to come on that in the next log.
DEVLOG 007 — Final Polish & Full Assembly Mostly physical work this session but a lot got done and LUMA is finally feeling complete. ───────────────────────────────────────── New Enclosure & Sensor Placement ───────────────────────────────────────── Reprinted the enclosure again with a new slot for the second sensor. Moved things around so the layout actually makes sense to use: ◆ Emotion sensor mounted on the top, easy to reach, natural to tap or hold while LUMA is sitting on your desk ◆ Mode switch moved to the back top center so switching between face, clock, weather, and calendar is just a tap on the back Much more intuitive than before. ───────────────────────────────────────── Legs ───────────────────────────────────────── LUMA was looking too much like a plain box so I designed and printed her some legs. Honestly one of those small changes that made a big difference, she looks way more like an actual character now and it just suited her really well. ───────────────────────────────────────── Reprints & Tolerance Fixes ───────────────────────────────────────── Had to reprint most of the parts to get the thickness right for the touch sensors to actually work properly through the walls. Also tightened up the sensor slot tolerances that were coming out too loose. Took a few iterations but everything fits clean now. ───────────────────────────────────────── Full Rewire & Schematic ───────────────────────────────────────── Rewired the whole thing properly from scratch. Made a proper schematic diagram and followed it this time so there are no guessing games with the connections. Resoldered everything cleanly so it’s solid for the final assembly and not going anywhere. ───────────────────────────────────────── Code & CAD Cleanup ───────────────────────────────────────── Fixed up the remaining code bugs, cleaned everything up and made sure it was all working properly. Same with the CAD, went through it and sorted all the small things that still needed attention. ───────────────────────────────────────── Final Print — Black ───────────────────────────────────────── Printed everything in black for the final assembly. Really suited LUMA. Looked way better than the prototypes. ───────────────────────────────────────── GitHub & Wrapping Up ───────────────────────────────────────── Set up a proper GitHub repo, wrote everything up, and finalized the project. LUMA is done. Next goal is to build LUMA a website. Full build guide, open source, everything anyone needs to build their own. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
DEVLOG 008 - The Website & Wrapping Everything Up Everything is finally done after a long grind. Building the Website Since this is my first ever open source project I really wanted the website to be really good. Not just functional but actually good. So I locked for hours and paid attention to every single detail. Started with a blue colour scheme but it wasn’t sitting right with LUMA’s darker aesthetic so i decided to switch everything to a deeper darker palette and it immediately i knew it was perfect for her. I went through a lot of iterations getting the look right, smooth scroll animations, hover effects, proper transitions throughout. Kept going back and refining until it felt clean and polished. Bugs I ran into along the way: Files weren’t downloading when the download button was clicked tracked down the issue and got it fixed Some animations were firing at the wrong time on scroll it was all so cooked so i had to adjust the trigger points for all of them so everything feels smooth and clean A few layout inconsistencies on smaller screens that needed sorting Hover states on some cards weren’t behaving correctly so i hadda clean those up as well Some placeholder sections needed proper content wired in before publishing so i had to collect all the files and add it to its proper spots Each thing small on its own but there were a lot lot lot of them so they all adds up. What’s on the Site? Made sure everything anyone needs to build their own LUMA is actually there: Full build guide with step by step instructions Wiring diagram so its not just the chart from before, a proper schematic so anyone can see visually how it all connects before they start wiring 3MF file set up in Bambu Lab with the right settings infill, wall thickness, all the print settings dialed in. One click download and it’s ready to print CAD file included so anyone can open it up and customize the enclosure if they need to Recommendations section for parts and anything else that helps with the build Contact section so if anyone has questions or runs into issues building it they can reach out directly and the question will straight drop into my email ( i check my emails everyday) Bought a proper domain for it as well with the money i had left. LUMA now has a real home on the internet and its not just a project link, an actual address anyone can search up and find. Code on GitHub Everything is published. Full firmware, wiring, build instructions all of it open source and ready for anyone who wants to build their own. Honestly really proud of how far this went. Luma started as a random idea and turned into a complete project working firmware, a finished enclosure, a proper website, a domain, and a GitHub repo with everything documented. My first ever open source project and it came out wayyy better than I expected. LUMA IS FINALLY DONE. Not just for me for anyone who wants their own little desk companion. GitHub → https://github.com/Eben-Siyabalapitiya/LUMA Website → https://meetluma.live/
Ships:
I built LUMA. She is a little desk robot with animated eyes that actually has a personality. tap it once and it gets excited, spam tap it and it gets mad, rub your finger on it and it gets cozy. each emotion has multiple different face variants so it never shows the same reaction twice. it also shows live weather, a real time clock and a calendar on a tiny 1.8 TFT screen. The hardest part was spending hours writing the emotion system, making sure everything was perfect, and then compiling it only to get hit with “101% of flash limit” it wouldn’t even upload. completely forgot there was a size limit while I was writing it so I just kept going and going. ended up spending more time fixing that than actually writing the feature in the first place. had to rip out entire libraries and replace them with raw socket connections and manual parsers just to get it under the limit without losing a single feature and it was a very painful session honestly. But what I’m most proud of is how far it came from just a random idea. the firmware, the enclosure, the website, the domain, the devlogs all of it open source so anyone can build their own. this is my first ever open source project and it came out way better than I ever expected. genuinely wasn’t expecting it to get this far or turn out this good, it went way beyond what I had in mind when I started and I’m really proud of it. love how it turned out. Everything is at meetluma.live if you want to check it out or build your own...
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1792875239.0659401
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1793739239.0659401
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27065
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monkeyos by @simonproyt | Stardance
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simonproyt
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2
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25.0
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177
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T20:58:19Z", "hours": 18.0, "multiplier": 9.98, "payout": 177, "blessing": "neutral", "text": "I finally turned the concept into a more usable tech demo that has some features and focused on making apps that demo the oses underlying apis in a simple way and polishing the whole os to not have that unfinished concept feeling also if you want to try it out you might need to enable webgpu in your browsers flags settings if its not enabled by default. Thank you for reading and I hope that you found my projects interesting!", "repo": "https://github.com/simonproyt/monkeyos", "demo": "https://simonproyt.github.io/monkeyos/"}, {"ship_num": 2, "ts": "2026-07-02T14:29:44Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i think this is good as an initial version but i have a lot of work to do on the rendering engine and adding more apps because its kinda bare bones but i will be definitely flushing it out more and making the ui more pretty", "repo": "https://github.com/simonproyt/monkeyos", "demo": "https://simonproyt.github.io/monkeyos/"}]...
|
[{"post_id": 31998, "ts": "202 [{"post_id": 31998, "ts": "2026-07-20T20:46:58Z", "hours": 3.4631, "text": "Backgrounds finally so one of the things missing from the os i think was like some pretty backgrounds cause the os only had that bland dark blue/grey ish simple one color background support but i changed that now and added support for random image background support with NASA APOD or Picsum random as the selectable options in the new settings app"}, {"post_id": 31110, "ts": "2026-07-19T07:45:09Z", "hours": 3.0192, "text": "First game Added snake to the os as a cool way to demo all the rendering sound and storage apis in a fun way and added a few underlying kernel and window manager changes like increasing the oses fps target from 2 to 30 because it was so laggy for games"}, {"post_id": 28805, "ts": "2026-07-15T09:36:37Z", "hours": 2.2514, "text": "More audio stuff piano It’s a piano what more could i say about it midiplayer It’s a retro chiptune style midi player to demo the oses audio capabilities with a cool visualizer"}, {"post_id": 27598, "ts": "2026-07-13T10:16:20Z", "hours": 2.3033, "text": "Added some multimedia features and a basic networking api beep Just a simple pc speaker like beep to test if the sound api is working or not imgview An image viewer thats it nothing special fetch A curl like command that uses the new networking api to fetch stuff trough the browser or if that fails because of crocs trough a proxy api"}, {"post_id": 26606, "ts": "2026-07-11T15:14:12Z", "hours": 1.0986, "text": "Added 3 new commands to the cli mv and grep: its preatty self explanatory what it does if you ever used linux or any other unix like operating system for that matter man: this was kinda hard at first finding where you can find online versions of the manpages from linux that the os can easily get over an api but after a bit of searching i found the tldr pages project and uses that and the github api to download the pages and then strip out the markdown syntax from them and displays them in the terminal."}, {"post_id": 26087, "ts": "2026-07-10T17:50:55Z", "hours": 2.3481, "text": "Added two new apps to the os so after having the libui ui layer implemented i decided to add more apps to demo it like a notepad and a basic file manager"}, {"post_id": 24708, "ts": "2026-07-08T14:01:42Z", "hours": 3.8514, "text": "A pretty big update so after a lot of work i finally added a few features that the os have been missing for ages like a gui library so there could be gui apps not just terminal stuff and a demo calculator app text rendering support to the webgpu engine aero snap like window snapping a dock for window management with a clock and a menu to launch apps Thank you for reading my devlog"}, {"post_id": 20790, "ts": "2026-07-02T14:22:45Z", "hours": 0.9364, "text": "Worked on a ci pipeline to deploy the project automatically to github pages and added a few visual fixes to the project"}, {"post_id": 20013, "ts": "2026-07-01T14:41:16Z", "hours": 1.2564, "text": "Multi windowing is finally supported now but the gui still looks kinda basic the webgpu rendering engine behind everything still doesn’t support text or image rendering so i will be working on that and adding more apps because we only have the terminal"}, {"post_id": 19210, "ts": "2026-06-30T14:03:35Z", "hours": 2.1317, "text": "So we have finally working unix style pipes added to the system and a lot of underlying changes in the kernel for more performance improvements cause the older versions were kinda slow and im trying to fix that"}, {"post_id": 17568, "ts": "2026-06-28T12:24:53Z", "hours": 2.5189, "text": "So this is my first devlog for this project the idea is that to build a rust and wasm based web os that because i taught that using standard html 5 + js would be kinda boring because everyone does that i wanted to do something special so here is the current state of the project: Whats working basic filesystem basic process management a basic shell with rust uutils backed commands Thanks for reading my devlog"}]...
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Title: monkeyos by @simonproyt | Stardance
Devlog Title: monkeyos by @simonproyt | Stardance
Devlogs:
So this is my first devlog for this project the idea is that to build a rust and wasm based web os that because i taught that using standard html 5 + js would be kinda boring because everyone does that i wanted to do something special so here is the current state of the project: Whats working basic filesystem basic process management a basic shell with rust uutils backed commands Thanks for reading my devlog
So we have finally working unix style pipes added to the system and a lot of underlying changes in the kernel for more performance improvements cause the older versions were kinda slow and im trying to fix that
Multi windowing is finally supported now but the gui still looks kinda basic the webgpu rendering engine behind everything still doesn’t support text or image rendering so i will be working on that and adding more apps because we only have the terminal
Worked on a ci pipeline to deploy the project automatically to github pages and added a few visual fixes to the project
A pretty big update so after a lot of work i finally added a few features that the os have been missing for ages like a gui library so there could be gui apps not just terminal stuff and a demo calculator app text rendering support to the webgpu engine aero snap like window snapping a dock for window management with a clock and a menu to launch apps Thank you for reading my devlog
Added two new apps to the os so after having the libui ui layer implemented i decided to add more apps to demo it like a notepad and a basic file manager
Added 3 new commands to the cli mv and grep: its preatty self explanatory what it does if you ever used linux or any other unix like operating system for that matter man: this was kinda hard at first finding where you can find online versions of the manpages from linux that the os can easily get over an api but after a bit of searching i found the tldr pages project and uses that and the github api to download the pages and then strip out the markdown syntax from them and displays them in the terminal.
Added some multimedia features and a basic networking api beep Just a simple pc speaker like beep to test if the sound api is working or not imgview An image viewer thats it nothing special fetch A curl like command that uses the new networking api to fetch stuff trough the browser or if that fails because of crocs trough a proxy api
More audio stuff piano It’s a piano what more could i say about it midiplayer It’s a retro chiptune style midi player to demo the oses audio capabilities with a cool visualizer
First game Added snake to the os as a cool way to demo all the rendering sound and storage apis in a fun way and added a few underlying kernel and window manager changes like increasing the oses fps target from 2 to 30 because it was so laggy for games
Backgrounds finally so one of the things missing from the os i think was like some pretty backgrounds cause the os only had that bland dark blue/grey ish simple one color background support but i changed that now and added support for random image background support with NASA APOD or Picsum random as the selectable options in the new settings app
Ships:
So i think this is good as an initial version but i have a lot of work to do on the rendering engine and adding more apps because its kinda bare bones but i will be definitely flushing it out more and making the ui more pretty
I finally turned the concept into a more usable tech demo that has some features and focused on making apps that demo the oses underlying apis in a simple way and polishing the whole os to not have that unfinished concept feeling also if you want to try it out you might need to enable webgpu in your browsers flags settings if its not enabled by default. Thank you for reading and I hope that you found my projects interesting!...
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1792975903.9851182
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1793062303.9851182
|
|
41090
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Against the wind by @Danvir | Stardance
|
Danvir
|
1
|
10.0
|
177
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T14:03:51Z", "hours": 10.0, "multiplier": 18.48, "payout": 177, "blessing": "neutral", "text": "I made Against The Wind, a 3D endless runner in Unity where you have to run across a shaky bridge, avoid obstacles and falling rocks, and survive as long as possible. The hardest part was getting the physics and randomly spawning bridge chunks to work properly, especially making sure collisions, falling rocks, camera shake, and the game-over system all worked together. I’m most proud that I took the game from an idea to a playable build with my own gameplay systems, and I also got it working for both Windows and Web. To test it, use the Demo link to play the game. The controls are simple: move with A/D. Try to survive as long as you can!", "repo": "https://github.com/jsdjoker/Against-The-Wind", "demo": "https://danjs.itch.io/against-the-wind"}]...
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[{"post_id": 51669, "ts": "202 [{"post_id": 51669, "ts": "2026-08-21T14:02:14Z", "hours": 2.9764, "text": "devlog#8: End of an amazing physics based game and it was a an amazing journey creating this game! added a feature like post processing like lighting effect and fog effect and added a big rock whenever it knocks on ground the screen will shake and make the player go slow!! happy with this output of game"}, {"post_id": 46857, "ts": "2026-08-14T12:10:17Z", "hours": 1.4586, "text": "Devlog#7: finally finished particle effect whenever the player goes faster and then added a timer effect so that the player will go into gameOver screen when the timer runs out and i can make it more natural by adding checkpoints so whenever the player goes to that checkpoint the timer will increase slowly!"}, {"post_id": 46450, "ts": "2026-08-13T17:43:28Z", "hours": 0.7711, "text": "Devlog#6- Created physics based running and camera fov: Whenever the player get’s knocked over fence or obstacle the player slows down and whenever the player picks a apple he will speed up with that i added camera fov zoom in whenever the player slows down and fov zoom out whenever the player goes fast!!"}, {"post_id": 40818, "ts": "2026-08-04T16:07:34Z", "hours": 0.9622, "text": "Devlog#5: Created apple and coin object and make it rotate like a pickup and whenever the player touches the apple or coin it get’s destroy as picking it up and also added player hit animation whenever player gets knocked by fence and the objects flying towards the player!"}, {"post_id": 38802, "ts": "2026-08-01T11:18:23Z", "hours": 0.8122, "text": "Devlog#4: Created objects and fence Spawning… I created spawning of fences in the chunk so that the player can avoid it and also added pickup like apple and coins which will spawn randomyl with range of (1,6) and it will spawn at three different lane basis at 2.5 0 -2.5 so that it will be a good way of spawning them!"}, {"post_id": 38316, "ts": "2026-07-31T17:13:29Z", "hours": 1.22, "text": "Devlog#3:Created 3d model of obstacles and added first a basic cube to come towards the player using physics and now i replaced it with obstacles like box bench and the output came very good and happy with the outcome with physics based of falling towards player is good!!"}, {"post_id": 37640, "ts": "2026-07-30T14:59:46Z", "hours": 0.8403, "text": "Devlog#2- Finally completed adding player movement so that the player can dodge when objects runs towards the player and also added clamping which means player can move to some extent in the platform so that he doesn’t fall of in x axis and also in z axis and added a pretty skybox so that it will be like being in a sky theme!!"}, {"post_id": 37102, "ts": "2026-07-29T16:06:04Z", "hours": 0.5356, "text": "Devlog#1 : Started my game creation of an amazing physics game with shaking platform!! started light with the player with running animation and added a chunk which moves towards the player so it feels like player is running instead in the background the platform is just moving this is were most endless game works!"}]...
|
Title: Against the wind by @Danvir | Stardance
De Title: Against the wind by @Danvir | Stardance
Devlogs:
Devlog#1 : Started my game creation of an amazing physics game with shaking platform!! started light with the player with running animation and added a chunk which moves towards the player so it feels like player is running instead in the background the platform is just moving this is were most endless game works!
Devlog#2- Finally completed adding player movement so that the player can dodge when objects runs towards the player and also added clamping which means player can move to some extent in the platform so that he doesn’t fall of in x axis and also in z axis and added a pretty skybox so that it will be like being in a sky theme!!
Devlog#3:Created 3d model of obstacles and added first a basic cube to come towards the player using physics and now i replaced it with obstacles like box bench and the output came very good and happy with the outcome with physics based of falling towards player is good!!
Devlog#4: Created objects and fence Spawning… I created spawning of fences in the chunk so that the player can avoid it and also added pickup like apple and coins which will spawn randomyl with range of (1,6) and it will spawn at three different lane basis at 2.5 0 -2.5 so that it will be a good way of spawning them!
Devlog#5: Created apple and coin object and make it rotate like a pickup and whenever the player touches the apple or coin it get’s destroy as picking it up and also added player hit animation whenever player gets knocked by fence and the objects flying towards the player!
Devlog#6- Created physics based running and camera fov: Whenever the player get’s knocked over fence or obstacle the player slows down and whenever the player picks a apple he will speed up with that i added camera fov zoom in whenever the player slows down and fov zoom out whenever the player goes fast!!
Devlog#7: finally finished particle effect whenever the player goes faster and then added a timer effect so that the player will go into gameOver screen when the timer runs out and i can make it more natural by adding checkpoints so whenever the player goes to that checkpoint the timer will increase slowly!
devlog#8: End of an amazing physics based game and it was a an amazing journey creating this game! added a feature like post processing like lighting effect and fog effect and added a big rock whenever it knocks on ground the screen will shake and make the player go slow!! happy with this output of game
Ships:
I made Against The Wind, a 3D endless runner in Unity where you have to run across a shaky bridge, avoid obstacles and falling rocks, and survive as long as possible. The hardest part was getting the physics and randomly spawning bridge chunks to work properly, especially making sure collisions, falling rocks, camera shake, and the game-over system all worked together. I’m most proud that I took the game from an idea to a playable build with my own gameplay systems, and I also got it working for both Windows and Web. To test it, use the Demo link to play the game. The controls are simple: move with A/D. Try to survive as long as you can!...
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1792993922.9025397
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1793080322.9025397
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55928
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VFRAME by @Paachu | Stardance
|
Paachu
|
1
|
11.0
|
177
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T05:49:52Z", "hours": 11.0, "multiplier": 16.79, "payout": 177, "blessing": "neutral", "text": "VFRAME – A video maker Software Uh Video Maker software? Like Clipchamp? No This is a project which i tried to fix a problem The video editors are bit complex for those who we call senior citizens . some of em like to make video with very basic structure, but cant make it due to the complexity and digital gap I am bridging that digital gap using a very basic video maker VFRAME Challanges i faced 🥹 Made as website planning to host in nest , as well nest dont give public ipv4 so I dropped and rewrited code to make as a desktop software Pyside6 and html Ui QoL Improvements Auto clear up tmp files for saving storage Nice looking Ui Limitations will take time propotional to length of audio and yeah ugly terminal will show up along with window. For Every mind who want to make narrative videos especially Senior citizens, from a Gen Alpha - Vasudev Download Setup from https://editor.vasudevonden.in", "repo": "https://github.com/Along-the-skies/video-editor", "demo": "https://editor.vasudevonden.in/"}]...
|
[{"post_id": 64050, "ts": "202 [{"post_id": 64050, "ts": "2026-09-08T05:39:42Z", "hours": 1.0228, "text": "VFRAME Download page deployed After a huge work, VFRAME is ready to ship started as a webapp ended as a Desktop software Download setup from https://editor.vasudevonden.in"}, {"post_id": 63102, "ts": "2026-09-06T18:32:00Z", "hours": 0.6372, "text": "VFRAME – EXTRA DEVLOG New NAME IS HERE = \" VFRAME \""}, {"post_id": 62841, "ts": "2026-09-06T11:29:28Z", "hours": 1.1939, "text": "Video Maker Software - Day 7 WEll Completed Website –> Software change currently Building exe"}, {"post_id": 61624, "ts": "2026-09-04T16:52:03Z", "hours": 1.3206, "text": "Video Maker Software - Day 6 Switched to desktop software due to nest’s ip limitations Pyside6 Ui still uses fastapi and HTML CSS JS Aw Man This gonna be peak !"}, {"post_id": 61518, "ts": "2026-09-04T13:57:03Z", "hours": 1.5167, "text": "Video make website - Day 5 (late) completed work 😁 added a opensource like donate page (no idea if its allowed so rn placeholder) but . but.. HOW AM I SUPPOSED TO DEPLOY ! Gotta burn the head"}, {"post_id": 60252, "ts": "2026-09-02T14:41:34Z", "hours": 0.6167, "text": "Video Editor Website - Day 4 Name Lf Not a big deal today. simply got inspired by new style from ranked YSWS will i get sued? Lol"}, {"post_id": 59703, "ts": "2026-09-01T16:58:14Z", "hours": 1.3036, "text": "Video Editor Website - Day 3 Still Lf a name !! Completed first step of wiring frontend to server Working 🥳 .🪲👀"}, {"post_id": 59046, "ts": "2026-08-31T17:08:11Z", "hours": 0.7228, "text": "Video Editor Website - Day 2 Still Lf a name ! Aw Crap hackatime is down? my 2 hour is missing Today I made the frontend side I guess HTML CSS home page is made 😋✌️"}, {"post_id": 58007, "ts": "2026-08-30T10:53:21Z", "hours": 1.4631, "text": "Video Editor Website - Day 1 Completed backend server FastAPI ffmpeg server clean up Next > Frontend Still looking for a better name"}, {"post_id": 57520, "ts": "2026-08-29T18:03:12Z", "hours": 0.7631, "text": "Video editor website If you got a better name after reading description, Please Comment it down Made with love — for retired ones, from a Gen Alpha ."}]...
|
Title: VFRAME by @Paachu | Stardance
Devlogs:
Vid Title: VFRAME by @Paachu | Stardance
Devlogs:
Video editor website If you got a better name after reading description, Please Comment it down Made with love — for retired ones, from a Gen Alpha .
Video Editor Website - Day 1 Completed backend server FastAPI ffmpeg server clean up Next > Frontend Still looking for a better name
Video Editor Website - Day 2 Still Lf a name ! Aw Crap hackatime is down? my 2 hour is missing Today I made the frontend side I guess HTML CSS home page is made 😋✌️
Video Editor Website - Day 3 Still Lf a name !! Completed first step of wiring frontend to server Working 🥳 .🪲👀
Video Editor Website - Day 4 Name Lf Not a big deal today. simply got inspired by new style from ranked YSWS will i get sued? Lol
Video make website - Day 5 (late) completed work 😁 added a opensource like donate page (no idea if its allowed so rn placeholder) but . but.. HOW AM I SUPPOSED TO DEPLOY ! Gotta burn the head
Video Maker Software - Day 6 Switched to desktop software due to nest’s ip limitations Pyside6 Ui still uses fastapi and HTML CSS JS Aw Man This gonna be peak !
Video Maker Software - Day 7 WEll Completed Website –> Software change currently Building exe
VFRAME – EXTRA DEVLOG New NAME IS HERE = " VFRAME "
VFRAME Download page deployed After a huge work, VFRAME is ready to ship started as a webapp ended as a Desktop software Download setup from https://editor.vasudevonden.in
Ships:
VFRAME – A video maker Software Uh Video Maker software? Like Clipchamp? No This is a project which i tried to fix a problem The video editors are bit complex for those who we call senior citizens . some of em like to make video with very basic structure, but cant make it due to the complexity and digital gap I am bridging that digital gap using a very basic video maker VFRAME Challanges i faced 🥹 Made as website planning to host in nest , as well nest dont give public ipv4 so I dropped and rewrited code to make as a desktop software Pyside6 and html Ui QoL Improvements Auto clear up tmp files for saving storage Nice looking Ui Limitations will take time propotional to length of audio and yeah ugly terminal will show up along with window. For Every mind who want to make narrative videos especially Senior citizens, from a Gen Alpha - Vasudev Download Setup from https://editor.vasudevonden.in...
|
1792979537.2269793
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1793065937.2269793
|
|
12570
|
CucumberOS by @JoonHyuk | Stardance
|
JoonHyuk
|
3
|
26.0
|
176
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T13:43:33Z", "hours": 9.0, "multiplier": 4.54, "payout": 42, "blessing": "neutral", "text": "Hello! and welcome to my long-term project……. CUCUMBEROS!!! Right now CucumberOS has fascinating possibilities, and I want to share them with them! You will see that I have a total of 3 ships, including this one, so I wanted to show you what I made along the way. For the first ship, I made a Advanced NoteTaker app, and a simple clicker game! The NoteTaker app was advanced since it had a functional sidebar, has functional color changes for each note, and has the ability to add a new note, but with the information pre-chosen (user input), obviously you can pre-chose the name, and I added the clicker game to just increase the fun and give users more entertainment and fun. Moving on to my second ship, I added cursor changer, background settings, a terminal called Cucumber Terminal, and a screentime app to track your screentime. The cursor changer hides your cursor, and then it shows custom cursors and you can change the cursors with the cursor changer app (it also has different image for dragging the window)! Then comes the background settings app, you can change your background settings, which adds fun customizability to the OS (sound short and that is all it does, but trust me, background customizability is a huge thing)! The terminal, Cucumber Terminal, helps you try commands and performs actions that you couldn’t do without the terminal! Type /help to see the commands! The screentime app is literally for tracking your screentime on every app and for the whole OS itself. The coding that went into this thing is HUGE even though it sounds easy, like you have to track the start time, end time, whole time, and stuff like that. Now for my current ship, the third one, you will see that there is one app, and you might think that I am shipping just trying to get easy stardust or something, although I WOULD LIKE A GREAT RATING 😊😊😊,but YOU ARE WRONG! The total hours I spent in this app and the functions that go around this is 9 hours, 8 minutes, and 22 seconds!!! This is 45.70% of the time I spent inside of this project! So why did it take this long? Well, it is a long story but I added folders to the OS, although you can’t store anything in the folders YET, you can go in there directory, you can customize them and add them to the desktop using the standard right click method. You can add folders by clicking on the blank spots anywhere in your background, and you can edit the folders icon and the name by right clicking the folder to see the menu! The link is direct, so it changes right away in Pickle Jar so it is highly reliable. Also, I linked the NoteTaker save files to Pickle Jar, so the red text that says .NoteTaker, contains folders that is linked with the NoteTaker app (although it is only linked to the save folder right now named with .saves)! The Pickle Jar window is even resizable! There is a Fast finder to top all this, if you click the space bar two times fast, you get to open the fast finder and type the app name, and the Fast finder will open it right away for you! Enjoy!", "repo": "https://github.com/coder1529/CucumberOS", "demo": "https://coder1529.github.io/CucumberOS/"}, {"ship_num": 2, "ts": "2026-06-27T03:24:07Z", "hours": 12.0, "multiplier": 11.69, "payout": 134, "blessing": "neutral", "text": "I made a custom web OS named CucumberOS, and it contains a lot of custom features! First it has an advanced note taker app that is able to store, divide, so that you can organize them as you like! Also, there is a custom clicker game, to add the entertainment named Cucumber clicker! There is a custom cursor changer to change the cursor to the ones you like (p.s. I added a new DRAG CURSOR so that you could see that you are dragging the window(this is new))! Now comes the NEW FEATURES!!!!! One of the new features is a background settings. Background settings allows you to be able to customize your background to the image you upload to the screen! Next is the terminal. It let’s you perform actions that were no available in the before OS. Type /help for the commands. Finally the screentime app! The screentime app let’s you monitor all the time you spent on the os total, and the individual time for each of the apps! Enjoy!", "repo": "https://github.com/coder1529/CucumberOS", "demo": "https://coder1529.github.io/CucumberOS/"}, {"ship_num": 3, "ts": "2026-06-10T12:44:36Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built CucumberOS, an interactive web operating system running entirely inside the browser. It replaces a standard website format with a full desktop environment, including an absolute-positioned workspace, a system top bar with a real-time digital clock, and desktop icons. It features a custom window manager that handles window spawning, closing, and dynamic depth reordering (z-index focus management). To meet the advanced app criteria, I built a two-app ecosystem: an advanced NoteTaker featuring a dynamic sidebar list controller, and Cucumber Clicker, an incremental idle tycoon game with a multi-tier upgrade shop driven by an asynchronous automated calculation engine.", "repo": "https://github.com/coder1529/CucumberOS", "demo": "https://coder1529.github.io/CucumberOS/"}]...
|
[{"post_id": 26553, "ts": "202 [{"post_id": 26553, "ts": "2026-07-11T13:12:08Z", "hours": 5.5319, "text": "Whats up guys! Pickle JAR IS ALIVE!!! I’m back with the biggest CucumberOS update YET!!!!! This is going to be our THIRD ship!!!!! Remember how pickle jar was JUST A BLANK CANVAS??? WELL NOT ANY MORE!!! Pickle Jar now features a DIRECT LINK with the files in the NoteTaker app! Mentioning that, Pickle Jar has all the applications that are in the desktop in the desktops tab! The only folder that is dangerous to touch is the red named ones, but it might change in future ships! Also, if you add a folder, you get that folder in the desktop folders in Pickle Jar. Also, I added more customizability to the added folders! You can now change the ICON of the folders and the NAME of the folders! And for the cherry on the cake, it is DIRECTLY LINKED WITH PICKLE JAR meaning that it will change right away! By my next ship, I will improve Pickle Jar, and actually make it able to store something in the folders! Or make it move around! OR IT MIGHT ACTUALLY BE TURNED INTO A REAL OS (BY A LOW PERCENT)! SEE YOU UNTIL THEN! (Sorry that I posted this devlog so late, I had no time to post after every day…) ALSO I HAVE THIS REALLY COOL HOT BAR TYPE OF THING IF YOU DOUBLE TAP SPACEBAR TWO TIMES, SO TRY IT OUT IN MY GITHUB DEPLOYMENY!!! :) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/"}, {"post_id": 24098, "ts": "2026-07-07T13:41:20Z", "hours": 2.4506, "text": "Whats up guys! This might be the most positive devlog yet… If you see below, you will see that there is a new kind of folder attached to this devlog! This is the first ever screen recording! YAYYY! I ran through the whole code today and finally fixed the error. The error was so easy that I could see that I have a long way to go as a web developer. The problem was the operating signs… (like what is this, a joke? NO IT IS NOT :( ) But on the bright side I fixed it!!!!! :) Also, if you see, you will see that I have a new app! Something called a pickle jar. This is a blank canvas right now, and is going to work as a finder app, file explorer in windows, later on! I made the finder app size changeable, maybe I would use this in other apps but no guarantee, and the vertical bar in the middle changes size due to the vertical size of the app. You can also add files now, although there is nothing to do with yet. But this was huge progress and I really like what I have done today. PLUS I REALLY LIKE THE TRANSITION BETWEEN THE NOT CLICKED AND CLICKED VERSION OF THE DESKTOP IN PICKLE JAR!!!!!! :):):):):):):):):):):):) Same as always, play around in my github deployment!!! (Sorry that I didn’t erase the pickle jar app from the start and there is no way to exit. I had no time to do this. Sorry again.) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/"}, {"post_id": 23440, "ts": "2026-07-06T12:37:23Z", "hours": 1.2072, "text": "Whats up guys! I’m back with cucumberOS! ANDD a new problem strikes… I came back to cucumberOS thinking to actually making a OS like precise ones. SOOO I just came back to it again. I want to add something called a Pickle Jar. Pickle Jar is a custom finder for CucumberOS, and first I wanted to try adding files to the background, so I started writing the right click logic, but!!!! the problem struck. You know how when you do the right click in any OS, you need to be able to click on the menus when the pop up appears right? But when I clicked on the right click popup… you guessed it it disappeared. That was my first problem. I worked on it for one hour, and fixed it. BUUUUUTTT then the new problem came and it was that it was possible to right click on NORMAL APPS! so then it would ruin the whole feature! I just became so mad at this and will come back next time with a solution. By then you can play around in my github deployment!!! :) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/"}, {"post_id": 16672, "ts": "2026-06-27T03:16:59Z", "hours": 1.0472, "text": "Beat the terminal error! AND… I finally won the war against the terminal error! I put the terminal in a that has the ability to be able to be scrolled and put that below the header!!! I also added a CUSTOM DRAG CURSOR to each of the CUSTOM CURSORS! So yeah, play around in my github deployment! :) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/"}, {"post_id": 16329, "ts": "2026-06-26T15:54:39Z", "hours": 3.6481, "text": "Finally Finished my 3 features! BUT I finally finished my 3 features and was testing out the whole thing, BUT I found out that the terminal’s heading overflows! This was my first time hitting problems like this in this project so I spent 1 hour fixing this. The winner? You guessed it, it was the error. I still can’t fix this! I will come back with the fixed version of CucumberOS in the next devlog. Thanks for reading!"}, {"post_id": 15633, "ts": "2026-06-25T12:55:42Z", "hours": 1.0225, "text": "Made a new background settings app! Now you can set backgrounds! ( I used my stardance picture as a background image rn :) )"}, {"post_id": 9109, "ts": "2026-06-15T07:23:35Z", "hours": 1.5272, "text": "FINISHED CURSOR CHANGER! Now you can change the cursors!"}, {"post_id": 8574, "ts": "2026-06-14T08:10:43Z", "hours": 1.1978, "text": "FIXED ALL THE LOGIC! :)"}, {"post_id": 8076, "ts": "2026-06-13T14:14:53Z", "hours": 1.0514, "text": "Rewrote JS file but now it doesn’t work IT DOESNT CLICK!!! ㅠㅠㅠㅠㅠㅠ"}, {"post_id": 7315, "ts": "2026-06-12T06:04:59Z", "hours": 2.0231, "text": "REWRITING CODE ㅠㅠ"}, {"post_id": 6202, "ts": "2026-06-10T12:41:17Z", "hours": 0.2611, "text": "FINISHED THE CUCUMBER OS Finished up the Cucumber Clicker and added more shop items!"}, {"post_id": 6173, "ts": "2026-06-10T11:41:15Z", "hours": 0.7869, "text": "Finished the CucumberOS up and is Done: ##added Cucumber clicker ##Enhanced Note Taker app a lot with the help of Gemini"}, {"post_id": 5569, "ts": "2026-06-09T12:14:24Z", "hours": 4.2903, "text": "🥒 CucumberOS: Devlog #1 (4 Hours Logged) Status: Around 50% done! The desktop ecosystem is live and looking clean. What I accomplished in these 4 hours: The OS UI & Theme: I designed a sleek top navigation bar displaying the OS name (“CucumberOS”), active window title, custom branding (“CUCUMBERSI”), and a live system clock. I paired it with an epic space/planet background. Welcome Modal: Programmed the initial greeting window (“Welcome to CucumberOS! Introduction”) with smooth, modern rounded corners and a clean typography layout. Desktop App Shortcuts: Created and positioned the custom-themed “NoteTaker” desktop icon in the top left corner, complete with a personalized cucumber-orange/green icon design. The Notepad App Logic: Spent the last hour building out the functional core of the NoteTaker app. The container structure is ready; I’m currently hooking up the finishing touches so users can launch it and write notes seamlessly.The biggest roadblock:Getting the absolute positioning of the desktop icon layout to cooperate with the upper navigation bar padding took way longer than expected. Had some annoying overlap bugs where the icons would slide under the top bar, but managed to fix the CSS grid/flex bounds. Next steps:Polishing up the final internal text-editor logic for the NoteTaker app, mapping the double-click event listener to the icon so the window spawns dynamically, and getting the drag-and-drop window positioning completely flawless.Check out the current state of CucumberOS below! 👇"}]...
|
Title: CucumberOS by @JoonHyuk | Stardance
Devlog Title: CucumberOS by @JoonHyuk | Stardance
Devlogs:
🥒 CucumberOS: Devlog #1 (4 Hours Logged) Status: Around 50% done! The desktop ecosystem is live and looking clean. What I accomplished in these 4 hours: The OS UI & Theme: I designed a sleek top navigation bar displaying the OS name (“CucumberOS”), active window title, custom branding (“CUCUMBERSI”), and a live system clock. I paired it with an epic space/planet background. Welcome Modal: Programmed the initial greeting window (“Welcome to CucumberOS! Introduction”) with smooth, modern rounded corners and a clean typography layout. Desktop App Shortcuts: Created and positioned the custom-themed “NoteTaker” desktop icon in the top left corner, complete with a personalized cucumber-orange/green icon design. The Notepad App Logic: Spent the last hour building out the functional core of the NoteTaker app. The container structure is ready; I’m currently hooking up the finishing touches so users can launch it and write notes seamlessly.The biggest roadblock:Getting the absolute positioning of the desktop icon layout to cooperate with the upper navigation bar padding took way longer than expected. Had some annoying overlap bugs where the icons would slide under the top bar, but managed to fix the CSS grid/flex bounds. Next steps:Polishing up the final internal text-editor logic for the NoteTaker app, mapping the double-click event listener to the icon so the window spawns dynamically, and getting the drag-and-drop window positioning completely flawless.Check out the current state of CucumberOS below! 👇
Finished the CucumberOS up and is Done: ##added Cucumber clicker ##Enhanced Note Taker app a lot with the help of Gemini
FINISHED THE CUCUMBER OS Finished up the Cucumber Clicker and added more shop items!
REWRITING CODE ㅠㅠ
Rewrote JS file but now it doesn’t work IT DOESNT CLICK!!! ㅠㅠㅠㅠㅠㅠ
FIXED ALL THE LOGIC! :)
FINISHED CURSOR CHANGER! Now you can change the cursors!
Made a new background settings app! Now you can set backgrounds! ( I used my stardance picture as a background image rn :) )
Finally Finished my 3 features! BUT I finally finished my 3 features and was testing out the whole thing, BUT I found out that the terminal’s heading overflows! This was my first time hitting problems like this in this project so I spent 1 hour fixing this. The winner? You guessed it, it was the error. I still can’t fix this! I will come back with the fixed version of CucumberOS in the next devlog. Thanks for reading!
Beat the terminal error! AND… I finally won the war against the terminal error! I put the terminal in a that has the ability to be able to be scrolled and put that below the header!!! I also added a CUSTOM DRAG CURSOR to each of the CUSTOM CURSORS! So yeah, play around in my github deployment! :) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/
Whats up guys! I’m back with cucumberOS! ANDD a new problem strikes… I came back to cucumberOS thinking to actually making a OS like precise ones. SOOO I just came back to it again. I want to add something called a Pickle Jar. Pickle Jar is a custom finder for CucumberOS, and first I wanted to try adding files to the background, so I started writing the right click logic, but!!!! the problem struck. You know how when you do the right click in any OS, you need to be able to click on the menus when the pop up appears right? But when I clicked on the right click popup… you guessed it it disappeared. That was my first problem. I worked on it for one hour, and fixed it. BUUUUUTTT then the new problem came and it was that it was possible to right click on NORMAL APPS! so then it would ruin the whole feature! I just became so mad at this and will come back next time with a solution. By then you can play around in my github deployment!!! :) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/
Whats up guys! This might be the most positive devlog yet… If you see below, you will see that there is a new kind of folder attached to this devlog! This is the first ever screen recording! YAYYY! I ran through the whole code today and finally fixed the error. The error was so easy that I could see that I have a long way to go as a web developer. The problem was the operating signs… (like what is this, a joke? NO IT IS NOT :( ) But on the bright side I fixed it!!!!! :) Also, if you see, you will see that I have a new app! Something called a pickle jar. This is a blank canvas right now, and is going to work as a finder app, file explorer in windows, later on! I made the finder app size changeable, maybe I would use this in other apps but no guarantee, and the vertical bar in the middle changes size due to the vertical size of the app. You can also add files now, although there is nothing to do with yet. But this was huge progress and I really like what I have done today. PLUS I REALLY LIKE THE TRANSITION BETWEEN THE NOT CLICKED AND CLICKED VERSION OF THE DESKTOP IN PICKLE JAR!!!!!! :):):):):):):):):):):):) Same as always, play around in my github deployment!!! (Sorry that I didn’t erase the pickle jar app from the start and there is no way to exit. I had no time to do this. Sorry again.) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/
Whats up guys! Pickle JAR IS ALIVE!!! I’m back with the biggest CucumberOS update YET!!!!! This is going to be our THIRD ship!!!!! Remember how pickle jar was JUST A BLANK CANVAS??? WELL NOT ANY MORE!!! Pickle Jar now features a DIRECT LINK with the files in the NoteTaker app! Mentioning that, Pickle Jar has all the applications that are in the desktop in the desktops tab! The only folder that is dangerous to touch is the red named ones, but it might change in future ships! Also, if you add a folder, you get that folder in the desktop folders in Pickle Jar. Also, I added more customizability to the added folders! You can now change the ICON of the folders and the NAME of the folders! And for the cherry on the cake, it is DIRECTLY LINKED WITH PICKLE JAR meaning that it will change right away! By my next ship, I will improve Pickle Jar, and actually make it able to store something in the folders! Or make it move around! OR IT MIGHT ACTUALLY BE TURNED INTO A REAL OS (BY A LOW PERCENT)! SEE YOU UNTIL THEN! (Sorry that I posted this devlog so late, I had no time to post after every day…) ALSO I HAVE THIS REALLY COOL HOT BAR TYPE OF THING IF YOU DOUBLE TAP SPACEBAR TWO TIMES, SO TRY IT OUT IN MY GITHUB DEPLOYMENY!!! :) GITHUB DEPLOYMENT: https://coder1529.github.io/CucumberOS/
Ships:
I built CucumberOS, an interactive web operating system running entirely inside the browser. It replaces a standard website format with a full desktop environment, including an absolute-positioned workspace, a system top bar with a real-time digital clock, and desktop icons. It features a custom window manager that handles window spawning, closing, and dynamic depth reordering (z-index focus management). To meet the advanced app criteria, I built a two-app ecosystem: an advanced NoteTaker featuring a dynamic sidebar list controller, and Cucumber Clicker, an incremental idle tycoon game with a multi-tier upgrade shop driven by an asynchronous automated calculation engine.
I made a custom web OS named CucumberOS, and it contains a lot of custom features! First it has an advanced note taker app that is able to store, divide, so that you can organize them as you like! Also, there is a custom clicker game, to add the entertainment named Cucumber clicker! There is a custom cursor changer to change the cursor to the ones you like (p.s. I added a new DRAG CURSOR so that you could see that you are dragging the window(this is new))! Now comes the NEW FEATURES!!!!! One of the new features is a background settings. Background settings allows you to be able to customize your background to the image you upload to the screen! Next is the terminal. It let’s you perform actions that were no available in the before OS. Type /help for the commands. Finally the screentime app! The screentime app let’s you monitor all the time you spent on the os total, and the individual time for each of the apps! Enjoy!
Hello! and welcome to my long-term project……. CUCUMBEROS!!! Right now CucumberOS has fascinating possibilities, and I want to share them with them! You will see that I have a total of 3 ships, including this one, so I wanted to show you what I made along the way. For the first ship, I made a Advanced NoteTaker app, and a simple clicker game! The NoteTaker app was advanced since it had a functional sidebar, has functional color changes for each note, and has the ability to add a new note, but with the information pre-chosen (user input), obviously you can pre-chose the name, and I added the clicker game to just increase the fun and give users more entertainment and fun. Moving on to my second ship, I added cursor changer, background settings, a terminal called Cucumber Terminal, and a screentime app to track your screentime. The cursor changer hides your cursor, and then it shows custom cursors and you can change the cursors with the cursor changer app (it also has different image for dragging the window)! Then comes the background settings app, you can change your background settings, which adds fun customizability to the OS (sound short and that is all it does, but trust me, background customizability is a huge thing)! The terminal, Cucumber Terminal, helps you try commands and performs actions that you couldn’t do without the terminal! Type /help to see the commands! The screentime app is literally for tracking your screentime on every app and for the whole OS itself. The coding that went into this thing is HUGE even though it sounds easy, like you have to track the start time, end time, whole time, and stuff like that. Now for my current ship, the third one, you will see that there is one app, and you might think that I am shipping just trying to get easy stardust or something, although I WOULD LIKE A GREAT RATING 😊😊😊,but YOU ARE WRONG! The total hours I spent in this app and the functions that go around this is 9 hours, 8 minutes, and 22 seconds!!! This is 45.70% of the time I spent inside of this project! So why did it take this long? Well, it is a long story but I added folders to the OS, although you can’t store anything in the folders YET, you can go in there directory, you can customize them and add them to the desktop using the standard right click method. You can add folders by clicking on the blank spots anywhere in your background, and you can edit the folders icon and the name by right clicking the folder to see the menu! The link is direct, so it changes right away in Pickle Jar so it is highly reliable. Also, I linked the NoteTaker save files to Pickle Jar, so the red text that says .NoteTaker, contains folders that is linked with the NoteTaker app (although it is only linked to the save folder right now named with .saves)! The Pickle Jar window is even resizable! There is a Fast finder to top all this, if you click the space bar two times fast, you get to open the fast finder and type the app name, and the Fast finder will open it right away for you! Enjoy!...
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1792972353.0211697
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1793058753.0211697
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37540
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ShotOS by @OneShot | Stardance
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OneShot
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2
|
57.0
|
176
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T00:50:51Z", "hours": 33.0, "multiplier": 6.0, "payout": 176, "blessing": "neutral", "text": "I made a Web Os based after the game - OneShot", "repo": "https://github.com/Zlati839/ShotOs", "demo": "https://zlati839.github.io/ShotOs/"}, {"ship_num": 2, "ts": "2026-07-22T17:10:18Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the WebOs1 Project :D !!!", "repo": "https://github.com/Zlati839/ShotOs", "demo": "https://zlati839.github.io/ShotOs/"}]...
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[{"post_id": 45485, "ts": "202 [{"post_id": 45485, "ts": "2026-08-12T00:33:37Z", "hours": 12.0894, "text": "So . Added a loading screen a bar for the apps to stay in , it can also be hidden , Terminal and a draggable calendar widget"}, {"post_id": 39143, "ts": "2026-08-01T21:12:51Z", "hours": 9.3092, "text": "Made some changes 1. Finished the settings and now the wallpapers is changeable with four in total - two static and two live , and any customization is saved after the user leaves 2. Added a Drawing app that also saves after the user leaves 3. Added a Browser that’s just the OneShot wikipedia page 4. And a simple calculator page"}, {"post_id": 36072, "ts": "2026-07-27T22:32:20Z", "hours": 11.3989, "text": "Added a Task bar , changed the clock app to settings , added a minimize button to the apps and made an app catalog !!!! :D"}, {"post_id": 33060, "ts": "2026-07-22T17:07:13Z", "hours": 0.47, "text": "Made settings for the Clock for now you can change color and hide it"}, {"post_id": 32979, "ts": "2026-07-22T14:27:01Z", "hours": 9.5464, "text": "Made a Music Player too !!!!! For now there are only 6 songs in it"}, {"post_id": 31668, "ts": "2026-07-20T08:33:48Z", "hours": 13.6178, "text": "made the File manager it has README and 2 foulders"}]...
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Title: ShotOS by @OneShot | Stardance
Devlogs:
ma Title: ShotOS by @OneShot | Stardance
Devlogs:
made the File manager it has README and 2 foulders
Made a Music Player too !!!!! For now there are only 6 songs in it
Made settings for the Clock for now you can change color and hide it
Added a Task bar , changed the clock app to settings , added a minimize button to the apps and made an app catalog !!!! :D
Made some changes 1. Finished the settings and now the wallpapers is changeable with four in total - two static and two live , and any customization is saved after the user leaves 2. Added a Drawing app that also saves after the user leaves 3. Added a Browser that’s just the OneShot wikipedia page 4. And a simple calculator page
So . Added a loading screen a bar for the apps to stay in , it can also be hidden , Terminal and a draggable calendar widget
Ships:
Finished the WebOs1 Project :D !!!
I made a Web Os based after the game - OneShot...
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1792990285.9805627
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1793076685.9805627
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54213
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qrboy by @_ | Stardance
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_
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1
|
12.0
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176
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T16:43:58Z", "hours": 12.0, "multiplier": 14.89, "payout": 176, "blessing": "neutral", "text": "i made the initial project; current optimization allows for ~800B of game data on a single QR code, and it’s mostly similar to CHIP-8.", "repo": "https://github.com/Milk-Cool/qrboy", "demo": "https://github.com/Milk-Cool/qrboy/tree/main/games"}]...
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[{"post_id": 55654, "ts": "202 [{"post_id": 55654, "ts": "2026-08-27T16:43:03Z", "hours": 0.2986, "text": "made a readme, finished writing some docs and made a video showcasing the project!!"}, {"post_id": 55399, "ts": "2026-08-27T06:28:42Z", "hours": 5.0042, "text": "wow that’s quite a lot of time! anyway i was mostly experimenting but also writing an assembler for an assembly-like language! it’s got all the opcodes as well as labels and a couple useful macros. i’ve also made three example games – asteroids.sem, brokeout.sem and patterns.sem!"}, {"post_id": 54803, "ts": "2026-08-25T22:44:22Z", "hours": 1.0803, "text": "i used chatgpt to find obvious oversights and optimized the code quite a lot, bringing the total size w/ no payload down to 2211 bytes, leaving space for 556 bytes of code/sprites. here’s snake again!"}, {"post_id": 54769, "ts": "2026-08-25T21:26:07Z", "hours": 1.9, "text": "i saved quite a bit more space by replacing else if with just if , abusing element IDs and saving some common values to variables. here’s the first demo!!"}, {"post_id": 54591, "ts": "2026-08-25T16:45:52Z", "hours": 1.9328, "text": "i implemented the emulator!! i haven’t tested most of it just yet, but it does seem to be working – my simple screen-filling program works :3"}, {"post_id": 54493, "ts": "2026-08-25T14:45:57Z", "hours": 1.6056, "text": "started planning out the opcodes – most are taken from chip-8, but adapted slightly to 1. be a huffman tree, 2. work with 2KB of memory, 8 opcodes, etc. and 3. be a bit more logical"}]...
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Title: qrboy by @_ | Stardance
Devlogs:
started p Title: qrboy by @_ | Stardance
Devlogs:
started planning out the opcodes – most are taken from chip-8, but adapted slightly to 1. be a huffman tree, 2. work with 2KB of memory, 8 opcodes, etc. and 3. be a bit more logical
i implemented the emulator!! i haven’t tested most of it just yet, but it does seem to be working – my simple screen-filling program works :3
i saved quite a bit more space by replacing else if with just if , abusing element IDs and saving some common values to variables. here’s the first demo!!
i used chatgpt to find obvious oversights and optimized the code quite a lot, bringing the total size w/ no payload down to 2211 bytes, leaving space for 556 bytes of code/sprites. here’s snake again!
wow that’s quite a lot of time! anyway i was mostly experimenting but also writing an assembler for an assembly-like language! it’s got all the opcodes as well as labels and a couple useful macros. i’ve also made three example games – asteroids.sem, brokeout.sem and patterns.sem!
made a readme, finished writing some docs and made a video showcasing the project!!
Ships:
i made the initial project; current optimization allows for ~800B of game data on a single QR code, and it’s mostly similar to CHIP-8....
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1793001042.531713
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1793087442.531713
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18703
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STARPHEUS by @ANNAHAKI | Stardance
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ANNAHAKI
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1
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72.1
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175
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T07:15:25Z", "hours": 71.0, "multiplier": 5.0, "payout": 175, "blessing": "neutral", "text": "I made a robot inpired by orpheus, STARPHEUS Its a robot eith emotions, u can controll it with a logutech control, and it reacts to the enviroment.", "repo": "https://github.com/annaastrs-svg/Orpheus-Bot-", "demo": ""}]...
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[{"post_id": 17562, "ts": "202 [{"post_id": 17562, "ts": "2026-06-28T12:09:26Z", "hours": 1.1003, "text": "Im on a trip rn but i made some changes in the code, I added some photos to the journal and did a better readme :B"}, {"post_id": 17405, "ts": "2026-06-28T05:24:27Z", "hours": 4.4239, "text": "STARPHEUS IS FINISHED! last details. i just paint all at 3 am, trying to make it look cool :B"}, {"post_id": 16714, "ts": "2026-06-27T04:43:57Z", "hours": 5.3672, "text": "I made this beautull page ! its about the project. now i just need to finish the project… is made with HTML, css and javaSS :B a bit of gemini help jsjsjsj"}, {"post_id": 16091, "ts": "2026-06-26T04:54:38Z", "hours": 10.6083, "text": "Today I finished the CAD jejeje , I realized that the problem with my motors not working was the amps, not the voltage. I spent like an hour trying to see if it was a coding issue, and it turns out I was using a 9V alkaline battery, and it doesn’t provide enough amps :C. I made some battery holders that didn’t work that well. I’m going to work on the journal, the readme, and the website today (if I survive), and I couldn’t make a battery holder that actually works… I don’t recommend wasting an hour of your life doing it."}, {"post_id": 15455, "ts": "2026-06-25T03:53:16Z", "hours": 6.4631, "text": "mental breakdance with KiCAD"}, {"post_id": 14876, "ts": "2026-06-24T04:44:22Z", "hours": 6.0456, "text": "this is how is it going hehehe, not finished yet, i added another oled for the eyes, im having some trubbles with batterys and code but its going to be functional"}, {"post_id": 14140, "ts": "2026-06-23T03:52:32Z", "hours": 4.2636, "text": "Since the code already worked, I was building the robot physically, out of cardboard because I don’t have money for 3D printing. I spent so much time on mistakes and I might have to redo it. I measured each component and its dead space (the space for the wires and stuff). I think it looks really weird, but I know it will work because I spent way too much time thinking about making it functional. So far it measures about 25 cm and is a little bigger than my computer (huge btw), but I’m happy that soon it will have life and a body."}, {"post_id": 13932, "ts": "2026-06-22T21:08:08Z", "hours": 4.345, "text": "I finally managed to get the servo motor to work along with the OLEDs, the DRV, the two motors, and the IR, FINALLY. I’ve implemented all the components except for the ESP32 camera, which I spent 5 hours of my life on or more. I’m thinking of adding a USB controller and controlling it like I’m playing Xbox. There was a problem in the code, mostly with the servo libraries. I also added 3 resistors in series and in a ladder for the ultrasonic sensor. Right now I’m still struggling with the voltage spikes from the servo motor, even though I already put in a 470uF capacitor. … btw look at the disaster"}, {"post_id": 13730, "ts": "2026-06-22T14:40:14Z", "hours": 0.9722, "text": "I’ve been having problems with the code, the I2C either starts on the OLEDs or tries to start with the servo, but they don’t work together. It’s a problem because I still need to implement the motors, the H-bridge, the ultrasonic sensor, the camera, and another buck converter. and i habe 29 hour working on this … :C"}, {"post_id": 13504, "ts": "2026-06-22T03:04:51Z", "hours": 5.9153, "text": "I’m worried about the fact that I worked 5 hours and a bit on Sunday, the camera isn’t working right now, the OLED and the IR work but when I implement the servomotor it doesn’t work, the DRV8833 doesn’t turn on, the motors don’t respond either… I cried for half an hour so the time-lapse is probably inflated I guess… umm I don’t know if I should keep trying to implement the camera or dismiss it, tomorrow I’ll see what happened because the components work but there’s something in the code, I also measured each and every one of the component voltages."}, {"post_id": 12938, "ts": "2026-06-21T05:35:12Z", "hours": 3.0867, "text": "I did a excel with all wires , a sketch , and iv been struggling so much with the esp32 cam and the estp s3 , idk if is the tx interferring with the code :C"}, {"post_id": 12305, "ts": "2026-06-20T02:32:35Z", "hours": 2.3925, "text": "this is today rat nest AND THE CAM IS DETECTING MY FACE WITH CORDENATES, it was really dificult cus my cam is not esp oficial, is a clone… so all code is functional with the esp 32 version 3.0.7 , an old version , but its functional yeyyyy , the power distribution is with the protoboard, a lil unecessary big"}, {"post_id": 11057, "ts": "2026-06-18T02:53:04Z", "hours": 1.5494, "text": "I noticed that the servos weren’t working and I bought capacitors, I blew up 2 :,c but now it works. Today was mostly soldering everything, ordering materials (resistors for the ultrasonic and 4 DC motors because the CC ones don’t work, and OLEDs because mine is broken). I also studied how I’ll use the Camesp32 because it uses the ESP32 3.0.7 library and the OLEDs use others, so I had to struggle a bit with the configurations."}, {"post_id": 10252, "ts": "2026-06-16T21:48:01Z", "hours": 1.6722, "text": "MY BABY ORPHEUS BOT NOW HAVE EMOTIONS ! i use a IR to orpheus know when u are petting him, he have 4 emotios rn (sleepy when u dont pet him 7 sec ) (idle when u pet him 1 sec to say hi) (love when u pet him more than 1 sec ) (engry when u pet him to much) the other pic is the serial monitor is in spanish lol but it says the emotions"}, {"post_id": 10141, "ts": "2026-06-16T19:01:23Z", "hours": 2.1303, "text": "TE CAMARA IS FUNCTIONAL !! now the eyes of orpheus can see, ill start with the face tracking. Arduino have a code for esp32 cam , the only thing u have to do is put ur info , change some stuff acording to you and make it part of ur project :B"}, {"post_id": 9654, "ts": "2026-06-16T02:00:12Z", "hours": 3.4231, "text": "I have to buy capacitors and resistors because Orpheus’s neck has voltage spikes… the eyes of Orpheus are already working, the infrared for detection, and soon I’ll implement the camera for computer vision"}, {"post_id": 9057, "ts": "2026-06-15T03:44:07Z", "hours": 4.1125, "text": "i have mi pitch nowww abd the cuello the neck or idk how to say it in english of my orheus bot jejejje the espcam is getting here tmrw soo it will detect ur face and like move with u , it have expresions and u wan pet it ! the buck converter is functional ! also i changed cus i was going to use an orpheus pico w from stasis but it isnt functional and i spend 1 hour or 2 trying to make it but ill use a esp32 wroom 1 this is the scratch of my orpheus bot kinda wall-e."}, {"post_id": 8863, "ts": "2026-06-14T19:11:44Z", "hours": 0.8333, "text": "i did the face of my orpheus and im making a diagram of the conections. im going to buy esp32 CAM , buck converters , a battery 7.4 V , and a driver look how cute is going to be orpheus face , ill add the HC .sro4 and the IR"}, {"post_id": 8837, "ts": "2026-06-14T18:12:46Z", "hours": 2.9553, "text": "today i decided to start building an orpheus bot jejeje, i did the bom and the stuff is getting to my house in days so i dont need the grant. I started the how im going to do it fusion, bom, cad, pcb and construction etc etc …"}]...
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Title: STARPHEUS by @ANNAHAKI | Stardance
Devlogs Title: STARPHEUS by @ANNAHAKI | Stardance
Devlogs:
today i decided to start building an orpheus bot jejeje, i did the bom and the stuff is getting to my house in days so i dont need the grant. I started the how im going to do it fusion, bom, cad, pcb and construction etc etc …
i did the face of my orpheus and im making a diagram of the conections. im going to buy esp32 CAM , buck converters , a battery 7.4 V , and a driver look how cute is going to be orpheus face , ill add the HC .sro4 and the IR
i have mi pitch nowww abd the cuello the neck or idk how to say it in english of my orheus bot jejejje the espcam is getting here tmrw soo it will detect ur face and like move with u , it have expresions and u wan pet it ! the buck converter is functional ! also i changed cus i was going to use an orpheus pico w from stasis but it isnt functional and i spend 1 hour or 2 trying to make it but ill use a esp32 wroom 1 this is the scratch of my orpheus bot kinda wall-e.
I have to buy capacitors and resistors because Orpheus’s neck has voltage spikes… the eyes of Orpheus are already working, the infrared for detection, and soon I’ll implement the camera for computer vision
TE CAMARA IS FUNCTIONAL !! now the eyes of orpheus can see, ill start with the face tracking. Arduino have a code for esp32 cam , the only thing u have to do is put ur info , change some stuff acording to you and make it part of ur project :B
MY BABY ORPHEUS BOT NOW HAVE EMOTIONS ! i use a IR to orpheus know when u are petting him, he have 4 emotios rn (sleepy when u dont pet him 7 sec ) (idle when u pet him 1 sec to say hi) (love when u pet him more than 1 sec ) (engry when u pet him to much) the other pic is the serial monitor is in spanish lol but it says the emotions
I noticed that the servos weren’t working and I bought capacitors, I blew up 2 :,c but now it works. Today was mostly soldering everything, ordering materials (resistors for the ultrasonic and 4 DC motors because the CC ones don’t work, and OLEDs because mine is broken). I also studied how I’ll use the Camesp32 because it uses the ESP32 3.0.7 library and the OLEDs use others, so I had to struggle a bit with the configurations.
this is today rat nest AND THE CAM IS DETECTING MY FACE WITH CORDENATES, it was really dificult cus my cam is not esp oficial, is a clone… so all code is functional with the esp 32 version 3.0.7 , an old version , but its functional yeyyyy , the power distribution is with the protoboard, a lil unecessary big
I did a excel with all wires , a sketch , and iv been struggling so much with the esp32 cam and the estp s3 , idk if is the tx interferring with the code :C
I’m worried about the fact that I worked 5 hours and a bit on Sunday, the camera isn’t working right now, the OLED and the IR work but when I implement the servomotor it doesn’t work, the DRV8833 doesn’t turn on, the motors don’t respond either… I cried for half an hour so the time-lapse is probably inflated I guess… umm I don’t know if I should keep trying to implement the camera or dismiss it, tomorrow I’ll see what happened because the components work but there’s something in the code, I also measured each and every one of the component voltages.
I’ve been having problems with the code, the I2C either starts on the OLEDs or tries to start with the servo, but they don’t work together. It’s a problem because I still need to implement the motors, the H-bridge, the ultrasonic sensor, the camera, and another buck converter. and i habe 29 hour working on this … :C
I finally managed to get the servo motor to work along with the OLEDs, the DRV, the two motors, and the IR, FINALLY. I’ve implemented all the components except for the ESP32 camera, which I spent 5 hours of my life on or more. I’m thinking of adding a USB controller and controlling it like I’m playing Xbox. There was a problem in the code, mostly with the servo libraries. I also added 3 resistors in series and in a ladder for the ultrasonic sensor. Right now I’m still struggling with the voltage spikes from the servo motor, even though I already put in a 470uF capacitor. … btw look at the disaster
Since the code already worked, I was building the robot physically, out of cardboard because I don’t have money for 3D printing. I spent so much time on mistakes and I might have to redo it. I measured each component and its dead space (the space for the wires and stuff). I think it looks really weird, but I know it will work because I spent way too much time thinking about making it functional. So far it measures about 25 cm and is a little bigger than my computer (huge btw), but I’m happy that soon it will have life and a body.
this is how is it going hehehe, not finished yet, i added another oled for the eyes, im having some trubbles with batterys and code but its going to be functional
mental breakdance with KiCAD
Today I finished the CAD jejeje , I realized that the problem with my motors not working was the amps, not the voltage. I spent like an hour trying to see if it was a coding issue, and it turns out I was using a 9V alkaline battery, and it doesn’t provide enough amps :C. I made some battery holders that didn’t work that well. I’m going to work on the journal, the readme, and the website today (if I survive), and I couldn’t make a battery holder that actually works… I don’t recommend wasting an hour of your life doing it.
I made this beautull page ! its about the project. now i just need to finish the project… is made with HTML, css and javaSS :B a bit of gemini help jsjsjsj
STARPHEUS IS FINISHED! last details. i just paint all at 3 am, trying to make it look cool :B
Im on a trip rn but i made some changes in the code, I added some photos to the journal and did a better readme :B
Ships:
I made a robot inpired by orpheus, STARPHEUS Its a robot eith emotions, u can controll it with a logutech control, and it reacts to the enviroment....
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1792983094.1602473
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1793069494.1602473
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24466
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Aphelion by @Bubblegumoxide | Stardance
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Bubblegumoxide
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1
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14.11
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175
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T04:22:08Z", "hours": 11.0, "multiplier": 15.43, "payout": 175, "blessing": "neutral", "text": "This is aphelion! My personal project that ive been working on for like one month ago! Its a procedurally infinite lander game where u have to land on platforms! crazy part is that it’s completely embedded inside of a SINGLE .html web file, with the exception of the rocket model and background music. There were tons of moment where I nearly gave up because of all the bugs, even one that caused the ship to fly into the ground. I tried experimenting with a lot of different features but ended up settling on just the infinite world. Im very proud of this as this is my FIRST ever coding project. Although i did use AI for a lot of the coding I still learn alot from the packaging to the exe setup to even the declaration of variables and whatnot. Aside from being simply a stardance project, I think this will aid me a lot and HAS aided me in learning computer science, and i can say with no doubt that i will be using these skills that ive learned and earned practically. I know that barely anyone will probably read this and most people will have clicked away by now, but I wanna give a huge thanks to anyone who read this far :) Another thing i just realised is that this game is actually very lightweight so feel free to plug it into any OS u made and change or tweak it as you wish. Thanks, Arzan out!", "repo": "https://github.com/qaimkhaniarzan-hub/Aphelion", "demo": "https://qarzan2012.itch.io/aphelion"}]...
|
[{"post_id": 46950, "ts": "202 [{"post_id": 46950, "ts": "2026-08-14T15:03:14Z", "hours": 3.1092, "text": "Logged extra hours i didnt know u could link more hackatime projects to one stardance project"}, {"post_id": 18548, "ts": "2026-06-29T18:48:25Z", "hours": 2.7947, "text": "Added the final touches! -> Uploaded it to itch.io -> got rid of the caving system -> TRIED TO add phone support Time to SHIPPP"}, {"post_id": 18422, "ts": "2026-06-29T16:00:42Z", "hours": 1.7192, "text": "Fixed minor bugs, got rid of docking mode, might get rid of cave system (FINAL FINISHES!!)"}, {"post_id": 17473, "ts": "2026-06-28T08:36:39Z", "hours": 2.7931, "text": "Fixing bugs: bugs:Ship spawns rotated to the rightShip RCS is affected by acceleration and general movement of the shipShip RCS isnt alighned properly to the direction i press( pressing L makes it fire the one that should move it left, J makes it fire upward, i makes it fire left and k makes it fire down)Death cause overlay doesnt go away after respawnduring and after collision and until respawn fully loads, the ship doesnt disappear into particles but instead stays there.throttle particles are barely visibleRCS plumes are too visiblein docking mode, the sattelite doesnt interact with anything and just sits in the backgroundin docking mode, the ship doesnt dockin docking mode, in earlier renditions, even if the ship did dock, It would just snap to the sattelite and then reset and thus docking mode was repetitive and boring. docking mode doesnt have 50 levels as requiredthe cave on the left is a hard cutoff from the regular terrain, doesnt bend a lot left and right to make it really hard, and is hard because i cant lower into it without it saying i crashed"}, {"post_id": 15254, "ts": "2026-06-24T19:23:11Z", "hours": 3.3742, "text": "Added my custom OST, New lander model, working on an infinite cave system!"}, {"post_id": 14739, "ts": "2026-06-23T23:08:19Z", "hours": 0.6325, "text": "reworking this weird ahh lander model"}]...
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Title: Aphelion by @Bubblegumoxide | Stardance
De Title: Aphelion by @Bubblegumoxide | Stardance
Devlogs:
reworking this weird ahh lander model
Added my custom OST, New lander model, working on an infinite cave system!
Fixing bugs: bugs:Ship spawns rotated to the rightShip RCS is affected by acceleration and general movement of the shipShip RCS isnt alighned properly to the direction i press( pressing L makes it fire the one that should move it left, J makes it fire upward, i makes it fire left and k makes it fire down)Death cause overlay doesnt go away after respawnduring and after collision and until respawn fully loads, the ship doesnt disappear into particles but instead stays there.throttle particles are barely visibleRCS plumes are too visiblein docking mode, the sattelite doesnt interact with anything and just sits in the backgroundin docking mode, the ship doesnt dockin docking mode, in earlier renditions, even if the ship did dock, It would just snap to the sattelite and then reset and thus docking mode was repetitive and boring. docking mode doesnt have 50 levels as requiredthe cave on the left is a hard cutoff from the regular terrain, doesnt bend a lot left and right to make it really hard, and is hard because i cant lower into it without it saying i crashed
Fixed minor bugs, got rid of docking mode, might get rid of cave system (FINAL FINISHES!!)
Added the final touches! -> Uploaded it to itch.io -> got rid of the caving system -> TRIED TO add phone support Time to SHIPPP
Logged extra hours i didnt know u could link more hackatime projects to one stardance project
Ships:
This is aphelion! My personal project that ive been working on for like one month ago! Its a procedurally infinite lander game where u have to land on platforms! crazy part is that it’s completely embedded inside of a SINGLE .html web file, with the exception of the rocket model and background music. There were tons of moment where I nearly gave up because of all the bugs, even one that caused the ship to fly into the ground. I tried experimenting with a lot of different features but ended up settling on just the infinite world. Im very proud of this as this is my FIRST ever coding project. Although i did use AI for a lot of the coding I still learn alot from the packaging to the exe setup to even the declaration of variables and whatnot. Aside from being simply a stardance project, I think this will aid me a lot and HAS aided me in learning computer science, and i can say with no doubt that i will be using these skills that ive learned and earned practically. I know that barely anyone will probably read this and most people will have clicked away by now, but I wanna give a huge thanks to anyone who read this far :) Another thing i just realised is that this game is actually very lightweight so feel free to plug it into any OS u made and change or tweak it as you wish. Thanks, Arzan out!...
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1792986973.5837102
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1793073373.5837102
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9808
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aero-deuce by @zemu | Stardance
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zemu
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1
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10.0
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174
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T02:18:32Z", "hours": 10.0, "multiplier": 17.74, "payout": 174, "blessing": "neutral", "text": "I made Aero-Deuce, a 12-billion parameter AI language model that runs locally on consumer hardware. It’s an instruction-following chatbot fine-tuned and post-trained from Google’s Gemma 4 12B using a technique called QLoRA with the Muon optimizer. It’s a relatively new approach that applies matrix orthogonalization to keep the training efficient. The whole model was trained on 30,000 instruction-following examples across 2,000 steps, going from a loss of 3.82 down to 0.57. The final model is exported in three formats: a GGUF file (~7GB) that works with anything supporting llama.cpp (LM Studio, Ollama, GPT4All), an MLX version optimized for Apple Silicon, and the raw LoRA adapter for anyone who wants to merge it or fine-tune further. I also built a live API endpoint on Modal with streaming support, so anyone can chat with it through a web interface. It's named \"Aero-Deuce\" because deuce means two, and this is my second attempt at LLMs, my first being a 300m custom model with some weird architecture, and I didn't have the funds to get that one off the ground. The most challenging part was the training pipeline itself. I started on Modal with spot GPUs, which meant my training kept getting preempted. I had to build robust checkpoint resumption just to survive it. Then I switched to Lightning AI for the second half. The base model uses a \"unified\" architecture (gemma4_unified) that most tooling didn't support — PEFT didn't recognize it, MLX couldn't run it, so I had to manually strip multimodal weights, rename parameter keys, and patch configs to make it work everywhere. Exporting to GGUF required building llama.cpp from source. The HuggingFace uploads stalled repeatedly. There were a lot of nights where nothing worked and I had to dig through error logs at 2am. I'm proud that it actually works end to end. A 12B model that you can download as a single 7GB file and run on a MacBook Air — that's real. The training converged well, the model follows instructions properly, it identifies itself as Aero-Deuce instead of claiming to be Gemma. I built the entire pipeline from scratch: data loading with loss masking, the Muon optimizer implementation, dual-optimizer parameter partitioning, checkpoint resumption, the export pipeline, and the inference API. It's not a notebook tutorial — it's a real system. To test it: go to the live demo at https://aero-deuce-lander.vercel.app, or download the GGUF from huggingface.co/ZeZZm/aero-deuce-GGUF and open it in LM Studio or GPT4All. If you're on a Mac, you can run pip install mlx-lm and use python -m mlx_lm.generate --model ZeZZm/aero-deuce-MLX --prompt \"anything\". The code is at github.com/Ryz3nPlayZ/aero-deuce. Everything is Apache 2.0. Thanks!", "repo": "https://github.com/Ryz3nPlayZ/aero-deuce", "demo": "https://aero-deuce-lander.vercel.app/"}]...
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[{"post_id": 4671, "ts": "2026 [{"post_id": 4671, "ts": "2026-06-08T02:15:16Z", "hours": 0.3186, "text": "finished landing page"}, {"post_id": 4650, "ts": "2026-06-08T01:48:45Z", "hours": 2.0606, "text": "adapter, gguf, and mlx (q4) all on huggingface I made a simple landing page hosted custom inference endpoint (might not work very well because im broke) should be able to run through services like Ollama and llama.cpp locally"}, {"post_id": 4501, "ts": "2026-06-07T20:43:42Z", "hours": 3.5564, "text": "I made a custom AI model called Aero-Deuce. it’s based on Google’s Gemma 4 12B, but we fine-tuned/post-trained it using a technique called QLoRA with a custom optimizer called Muon. the idea was to make a small, efficient instruction-following model that runs locally on consumer hardware. we trained it on 30,000 instruction-following examples for 2,000 steps. the training loss dropped from 3.82 to 0.57. it runs at about 14-16 tokens per second on a MacBook Air M5. the model is exported in three formats: a raw LoRA adapter (for merging with the base model), a GGUF file (runs in llama.cpp, LM Studio, Ollama, etc.), and an MLX version (optimized for Apple Silicon). all three will be on HuggingFace soon. the code is on GitHub. still need to benchmark it against the base model and submit it to the HuggingFace leaderboard. code: github.com/Ryz3nPlayZ/aero-deuce adapter: huggingface.co/ZeZZm/aero-deuce gguf: huggingface.co/ZeZZm/aero-deuce-GGUF mlx: huggingface.co/ZeZZm/aero-deuce-MLX"}, {"post_id": 3750, "ts": "2026-06-06T19:59:48Z", "hours": 3.9292, "text": "45% of the way done with test post training run but im already broke"}]...
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Title: aero-deuce by @zemu | Stardance
Devlogs:
4 Title: aero-deuce by @zemu | Stardance
Devlogs:
45% of the way done with test post training run but im already broke
I made a custom AI model called Aero-Deuce. it’s based on Google’s Gemma 4 12B, but we fine-tuned/post-trained it using a technique called QLoRA with a custom optimizer called Muon. the idea was to make a small, efficient instruction-following model that runs locally on consumer hardware. we trained it on 30,000 instruction-following examples for 2,000 steps. the training loss dropped from 3.82 to 0.57. it runs at about 14-16 tokens per second on a MacBook Air M5. the model is exported in three formats: a raw LoRA adapter (for merging with the base model), a GGUF file (runs in llama.cpp, LM Studio, Ollama, etc.), and an MLX version (optimized for Apple Silicon). all three will be on HuggingFace soon. the code is on GitHub. still need to benchmark it against the base model and submit it to the HuggingFace leaderboard. code: github.com/Ryz3nPlayZ/aero-deuce adapter: huggingface.co/ZeZZm/aero-deuce gguf: huggingface.co/ZeZZm/aero-deuce-GGUF mlx: huggingface.co/ZeZZm/aero-deuce-MLX
adapter, gguf, and mlx (q4) all on huggingface I made a simple landing page hosted custom inference endpoint (might not work very well because im broke) should be able to run through services like Ollama and llama.cpp locally
finished landing page
Ships:
I made Aero-Deuce, a 12-billion parameter AI language model that runs locally on consumer hardware. It’s an instruction-following chatbot fine-tuned and post-trained from Google’s Gemma 4 12B using a technique called QLoRA with the Muon optimizer. It’s a relatively new approach that applies matrix orthogonalization to keep the training efficient. The whole model was trained on 30,000 instruction-following examples across 2,000 steps, going from a loss of 3.82 down to 0.57. The final model is exported in three formats: a GGUF file (~7GB) that works with anything supporting llama.cpp (LM Studio, Ollama, GPT4All), an MLX version optimized for Apple Silicon, and the raw LoRA adapter for anyone who wants to merge it or fine-tune further. I also built a live API endpoint on Modal with streaming support, so anyone can chat with it through a web interface. It's named "Aero-Deuce" because deuce means two, and this is my second attempt at LLMs, my first being a 300m custom model with some weird architecture, and I didn't have the funds to get that one off the ground. The most challenging part was the training pipeline itself. I started on Modal with spot GPUs, which meant my training kept getting preempted. I had to build robust checkpoint resumption just to survive it. Then I switched to Lightning AI for the second half. The base model uses a "unified" architecture (gemma4_unified) that most tooling didn't support — PEFT didn't recognize it, MLX couldn't run it, so I had to manually strip multimodal weights, rename parameter keys, and patch configs to make it work everywhere. Exporting to GGUF required building llama.cpp from source. The HuggingFace uploads stalled repeatedly. There were a lot of nights where nothing worked and I had to dig through error logs at 2am. I'm proud that it actually works end to end. A 12B model that you can download as a single 7GB file and run on a MacBook Air — that's real. The training converged well, the model follows instructions properly, it identifies itself as Aero-Deuce instead of claiming to be Gemma. I built the entire pipeline from scratch: data loading with loss masking, the Muon optimizer implementation, dual-optimizer parameter partitioning, checkpoint resumption, the export pipeline, and the inference API. It's not a notebook tutorial — it's a real system. To test it: go to the live demo at https://aero-deuce-lander.vercel.app, or download the GGUF from huggingface.co/ZeZZm/aero-deuce-GGUF and open it in LM Studio or GPT4All. If you're on a Mac, you can run pip install mlx-lm and use python -m mlx_lm.generate --model ZeZZm/aero-deuce-MLX --prompt "anything". The code is at github.com/Ryz3nPlayZ/aero-deuce. Everything is Apache 2.0. Thanks!...
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1792990080.156106
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1793076480.156106
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17639
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Minecraft Challenge Mod by @timon | Stardance
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timon
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1
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13.0
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174
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T18:11:10Z", "hours": 13.0, "multiplier": 13.04, "payout": 174, "blessing": "neutral", "text": "I made a Minecraft Challenges Mod with Fabric. You have multiple challegnes such as shared damage among your friends, ice track udner you and more. Additionally you can add a randomizer to your challenge which makes it that every block drop is different from the original one. Try it out with /challenges", "repo": "https://github.com/Facticee/challenges-mod", "demo": "https://modrinth.com/mod/challenge-mod"}]...
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[{"post_id": 9353, "ts": "2026 [{"post_id": 9353, "ts": "2026-06-15T18:09:27Z", "hours": 2.0, "text": "I finished the Mod! There were a few bugs left, where whe nyou would rejoin, the randomizer wouldnt work but i could fix it pretty easily."}, {"post_id": 8148, "ts": "2026-06-13T16:15:55Z", "hours": 2.0, "text": "I added two new challenges. one is pretty simple. Every time you jump you get a random item dropped to you. mixin into jumpFromGround, grab a random item from the registry and spawn it. (might also have been easier with just giving it to the player but it works for now. i will go into testing later if one has bugs) the second one is the ice trail. you can sneak to toggle it on and off and a 3x3 platform of ice spawns under you wherever you walk. The ice will only replace air blocks and not existing blocks / blockentities. getting the sneak toggle to work was annoying as to mixin into a sneak method didnt work because i couldnt find the right class. ended up using client.options.keyShift.isDown in a client tick event."}, {"post_id": 8027, "ts": "2026-06-13T12:00:35Z", "hours": 2.0, "text": "The first challegne “shared life” is done. The core mechanic is when a player takes damage, everyone else gets the same amount. sounds simple, but it took me quiet a bit to get that right. the method i needed to use is called hurtServer in 26.x, not hurt like every tutorial says (cause of old yarn mappings like alr said in last devlog). @Inject (method = [“hurtServer”], at = [At(“TAIL”)]) private fun onHurtServer(level: ServerLevel, source: DamageSource, amount: Float, cir: CallbackInfoReturnable) { if (!cir.returnValue) return if (ChallengeState.activeChallenge !is SharedLifeChallenge) return val entity = this as? ServerPlayer ?: return if (source.directEntity == null && source.entity == null) return SharedLifeChallenge.onPlayerHurt(entity, amount) } the directEntity == null check is to prevent an infinite loop. When we deal damage to the other players, that would trigger the mixin again. Generic damage (the kind I use to pass the damage to other players) has no entity source so we can filter it out that way."}, {"post_id": 7726, "ts": "2026-06-12T21:53:39Z", "hours": 5.0, "text": "I have been building a challenges mod for minecraft 26.x and the idea is pretty simple. You type /challenges, a menu opens, you pick a challenge and it changes the gameplay. First challenge I am working on is shared life, where damage shared with every player. Getting it running was honestly kind of a pain. 26.x doesnt need yarn mappings anymore since mojang ships unobfuscated now. Which sounds great until you realize nearly every of the classes isnt the same as yarn mappings and nothing matches the (now outdated) tutorials. For example: hurt() is now hurtServer(), GuiGraphics is GuiGraphicsExtractor. I used AI to help look stuff up which sped things up a lot but even that was not always right. I am finished with the Menu and I started with the challenge code."}]...
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Title: Minecraft Challenge Mod by @timon | Stardan Title: Minecraft Challenge Mod by @timon | Stardance
Devlogs:
I have been building a challenges mod for minecraft 26.x and the idea is pretty simple. You type /challenges, a menu opens, you pick a challenge and it changes the gameplay. First challenge I am working on is shared life, where damage shared with every player. Getting it running was honestly kind of a pain. 26.x doesnt need yarn mappings anymore since mojang ships unobfuscated now. Which sounds great until you realize nearly every of the classes isnt the same as yarn mappings and nothing matches the (now outdated) tutorials. For example: hurt() is now hurtServer(), GuiGraphics is GuiGraphicsExtractor. I used AI to help look stuff up which sped things up a lot but even that was not always right. I am finished with the Menu and I started with the challenge code.
The first challegne “shared life” is done. The core mechanic is when a player takes damage, everyone else gets the same amount. sounds simple, but it took me quiet a bit to get that right. the method i needed to use is called hurtServer in 26.x, not hurt like every tutorial says (cause of old yarn mappings like alr said in last devlog). @Inject (method = [“hurtServer”], at = [At(“TAIL”)]) private fun onHurtServer(level: ServerLevel, source: DamageSource, amount: Float, cir: CallbackInfoReturnable) { if (!cir.returnValue) return if (ChallengeState.activeChallenge !is SharedLifeChallenge) return val entity = this as? ServerPlayer ?: return if (source.directEntity == null && source.entity == null) return SharedLifeChallenge.onPlayerHurt(entity, amount) } the directEntity == null check is to prevent an infinite loop. When we deal damage to the other players, that would trigger the mixin again. Generic damage (the kind I use to pass the damage to other players) has no entity source so we can filter it out that way.
I added two new challenges. one is pretty simple. Every time you jump you get a random item dropped to you. mixin into jumpFromGround, grab a random item from the registry and spawn it. (might also have been easier with just giving it to the player but it works for now. i will go into testing later if one has bugs) the second one is the ice trail. you can sneak to toggle it on and off and a 3x3 platform of ice spawns under you wherever you walk. The ice will only replace air blocks and not existing blocks / blockentities. getting the sneak toggle to work was annoying as to mixin into a sneak method didnt work because i couldnt find the right class. ended up using client.options.keyShift.isDown in a client tick event.
I finished the Mod! There were a few bugs left, where whe nyou would rejoin, the randomizer wouldnt work but i could fix it pretty easily.
Ships:
I made a Minecraft Challenges Mod with Fabric. You have multiple challegnes such as shared damage among your friends, ice track udner you and more. Additionally you can add a randomizer to your challenge which makes it that every block drop is different from the original one. Try it out with /challenges...
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1792882056.8581257
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1793746056.8581257
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29015
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Pygame 2d Platformer by @Burnt_Cookie | Stardance
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Burnt_Cookie
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1
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23.43
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174
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T23:30:43Z", "hours": 23.0, "multiplier": 7.74, "payout": 174, "blessing": "neutral", "text": "I made a 2d Platformer in python using the pygame module/library (i don’t really know what the word is) the most difficult part was player movement and collision especially because i was using pygame, pygame has almost no tools built in that are standard with other game engines like Godot or unity. The main reason i chose pygame for this was because it was a little farther into my comfort zone because i love to code in python and dont have as much experience in other languages or game engines. I also really enjoyed the fact that i have to do allot of things from pygame manually it shows me how complicated things actually are and helps me learn how they work I am really proud of the level creation and level editor system i really like the level editor and i think its one of my favirote things ive ever coded in python even if i got a little help with ai This game is not quite intending to be a standalone game so i encourage people to look at he game and mod it how they want to use it as a base for other projects im not the best at level design so id love to see if other people want to make a level as long as the level is named in sequence as level1, level2, etc the game will load it just fine I hope whoever plays or modifies this code has fun!", "repo": "https://github.com/BurntCookie7/2d-Platformer", "demo": "https://burnt-cookie.itch.io/pygame-platformer"}]...
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[{"post_id": 33377, "ts": "202 [{"post_id": 33377, "ts": "2026-07-23T08:14:21Z", "hours": 0.4278, "text": "Spooky Game Changed: now rather than charging automatically the flashlight has a small crank that the player has to turn by moving the mouse, the faster the player moves the mouse the faster the crank will turn and the faster the flashlight will charge. added ambient noise to the forest added the sounds of the players footsteps and running added a click when turning on and off the flashlight"}, {"post_id": 27973, "ts": "2026-07-13T22:36:33Z", "hours": 0.65, "text": "2d Platformer with pygame Added: new levels! To Do: fix issue where the player does not die if there is no checkpoint set"}, {"post_id": 27945, "ts": "2026-07-13T21:45:13Z", "hours": 1.5386, "text": "2d Platformer with pygame Added: new player anims/textures for falling, dashing, and taking damage from spikes player now has hearts that are taken away when hitting spike rather than immediately dying the checkpoint now is in the center of the tile it is placed in fixed a bug where the player could dash in order to avoid hitting certain spikes To Do: make new levels"}, {"post_id": 24923, "ts": "2026-07-08T19:58:01Z", "hours": 3.5306, "text": "2d Platformer with pygame Added: the ability to place spikes with different rotations drew new player sprite and animations for walking and air dashing the player now spawns a rainbow trail when air dashing drew a new player spawn sprite replacing the previous placeholder in the editor you can now zoom in, out, and drag around the grid with the scroll wheel To Do: make new levels change the checkpoint sprite to render in the center of the tile"}, {"post_id": 23960, "ts": "2026-07-07T06:07:45Z", "hours": 2.2336, "text": "2d Platformer with pygame Changes: added level transitions built a few new levels added the editor to the main menu made some changed to the editor mainly adding level end tiles and a “quit to game” button To Do: make new player textures for normal movement, sprinting, air dashing, and jumping/falling create a new character design make new proper levels for the player to play make changes to the way that spikes are placed so i can place them on walls and upside down"}, {"post_id": 23191, "ts": "2026-07-06T00:45:07Z", "hours": 2.2544, "text": "2d Platformer with pygame Changes: made a level builder program To Do: add player spawn point to the level editor draw new player sprites create more levels add level transitioning"}, {"post_id": 23129, "ts": "2026-07-05T22:03:14Z", "hours": 1.7867, "text": "2d Platformer with pygame Changes: remade the Main menu added an air dash ability started work on a level transitioning To Do: create more levels potentially make a proper level builder"}, {"post_id": 20623, "ts": "2026-07-02T08:28:24Z", "hours": 1.5519, "text": "2d Platformer with pygame Changes: fixed bug where the player could stand on the side of a wall/platform made new checkpoint and hazard (spike) textures created placeholder player texture gave the spike proper triangular collisions. earlier it had only box collisions and i was harder to avoid To Do: create main menu screen add level changing create more levels create new player texture"}, {"post_id": 20553, "ts": "2026-07-02T05:10:47Z", "hours": 1.1117, "text": "2d Platformer with pygame Added: proper level “editor” using a grid of characters in a text file new texture for checkpoints fullscreen support To Do: end level trigger level changing more levels main menu, Sadly implementing the level “editor” resulted in the main menu screen breaking. I will try to fix that as soon as possible"}, {"post_id": 20259, "ts": "2026-07-01T20:08:28Z", "hours": 1.7511, "text": "2d Platformer with pygame Goals Accomplished: Main menu Wall jumping slight level changes for testing To Do Air dash? Better level build system End level trigger easy way to transition between levels"}, {"post_id": 19860, "ts": "2026-07-01T08:22:14Z", "hours": 3.2136, "text": "2d Platformer with pygame Goals Achieved: Side Scrolling camera allowing for bigger levels. New Stuff: Kill blocks as a threat to the player Checkpoints to resume after dying A class system to more easily make levels now I only have to position everything Need to make: End level trigger Menu screen? Air dash Wall jumping? Maybe a better system to build levels"}, {"post_id": 19739, "ts": "2026-07-01T03:59:26Z", "hours": 1.9111, "text": "2d Platformer with pygame Goals Achieved: Proper collisions for all surfaces Reworked all code for movement In Progress: Textures Proper map/level Side scrolling for longer levels"}, {"post_id": 19583, "ts": "2026-06-30T22:35:25Z", "hours": 1.1694, "text": "Finished the basic player movement code. Things to add: textures more level geometry more detailed collisions"}]...
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Title: Pygame 2d Platformer by @Burnt_Cookie | Sta Title: Pygame 2d Platformer by @Burnt_Cookie | Stardance
Devlogs:
Finished the basic player movement code. Things to add: textures more level geometry more detailed collisions
2d Platformer with pygame Goals Achieved: Proper collisions for all surfaces Reworked all code for movement In Progress: Textures Proper map/level Side scrolling for longer levels
2d Platformer with pygame Goals Achieved: Side Scrolling camera allowing for bigger levels. New Stuff: Kill blocks as a threat to the player Checkpoints to resume after dying A class system to more easily make levels now I only have to position everything Need to make: End level trigger Menu screen? Air dash Wall jumping? Maybe a better system to build levels
2d Platformer with pygame Goals Accomplished: Main menu Wall jumping slight level changes for testing To Do Air dash? Better level build system End level trigger easy way to transition between levels
2d Platformer with pygame Added: proper level “editor” using a grid of characters in a text file new texture for checkpoints fullscreen support To Do: end level trigger level changing more levels main menu, Sadly implementing the level “editor” resulted in the main menu screen breaking. I will try to fix that as soon as possible
2d Platformer with pygame Changes: fixed bug where the player could stand on the side of a wall/platform made new checkpoint and hazard (spike) textures created placeholder player texture gave the spike proper triangular collisions. earlier it had only box collisions and i was harder to avoid To Do: create main menu screen add level changing create more levels create new player texture
2d Platformer with pygame Changes: remade the Main menu added an air dash ability started work on a level transitioning To Do: create more levels potentially make a proper level builder
2d Platformer with pygame Changes: made a level builder program To Do: add player spawn point to the level editor draw new player sprites create more levels add level transitioning
2d Platformer with pygame Changes: added level transitions built a few new levels added the editor to the main menu made some changed to the editor mainly adding level end tiles and a “quit to game” button To Do: make new player textures for normal movement, sprinting, air dashing, and jumping/falling create a new character design make new proper levels for the player to play make changes to the way that spikes are placed so i can place them on walls and upside down
2d Platformer with pygame Added: the ability to place spikes with different rotations drew new player sprite and animations for walking and air dashing the player now spawns a rainbow trail when air dashing drew a new player spawn sprite replacing the previous placeholder in the editor you can now zoom in, out, and drag around the grid with the scroll wheel To Do: make new levels change the checkpoint sprite to render in the center of the tile
2d Platformer with pygame Added: new player anims/textures for falling, dashing, and taking damage from spikes player now has hearts that are taken away when hitting spike rather than immediately dying the checkpoint now is in the center of the tile it is placed in fixed a bug where the player could dash in order to avoid hitting certain spikes To Do: make new levels
2d Platformer with pygame Added: new levels! To Do: fix issue where the player does not die if there is no checkpoint set
Spooky Game Changed: now rather than charging automatically the flashlight has a small crank that the player has to turn by moving the mouse, the faster the player moves the mouse the faster the crank will turn and the faster the flashlight will charge. added ambient noise to the forest added the sounds of the players footsteps and running added a click when turning on and off the flashlight
Ships:
I made a 2d Platformer in python using the pygame module/library (i don’t really know what the word is) the most difficult part was player movement and collision especially because i was using pygame, pygame has almost no tools built in that are standard with other game engines like Godot or unity. The main reason i chose pygame for this was because it was a little farther into my comfort zone because i love to code in python and dont have as much experience in other languages or game engines. I also really enjoyed the fact that i have to do allot of things from pygame manually it shows me how complicated things actually are and helps me learn how they work I am really proud of the level creation and level editor system i really like the level editor and i think its one of my favirote things ive ever coded in python even if i got a little help with ai This game is not quite intending to be a standalone game so i encourage people to look at he game and mod it how they want to use it as a base for other projects im not the best at level design so id love to see if other people want to make a level as long as the level is named in sequence as level1, level2, etc the game will load it just fine I hope whoever plays or modifies this code has fun!...
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1792972312.1497045
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1793058712.1497045
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50986
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Sushupti by @Dat-One-Dev | Stardance
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Dat-One-Dev
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1
|
14.39
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174
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T06:09:09Z", "hours": 14.0, "multiplier": 12.84, "payout": 174, "blessing": "neutral", "text": "I made Sushupti, a Go-based TUI for viewing Hackatime coding stats directly in the terminal it grew from a simple daily graph into a full dashboard with animated graphs, project statistics, a leaderboard, clock/date boxes, and an animated Hackcat. The hardest part was building and restructuring the TUI without letting the scope completely destroy the codebase. I’m proud that it’s now a complete, installable project rather than just a prototype. To test it, Linux/macOS/Android/WSL users can install it with: curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh Then run Sushupti from the terminal.", "repo": "https://github.com/Dat-one-dev/Sushupti", "demo": "https://github.com/Dat-one-dev/Sushupti/releases"}]...
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[{"post_id": 57356, "ts": "202 [{"post_id": 57356, "ts": "2026-08-29T14:05:33Z", "hours": 0.3892, "text": "Sushupti Devlog 13 Never really thought i would have to make another devlog for this proj…but had to because well when i shipped it i got rejected cuz there was a error because I WASNT USING FLOAT64 INSTEAD OF INTEGER AAAAAA [and thats why i like go….]"}, {"post_id": 57095, "ts": "2026-08-29T05:59:45Z", "hours": 0.6183, "text": "SUSHUPTI DEVLOG 12 We came a long way, this is like the last devlog of the first commit everything is done readme is done installation is done just run this command for linux/mac/android/WSL users curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh So easy so well made just…fantastic u know, Now I can finally ship the project…"}, {"post_id": 56709, "ts": "2026-08-28T16:02:35Z", "hours": 0.3436, "text": "SUSHUPTI DEVLOG 11 HEY HUMAN this is a lesson making clean code doesn’t exist u tryna make clean code and u spent time cleaning it rather then making proj…what u should do is make clean code forms start dont be like me who changed scope 67 times and then messed code and now spent 3h just making what devs say as a CLEAN CODE…..dont do that…[this dont do that line made me remember a past trauma that i had gotten from that indie film….Obsession…has anyone watched it…ig most people had already lol]"}, {"post_id": 56607, "ts": "2026-08-28T13:00:53Z", "hours": 1.9944, "text": "Sushupti devlog 10 Just 1 word….CRAZY …this thing is crazy this one is probably my longest session so far for sushupti firstly i cleaned my whole code this task alone took 3h [i am doing this from ig past few days] and its still not done i still have to work on tui.go main.go graph.go and some other files But As I had just cleaned tui package fully, styles package fully [new package btw making my work sooo easy and clean] and utils package i decided to add some more boxes and make it better this i added Clock Box - I am using https://github.com/common-nighthawk/go-figure for the beautifull text you see there Date Box - I had to lwk make it too using go-figures but I had to add a popup area [will tell why in future devlogs if i add it] Project Graph box is complete ITS THE HARDEST BOX OF THEM ALL HARDER THEN OVERVIEW FOR SOME REASON IDK WHY but it looks soosoosososo otuffff I edited the leaderboard box in a manner so it shows the color codes used by project graph [quality of life feature ig] You see that cat, now it moves….from right to left…[idk why i added it tbh… i just wanted more moving things lol] And then other features that i did are mostly based on cleaning code like lwk each mathmatical stats function that i calculated everytime in every render has a func now in utils/stats.go Thats it for this devlog we are near the end of SUSHUPTI ig…I just dont get much views on devlogs so i dont really know people will like it or not…if you are reading this then pls comment"}, {"post_id": 56428, "ts": "2026-08-28T06:04:25Z", "hours": 1.0358, "text": "Sushupti Devlog 9 I normally use Zed as my code editor, and rn making this TUI program, isnt it hypocrisy..So I decided to change that…TOOK 1 HOUR…OF EFFORT TO SETUP NEOVIM….and now i am saying if i use neovim for like 1month i am not going back, i am liking many of its thing and it just feels like something made for me…. Here is a screenshot of how my neovim looks rn after all config i did…I have neovim setup on my laptop as well as mobile so like soon you can see my coding hours exploding…There are also many changes I did from the last version which i will cover on devlog 10 lwk to make my devlogs strucutred af"}, {"post_id": 55544, "ts": "2026-08-27T13:52:11Z", "hours": 0.8344, "text": "Sushupti Devlog 8 Sad time for us chat, The Language line graph i was about to add cant be added…as HACKATIME API just doesnt provide data regarding it [if it does then pls tell me…]….so like…i am planning ot change this specific graph with a projects graph telling % of projects you used…I am out of ideas for more boxes so am Lwk open for any one you give me…Rn I am busy making the code better..because its a MESS TRUST ME DONT OPEN MY GITHUB REPO…ITS DEADLY…AND IF U DO JUST DONT READ THE COMMITS…U MIGHT DIE LAUGHING [my friend did] Lol Ok Aparts from joke ig rn i am 10h into this project…and its near end after some changes ig 5h more it will be done…hopefully it gets good rated i spent too much time making it lol….came a long way just go see my first devlog a entirely diff idea lol"}, {"post_id": 54959, "ts": "2026-08-26T12:04:08Z", "hours": 0.6556, "text": "Sushupti Devlog 7 While hackatime is on maintenance I think its a good time to take a break from this project and work on something fun small….Cant even send SS of how it looks as Hackatime is on maintenance…..I got very much attached with TUI applications tbh…So I plan to make another TUI application….I wanna keep it short so I have not planned anything yet…maybe a wifi connector or bluetooth or whtver it depends tbh"}, {"post_id": 53883, "ts": "2026-08-24T16:15:00Z", "hours": 0.7883, "text": "Sushupti Devlog 6 here are all the changes that I did from the previous devlog removed useless side bar and then change the sidebar with something attractive and somewhat helpful Ig and earlier i was thinking to add a short the of user but then this felt way better as i need daily data personally then my lifetime stats tbh then I added the mascot of this product hackcat idk why i call it that…that space just felt empty and the hackcat felt right onto it….i might add more animation to it but adding just these 10 idle frame killed me"}, {"post_id": 53750, "ts": "2026-08-24T12:45:36Z", "hours": 0.7744, "text": "Sushupti Devlog 5 Here are all the changes I did from last version/devlog added # for bar graph old one felt too perfect now these graphs animate into growth on startup now HEADER TITLE has this spinning line beside it on red color those are all the changes …u may notice none of them are a real feature because once a wise man [steve jobs] said “Design is how it works.”"}, {"post_id": 53709, "ts": "2026-08-24T11:47:16Z", "hours": 0.875, "text": "Sushupti Devlog 4 I am loving this, I dont actually think anyone would download my CLI project but for me it looks so good and tuff its amazing….Rn I did more work on the UI, Finally lwk changed the hardcoded TUI…added Leaderboard box, created some modular functions for usability and plan to remove the sidebar as its useless tbh…but its cool at the end…idk remove it or spent 5 more hr doing it thing is…I dont think people would like the project….[idk i am maybe not that confident with this one] but I like it a lot [so i am lwk confused that should i spend more time on it or not]"}, {"post_id": 52447, "ts": "2026-08-22T15:57:47Z", "hours": 1.4272, "text": "Sushupti Devlog 3 We came a very very long way….I worked more on TUI rn and this is how it looks [that menu does nothing I am about to remove it]….THIS IS MY BEST TUI PROJECT SO FAR I AM LOVING IT….hopefully hack club notices this…I would be great full….For those who dont know this is TUI version of Hackatime in ur terminal for those nerds like me that just like aesthetics of TUI or just wanna check there stats fast while doing code avoiding to use browser [Basically Linux Users]….Lets see How Far I can take this"}, {"post_id": 51017, "ts": "2026-08-20T14:39:05Z", "hours": 2.7722, "text": "SUSHUPTI : We came a long way chat First I was making something just to show graph on terminal then I made a png export with gos image library which lets u make a png to flex on ur friend Both dark and white mode too both are in the screenshot below AND NOW I AM MAKING A WHOLE TUI APP LIKE FULLY TUI BASED IT WILL BE CRAZY SCOPE CREEPED CREEPED ON ME LIKE WTF I realised I cant upload more then 1 png so its how the project looks u can go on github I have image of graph there ITS TORTURE TBH like TUI SHI IS SO HARD whatever here is what i made"}, {"post_id": 50051, "ts": "2026-08-19T02:44:34Z", "hours": 1.4294, "text": "Sushupti - Devlog 1 Well I went to my hackatime dashboard to see how much I worked each day in graphically format and there was no way to do so, stardance website helps in that but telling a linux user to open a url on browser to see some hours is stupid…. Thus I am working on Sushupti a GO-CLI program that provides u daily based data on ur hackatime stats and even makes u a graph which can be used to flex. I am still working on it API is setup, I get the data lwk fine what left is to make the output beautiful and lwk make a export as png/jpg option"}]...
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Title: Sushupti by @Dat-One-Dev | Stardance
Devlo Title: Sushupti by @Dat-One-Dev | Stardance
Devlogs:
Sushupti - Devlog 1 Well I went to my hackatime dashboard to see how much I worked each day in graphically format and there was no way to do so, stardance website helps in that but telling a linux user to open a url on browser to see some hours is stupid…. Thus I am working on Sushupti a GO-CLI program that provides u daily based data on ur hackatime stats and even makes u a graph which can be used to flex. I am still working on it API is setup, I get the data lwk fine what left is to make the output beautiful and lwk make a export as png/jpg option
SUSHUPTI : We came a long way chat First I was making something just to show graph on terminal then I made a png export with gos image library which lets u make a png to flex on ur friend Both dark and white mode too both are in the screenshot below AND NOW I AM MAKING A WHOLE TUI APP LIKE FULLY TUI BASED IT WILL BE CRAZY SCOPE CREEPED CREEPED ON ME LIKE WTF I realised I cant upload more then 1 png so its how the project looks u can go on github I have image of graph there ITS TORTURE TBH like TUI SHI IS SO HARD whatever here is what i made
Sushupti Devlog 3 We came a very very long way….I worked more on TUI rn and this is how it looks [that menu does nothing I am about to remove it]….THIS IS MY BEST TUI PROJECT SO FAR I AM LOVING IT….hopefully hack club notices this…I would be great full….For those who dont know this is TUI version of Hackatime in ur terminal for those nerds like me that just like aesthetics of TUI or just wanna check there stats fast while doing code avoiding to use browser [Basically Linux Users]….Lets see How Far I can take this
Sushupti Devlog 4 I am loving this, I dont actually think anyone would download my CLI project but for me it looks so good and tuff its amazing….Rn I did more work on the UI, Finally lwk changed the hardcoded TUI…added Leaderboard box, created some modular functions for usability and plan to remove the sidebar as its useless tbh…but its cool at the end…idk remove it or spent 5 more hr doing it thing is…I dont think people would like the project….[idk i am maybe not that confident with this one] but I like it a lot [so i am lwk confused that should i spend more time on it or not]
Sushupti Devlog 5 Here are all the changes I did from last version/devlog added # for bar graph old one felt too perfect now these graphs animate into growth on startup now HEADER TITLE has this spinning line beside it on red color those are all the changes …u may notice none of them are a real feature because once a wise man [steve jobs] said “Design is how it works.”
Sushupti Devlog 6 here are all the changes that I did from the previous devlog removed useless side bar and then change the sidebar with something attractive and somewhat helpful Ig and earlier i was thinking to add a short the of user but then this felt way better as i need daily data personally then my lifetime stats tbh then I added the mascot of this product hackcat idk why i call it that…that space just felt empty and the hackcat felt right onto it….i might add more animation to it but adding just these 10 idle frame killed me
Sushupti Devlog 7 While hackatime is on maintenance I think its a good time to take a break from this project and work on something fun small….Cant even send SS of how it looks as Hackatime is on maintenance…..I got very much attached with TUI applications tbh…So I plan to make another TUI application….I wanna keep it short so I have not planned anything yet…maybe a wifi connector or bluetooth or whtver it depends tbh
Sushupti Devlog 8 Sad time for us chat, The Language line graph i was about to add cant be added…as HACKATIME API just doesnt provide data regarding it [if it does then pls tell me…]….so like…i am planning ot change this specific graph with a projects graph telling % of projects you used…I am out of ideas for more boxes so am Lwk open for any one you give me…Rn I am busy making the code better..because its a MESS TRUST ME DONT OPEN MY GITHUB REPO…ITS DEADLY…AND IF U DO JUST DONT READ THE COMMITS…U MIGHT DIE LAUGHING [my friend did] Lol Ok Aparts from joke ig rn i am 10h into this project…and its near end after some changes ig 5h more it will be done…hopefully it gets good rated i spent too much time making it lol….came a long way just go see my first devlog a entirely diff idea lol
Sushupti Devlog 9 I normally use Zed as my code editor, and rn making this TUI program, isnt it hypocrisy..So I decided to change that…TOOK 1 HOUR…OF EFFORT TO SETUP NEOVIM….and now i am saying if i use neovim for like 1month i am not going back, i am liking many of its thing and it just feels like something made for me…. Here is a screenshot of how my neovim looks rn after all config i did…I have neovim setup on my laptop as well as mobile so like soon you can see my coding hours exploding…There are also many changes I did from the last version which i will cover on devlog 10 lwk to make my devlogs strucutred af
Sushupti devlog 10 Just 1 word….CRAZY …this thing is crazy this one is probably my longest session so far for sushupti firstly i cleaned my whole code this task alone took 3h [i am doing this from ig past few days] and its still not done i still have to work on tui.go main.go graph.go and some other files But As I had just cleaned tui package fully, styles package fully [new package btw making my work sooo easy and clean] and utils package i decided to add some more boxes and make it better this i added Clock Box - I am using https://github.com/common-nighthawk/go-figure for the beautifull text you see there Date Box - I had to lwk make it too using go-figures but I had to add a popup area [will tell why in future devlogs if i add it] Project Graph box is complete ITS THE HARDEST BOX OF THEM ALL HARDER THEN OVERVIEW FOR SOME REASON IDK WHY but it looks soosoosososo otuffff I edited the leaderboard box in a manner so it shows the color codes used by project graph [quality of life feature ig] You see that cat, now it moves….from right to left…[idk why i added it tbh… i just wanted more moving things lol] And then other features that i did are mostly based on cleaning code like lwk each mathmatical stats function that i calculated everytime in every render has a func now in utils/stats.go Thats it for this devlog we are near the end of SUSHUPTI ig…I just dont get much views on devlogs so i dont really know people will like it or not…if you are reading this then pls comment
SUSHUPTI DEVLOG 11 HEY HUMAN this is a lesson making clean code doesn’t exist u tryna make clean code and u spent time cleaning it rather then making proj…what u should do is make clean code forms start dont be like me who changed scope 67 times and then messed code and now spent 3h just making what devs say as a CLEAN CODE…..dont do that…[this dont do that line made me remember a past trauma that i had gotten from that indie film….Obsession…has anyone watched it…ig most people had already lol]
SUSHUPTI DEVLOG 12 We came a long way, this is like the last devlog of the first commit everything is done readme is done installation is done just run this command for linux/mac/android/WSL users curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh So easy so well made just…fantastic u know, Now I can finally ship the project…
Sushupti Devlog 13 Never really thought i would have to make another devlog for this proj…but had to because well when i shipped it i got rejected cuz there was a error because I WASNT USING FLOAT64 INSTEAD OF INTEGER AAAAAA [and thats why i like go….]
Ships:
I made Sushupti, a Go-based TUI for viewing Hackatime coding stats directly in the terminal it grew from a simple daily graph into a full dashboard with animated graphs, project statistics, a leaderboard, clock/date boxes, and an animated Hackcat. The hardest part was building and restructuring the TUI without letting the scope completely destroy the codebase. I’m proud that it’s now a complete, installable project rather than just a prototype. To test it, Linux/macOS/Android/WSL users can install it with: curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh Then run Sushupti from the terminal....
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1792972522.0827043
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1793058922.0827043
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2977
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3D Portfolio by @kingjamesh | Stardance
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kingjamesh
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1
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18.89
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172
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T02:58:58Z", "hours": 11.0, "multiplier": 15.96, "payout": 172, "blessing": "neutral", "text": "I built an interactive 3D portfolio with Next.js, React Three Fiber, and Three.js. I’m most proud of the 3d models in my engineering page. I took my 3d models from fusion and took them to blender, where I decimated them. I then exported them as glbs and was able to add them to the website as components that the user can interact with from their browser. There were also lots of other fun aspects that I added, including a custom cursor, lots of gsap scroll triggers and animations, and background particles. I also have a live github contribution calendar in my programming portfolio. You can see it at: www.jameshou28.com", "repo": "", "demo": "https://www.jameshou28.com"}]...
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[{"post_id": 63303, "ts": "202 [{"post_id": 63303, "ts": "2026-09-07T01:41:19Z", "hours": 2.0694, "text": "Devlog 9: Portfolio View Gallery buttons and information updates stardance just crashed on me so im writing this again. Its been a month since my last devlog, since then I’ve been super busy and have really just been updating information around the website. I made my view portfolio buttons high contrast and black so they’re more noticable compared to my old green outlined buttons. The project is almost ready to be shipped, I just have ot add a guide/tutorial upon opening the hardware portfolio so the user knows the renders can be manipulated"}, {"post_id": 39224, "ts": "2026-08-02T01:43:07Z", "hours": 3.5669, "text": "Devlog 8: Revamp Programming Portfolio This has kinda been a work in progress for the past week or so but I’ve been busy with exams so I didn’t have a chance to finish it until now. I made some changes to my programming portfolio, mainly with the image sizing. In my old version, all of my app screenshots would be super tall and made scrolling annoying, so I addressed this by capping the height of the imgs. I also updated all of my information again and added (& replaced) some projects in my portfolio. To do: ddd some sort of overlay in eng. portfolio that tells the user that they can move the models around deal with the bg particles deal with the mouse (maybe)"}, {"post_id": 33807, "ts": "2026-07-24T01:25:48Z", "hours": 2.25, "text": "Devlog 7: Addressing comments + small changes I started to address some of the comments from my reviewers. So far, I’ve changed my GitHub contribution bar colors to match the actual gh colors instead of the old lighter colors that matched my color scheme. I also updated all of my information to make it more updated. To do: Background dots effect - make it stick to hero so user can just scroll past it, maybe change them so they look less like a dirty screen Redo my programming portfolio - looks kinda ugly rn ngl Cursor - Someone commented that the trailing circle was a bit annoying, so I’m going to look into other things I can change it"}, {"post_id": 11055, "ts": "2026-06-18T02:43:54Z", "hours": 0.2858, "text": "Devlog 6: build readme + finish seo I finished my readme. The repo now explains everything in the site and how i built it. I also finished my seo."}, {"post_id": 8205, "ts": "2026-06-13T17:26:07Z", "hours": 6.4292, "text": "Devlog 5: Portfolio galleries + SEO metadata I redesigned my portfolio so now each item has a gallery that you can click into. This way, I can show more pictures and videos without jamming everything into the page I also started working on my SEO metadata. Almost done!"}, {"post_id": 6861, "ts": "2026-06-11T14:48:58Z", "hours": 1.6744, "text": "Devlog #4: Mobile optimization + contact page I worked on mainly my mobile navigation and repsonsive layout. I added a hamburger menu for mobile, and made some layout changes to prevent the page from overflowing and looking weird on mobile Mouse parallax is now disabled on touch devices, and 3d project models now have static fallbacks in case webgl isn’t available. This basically makes sure the engineering portfolio is still usable, even on mobile phones"}, {"post_id": 3601, "ts": "2026-06-06T16:28:49Z", "hours": 1.2278, "text": "Devlog #3: Loading screen I built a first-visit loading screen so the site can preload the big assets like 3d models and videos before letting visitors into the homepage. The progress bar is staggered, and I added status changes such as “Warming up 3D scenes” and “Loading assets”. Once everything is preloaded, it reveals an “Enter Portfolio” button. Entering uses a circular GSAP reveal animation so it looks like the page is opening up kinda and then it saves a local storage flag so if someone opens the site again the loader doesn’t popup"}, {"post_id": 1252, "ts": "2026-06-03T03:23:11Z", "hours": 0.6903, "text": "Devlog #2: Homepage particles + project details I added an interactive particle background to make the homepage feel less static. It’s basically a canvas animation with particles that drift in the background. They also react to the mouse, and spring back toward their original positions. I also filled in the homepage a bit more with information about me"}, {"post_id": 555, "ts": "2026-06-02T01:34:45Z", "hours": 1.0758, "text": "Devlog #1: implemented interactive 3d models into engineering portfolio of personal website exported pre-existing 3d models from fusion360 as an fbx took the fbx files to blender and decimated them, then exported as glb used react-three with useGLTF to load models into website Note: This is a continuation of my personal website that I started before stardance, that’s why my devlogs look like they’re kinda starting in the middle of the project"}]...
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Title: 3D Portfolio by @kingjamesh | Stardance
De Title: 3D Portfolio by @kingjamesh | Stardance
Devlogs:
Devlog #1: implemented interactive 3d models into engineering portfolio of personal website exported pre-existing 3d models from fusion360 as an fbx took the fbx files to blender and decimated them, then exported as glb used react-three with useGLTF to load models into website Note: This is a continuation of my personal website that I started before stardance, that’s why my devlogs look like they’re kinda starting in the middle of the project
Devlog #2: Homepage particles + project details I added an interactive particle background to make the homepage feel less static. It’s basically a canvas animation with particles that drift in the background. They also react to the mouse, and spring back toward their original positions. I also filled in the homepage a bit more with information about me
Devlog #3: Loading screen I built a first-visit loading screen so the site can preload the big assets like 3d models and videos before letting visitors into the homepage. The progress bar is staggered, and I added status changes such as “Warming up 3D scenes” and “Loading assets”. Once everything is preloaded, it reveals an “Enter Portfolio” button. Entering uses a circular GSAP reveal animation so it looks like the page is opening up kinda and then it saves a local storage flag so if someone opens the site again the loader doesn’t popup
Devlog #4: Mobile optimization + contact page I worked on mainly my mobile navigation and repsonsive layout. I added a hamburger menu for mobile, and made some layout changes to prevent the page from overflowing and looking weird on mobile Mouse parallax is now disabled on touch devices, and 3d project models now have static fallbacks in case webgl isn’t available. This basically makes sure the engineering portfolio is still usable, even on mobile phones
Devlog 5: Portfolio galleries + SEO metadata I redesigned my portfolio so now each item has a gallery that you can click into. This way, I can show more pictures and videos without jamming everything into the page I also started working on my SEO metadata. Almost done!
Devlog 6: build readme + finish seo I finished my readme. The repo now explains everything in the site and how i built it. I also finished my seo.
Devlog 7: Addressing comments + small changes I started to address some of the comments from my reviewers. So far, I’ve changed my GitHub contribution bar colors to match the actual gh colors instead of the old lighter colors that matched my color scheme. I also updated all of my information to make it more updated. To do: Background dots effect - make it stick to hero so user can just scroll past it, maybe change them so they look less like a dirty screen Redo my programming portfolio - looks kinda ugly rn ngl Cursor - Someone commented that the trailing circle was a bit annoying, so I’m going to look into other things I can change it
Devlog 8: Revamp Programming Portfolio This has kinda been a work in progress for the past week or so but I’ve been busy with exams so I didn’t have a chance to finish it until now. I made some changes to my programming portfolio, mainly with the image sizing. In my old version, all of my app screenshots would be super tall and made scrolling annoying, so I addressed this by capping the height of the imgs. I also updated all of my information again and added (& replaced) some projects in my portfolio. To do: ddd some sort of overlay in eng. portfolio that tells the user that they can move the models around deal with the bg particles deal with the mouse (maybe)
Devlog 9: Portfolio View Gallery buttons and information updates stardance just crashed on me so im writing this again. Its been a month since my last devlog, since then I’ve been super busy and have really just been updating information around the website. I made my view portfolio buttons high contrast and black so they’re more noticable compared to my old green outlined buttons. The project is almost ready to be shipped, I just have ot add a guide/tutorial upon opening the hardware portfolio so the user knows the renders can be manipulated
Ships:
I built an interactive 3D portfolio with Next.js, React Three Fiber, and Three.js. I’m most proud of the 3d models in my engineering page. I took my 3d models from fusion and took them to blender, where I decimated them. I then exported them as glbs and was able to add them to the website as components that the user can interact with from their browser. There were also lots of other fun aspects that I added, including a custom cursor, lots of gsap scroll triggers and animations, and background particles. I also have a live github contribution calendar in my programming portfolio. You can see it at: www.jameshou28.com...
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1792875232.5000713
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1793739232.5000713
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6996
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Gesture Link by @Mokxsh_ | Stardance
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1
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16.11
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172
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T13:09:37Z", "hours": 15.0, "multiplier": 16.62, "payout": 172, "blessing": "neutral", "text": "What did you make? I built Gesture Link, a wearable assistive communication system designed to help visually impaired, hearing impaired, and speech impaired individuals communicate more easily. The project consists of three devices: Visora, a pair of AI-powered smart glasses that can identify objects and colors; Glove A, which converts hand gestures into spoken phrases; and Glove B, which converts speech into tactile Braille using vibration motors. Together, they create a real-time communication bridge that works completely offline. What was the challenge? The main problem I wanted to solve was that many people with disabilities face communication barriers every day, and most existing solutions are either expensive, require internet access, or only address a single disability. I wanted to create a system that could help different groups communicate with each other directly. From a technical side, the biggest challenge was getting multiple hardware devices, sensors, computer vision models, speech processing systems, and haptic feedback mechanisms to work together reliably. Since everything runs locally, I also had to optimize the software to work efficiently on resource-constrained hardware. What are you proud of? I’m proud that I was able to take a real-world problem affecting billions of people and turn it into a complete working ecosystem rather than just a concept or a single prototype. Gesture Link combines computer vision, speech technology, wearable electronics, health monitoring, and haptic feedback into one integrated system designed to make communication more accessible. Over the past two months, I worked through numerous hardware and software challenges, from sensor integration and device communication to real-time processing, to bring all three modules together into a functional solution that can genuinely improve people’s daily lives. What should people know when testing your project? Gesture Link is primarily a hardware project, so it can’t be fully tested directly from the repository. To make it as reproducible as possible, I’ve included the source code, documentation, component lists, and circuit diagrams for all the modules so anyone interested can build and test it themselves. I’m also currently working on custom PCBs for the project and plan to open-source them soon, which will make the system much easier for others to build, modify, and improve.", "repo": "https://github.com/Mokxsh404/Gesture-Link/", "demo": ""}]...
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[{"post_id": 14938, "ts": "202 [{"post_id": 14938, "ts": "2026-06-24T08:34:49Z", "hours": 0.7842, "text": "Devlog: Visora is Finally Done !!! After roughly 40 Hours spread across the last 7 days, Visora is finally working. I genuinely thought this would be one of the easier parts of Gesture Link . I was very very wrong. Visora is the vision module of the project. The goal is simple: use an ESP32-CAM, run object detection using YOLOv8, figure out what’s around the user, and then provide audio feedback. Sounds straightforward until you actually try building it. The biggest problem was that nothing wanted to work consistently. One minute OpenCV would connect to the camera stream perfectly: cap = cv2.VideoCapture(CAM_URL) The next minute it would just sit there refusing to open the stream. while not cap.isOpened(): print(\"Cannot open stream...\") I spent hours thinking my code was broken when it turned out to be network issues, camera settings, and random ESP32-CAM problems fighting each other. Then came YOLO. Getting the model itself running wasn’t too bad. Getting it to run smoothly with a live camera stream was another story. results = model(frame, device=device)[0] Sometimes detections worked. Sometimes they didn’t. Sometimes the frame processing would slow down enough to make the whole thing feel unusable. My favorite bug was when everything looked correct. lol The camera worked. The AI worked. The ESP32 worked. The code ran without errors. And yet nothing happened. After staring at the screen for far longer than I’d like to admit, the issue ended up being something completely unrelated to where I was looking. What makes this extra painful is that the final code looks so simple. You look at it and think: That’s it? But behind every line is probably an hour of me wondering why it wasn’t working. With Glove A converting sign language into speech, Glove B converting speech into Braille through vibration motors, and Visora finally working, Gesture Link is now fully complete. 7 days 40 hours Way too much debugging ** Gesture Link is Officially Done !!**"}, {"post_id": 10527, "ts": "2026-06-17T08:57:37Z", "hours": 0.325, "text": "#Devlog: Glove A Done! Finally wrapped up Glove A! I don’t think I’ve ever spent this much time continuously debugging a single part of a project before. Since yesterday, I’ve probably put in around 20 hours trying to get everything working properly. Every time I fixed one issue, another one appeared. It started with the flex sensors. Two of them suddenly became unresponsive and started giving completely unreliable readings. Since the whole glove depends on accurately detecting finger movements, that basically meant the gesture recognition stopped working. After a lot of testing and checking connections, I ended up replacing both sensors. Then the DFPlayer decided to stop working. Naturally, I assumed it was a code issue and spent way too long looking through my program trying to figure out what I had broken. Turns out the code wasn’t the problem at all. The SD card had somehow become corrupted, which meant none of the audio files could be read. So after replacing and setting up the SD card again, the audio finally came back. At that point I thought I was done. I wasn’t. The OLED display suddenly stopped working. After even more troubleshooting, I found a wiring issue along with an address conflict that was preventing the display from communicating properly. A few rewires, some code changes, and a lot of patience later, the screen finally came back to life. After all of that debugging, soldering, rewiring, replacing components, and questioning my life choices, I’m finally here. Glove A is designed to help people with speech impairments communicate more easily. The glove recognizes hand gestures and converts them into pre-compiled speech. For example, bending a specific finger can trigger a phrase like “Hello”, and the glove will immediately speak it through the onboard speaker. Different gesture combinations can be mapped to different words or sentences, allowing the user to communicate quickly without needing to type or press buttons. I’ve attached a video showing the glove working in real time. In the demonstration, the glove detects the gesture, processes the finger positions from the flex sensors, matches it with the corresponding phrase, and instantly plays the audio output. This project might look simple from the outside, but getting all the sensors, audio modules, display, and processing logic to work together reliably was a much bigger challenge than I expected. Seeing the glove finally recognize gestures and speak them out loud made all those hours of debugging worth it. With Glove A now complete and Glove B already working, Now it’s time to focus on Visora and bring the final part of the system together."}, {"post_id": 9808, "ts": "2026-06-16T07:45:13Z", "hours": 0.0, "text": "Devlog: Glove B Completed After weeks of development, testing, and debugging, I have finally completed Glove B of Gesture Link. In the video, Glove B is working successfully and responding exactly as intended. You may notice a buzzing sound in the recording. That sound comes from the vibration motors activating to transmit Braille characters. For this demonstration, the speech input “Hello, how are you?” was converted into Braille and sent directly to the glove. Each finger contains three vibration motors. Two fingers work together to form one Braille cell, while the other two fingers form a second Braille cell. By activating specific vibration patterns, the glove communicates Braille characters through touch, allowing information to be read without visual or audio output. This marks a major milestone for the project, as the complete speech-to-Braille pipeline is now functioning on Glove B. The system can capture speech, process the text, convert it into Braille patterns, and deliver the output through haptic feedback in real time."}, {"post_id": 9067, "ts": "2026-06-15T04:29:02Z", "hours": 0.0, "text": "pulled an all nighter :D worked on the VISORA code, it had some bugs took me a while to fix them. Also added a really nice UI to it."}, {"post_id": 4196, "ts": "2026-06-07T12:47:04Z", "hours": 14.5497, "text": "almost done with the repo!"}, {"post_id": 2089, "ts": "2026-06-04T12:45:14Z", "hours": 0.0, "text": "I am currently developing a colour recognition system using an ESP32-S3 Sense camera and Python. At this stage, the ESP32-S3 Sense is being used primarily to capture and stream camera data, while all image processing and colour recognition tasks are performed locally on my computer using Python. The system is designed to detect and classify colours in real time."}]...
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Title: Gesture Link by @Mokxsh_ | Stardance
Devlo Title: Gesture Link by @Mokxsh_ | Stardance
Devlogs:
I am currently developing a colour recognition system using an ESP32-S3 Sense camera and Python. At this stage, the ESP32-S3 Sense is being used primarily to capture and stream camera data, while all image processing and colour recognition tasks are performed locally on my computer using Python. The system is designed to detect and classify colours in real time.
almost done with the repo!
pulled an all nighter :D worked on the VISORA code, it had some bugs took me a while to fix them. Also added a really nice UI to it.
Devlog: Glove B Completed After weeks of development, testing, and debugging, I have finally completed Glove B of Gesture Link. In the video, Glove B is working successfully and responding exactly as intended. You may notice a buzzing sound in the recording. That sound comes from the vibration motors activating to transmit Braille characters. For this demonstration, the speech input “Hello, how are you?” was converted into Braille and sent directly to the glove. Each finger contains three vibration motors. Two fingers work together to form one Braille cell, while the other two fingers form a second Braille cell. By activating specific vibration patterns, the glove communicates Braille characters through touch, allowing information to be read without visual or audio output. This marks a major milestone for the project, as the complete speech-to-Braille pipeline is now functioning on Glove B. The system can capture speech, process the text, convert it into Braille patterns, and deliver the output through haptic feedback in real time.
#Devlog: Glove A Done! Finally wrapped up Glove A! I don’t think I’ve ever spent this much time continuously debugging a single part of a project before. Since yesterday, I’ve probably put in around 20 hours trying to get everything working properly. Every time I fixed one issue, another one appeared. It started with the flex sensors. Two of them suddenly became unresponsive and started giving completely unreliable readings. Since the whole glove depends on accurately detecting finger movements, that basically meant the gesture recognition stopped working. After a lot of testing and checking connections, I ended up replacing both sensors. Then the DFPlayer decided to stop working. Naturally, I assumed it was a code issue and spent way too long looking through my program trying to figure out what I had broken. Turns out the code wasn’t the problem at all. The SD card had somehow become corrupted, which meant none of the audio files could be read. So after replacing and setting up the SD card again, the audio finally came back. At that point I thought I was done. I wasn’t. The OLED display suddenly stopped working. After even more troubleshooting, I found a wiring issue along with an address conflict that was preventing the display from communicating properly. A few rewires, some code changes, and a lot of patience later, the screen finally came back to life. After all of that debugging, soldering, rewiring, replacing components, and questioning my life choices, I’m finally here. Glove A is designed to help people with speech impairments communicate more easily. The glove recognizes hand gestures and converts them into pre-compiled speech. For example, bending a specific finger can trigger a phrase like “Hello”, and the glove will immediately speak it through the onboard speaker. Different gesture combinations can be mapped to different words or sentences, allowing the user to communicate quickly without needing to type or press buttons. I’ve attached a video showing the glove working in real time. In the demonstration, the glove detects the gesture, processes the finger positions from the flex sensors, matches it with the corresponding phrase, and instantly plays the audio output. This project might look simple from the outside, but getting all the sensors, audio modules, display, and processing logic to work together reliably was a much bigger challenge than I expected. Seeing the glove finally recognize gestures and speak them out loud made all those hours of debugging worth it. With Glove A now complete and Glove B already working, Now it’s time to focus on Visora and bring the final part of the system together.
Devlog: Visora is Finally Done !!! After roughly 40 Hours spread across the last 7 days, Visora is finally working. I genuinely thought this would be one of the easier parts of Gesture Link . I was very very wrong. Visora is the vision module of the project. The goal is simple: use an ESP32-CAM, run object detection using YOLOv8, figure out what’s around the user, and then provide audio feedback. Sounds straightforward until you actually try building it. The biggest problem was that nothing wanted to work consistently. One minute OpenCV would connect to the camera stream perfectly: cap = cv2.VideoCapture(CAM_URL) The next minute it would just sit there refusing to open the stream. while not cap.isOpened(): print("Cannot open stream...") I spent hours thinking my code was broken when it turned out to be network issues, camera settings, and random ESP32-CAM problems fighting each other. Then came YOLO. Getting the model itself running wasn’t too bad. Getting it to run smoothly with a live camera stream was another story. results = model(frame, device=device)[0] Sometimes detections worked. Sometimes they didn’t. Sometimes the frame processing would slow down enough to make the whole thing feel unusable. My favorite bug was when everything looked correct. lol The camera worked. The AI worked. The ESP32 worked. The code ran without errors. And yet nothing happened. After staring at the screen for far longer than I’d like to admit, the issue ended up being something completely unrelated to where I was looking. What makes this extra painful is that the final code looks so simple. You look at it and think: That’s it? But behind every line is probably an hour of me wondering why it wasn’t working. With Glove A converting sign language into speech, Glove B converting speech into Braille through vibration motors, and Visora finally working, Gesture Link is now fully complete. 7 days 40 hours Way too much debugging ** Gesture Link is Officially Done !!**
Ships:
What did you make? I built Gesture Link, a wearable assistive communication system designed to help visually impaired, hearing impaired, and speech impaired individuals communicate more easily. The project consists of three devices: Visora, a pair of AI-powered smart glasses that can identify objects and colors; Glove A, which converts hand gestures into spoken phrases; and Glove B, which converts speech into tactile Braille using vibration motors. Together, they create a real-time communication bridge that works completely offline. What was the challenge? The main problem I wanted to solve was that many people with disabilities face communication barriers every day, and most existing solutions are either expensive, require internet access, or only address a single disability. I wanted to create a system that could help different groups communicate with each other directly. From a technical side, the biggest challenge was getting multiple hardware devices, sensors, computer vision models, speech processing systems, and haptic feedback mechanisms to work together reliably. Since everything runs locally, I also had to optimize the software to work efficiently on resource-constrained hardware. What are you proud of? I’m proud that I was able to take a real-world problem affecting billions of people and turn it into a complete working ecosystem rather than just a concept or a single prototype. Gesture Link combines computer vision, speech technology, wearable electronics, health monitoring, and haptic feedback into one integrated system designed to make communication more accessible. Over the past two months, I worked through numerous hardware and software challenges, from sensor integration and device communication to real-time processing, to bring all three modules together into a functional solution that can genuinely improve people’s daily lives. What should people know when testing your project? Gesture Link is primarily a hardware project, so it can’t be fully tested directly from the repository. To make it as reproducible as possible, I’ve included the source code, documentation, component lists, and circuit diagrams for all the modules so anyone interested can build and test it themselves. I’m also currently working on custom PCBs for the project and plan to open-source them soon, which will make the system much easier for others to build, modify, and improve....
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1792878534.3093243
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1793742534.3093243
|
|
16634
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Mover by @pauljako | Stardance
|
pauljako
|
1
|
19.83
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T17:18:10Z", "hours": 13.0, "multiplier": 13.34, "payout": 172, "blessing": "neutral", "text": "Mover is a Public Transit App for WearOS. Powered by Transitous, it lets you see Departures of Public Transit Stops all around the world! Getting the Logo to Display properly and the Search Button to actually show a Keyboard were the most challenging parts, especially as this was my first WearOS App. I learned a lot of new Stuff and I still have plans for the future!", "repo": "https://github.com/pauljako/Mover", "demo": "https://github.com/pauljako/Mover/releases/download/v1.0/app-release.apk"}]...
|
[{"post_id": 26457, "ts": "202 [{"post_id": 26457, "ts": "2026-07-11T08:25:29Z", "hours": 0.9389, "text": "You can now change the Transport Types that the Application will use for Routing! For me, this is very practical because I am not able to take High-Speed Rail with my Ticket here in Germany. For some reason though, the Application had some performance-issues recently. I will have to investigate this further…"}, {"post_id": 26061, "ts": "2026-07-10T17:27:06Z", "hours": 1.6725, "text": "I have started on implementing a Settings-Screen. Right now, it only offers you to reset Mover but it should also be possible to change the Transport Types using it (i.e. disabling High Speed Rail or Coaches from Routing Results)"}, {"post_id": 24680, "ts": "2026-07-08T13:03:14Z", "hours": 1.0397, "text": "You can now Bookmark your Journeys for Quick Access! Thanks to Jetpack Compose (I really, really love it) it was pretty easy and even works offline! I am still thinking on how I can improve this because you do not actually see the Destination of your Journey in the HomeView yet..,"}, {"post_id": 24205, "ts": "2026-07-07T16:53:22Z", "hours": 1.0289, "text": "I added a View to actually see the suggested Route. I stole most of the Code from the “Entire Journey”-View and added Cards, that show a Walk. This means, that Mover is now starting to actually get usable. You can figure out how to get from somewhere to somewhere. The biggest Problem right now is that you always have to type in the destination as that is not cached and the selected Route isn’t either…"}, {"post_id": 24079, "ts": "2026-07-07T12:38:52Z", "hours": 2.1514, "text": "Initial Routing support! There was a lot I had to implement for this. After thinking about how you can actually enter the two Stations, I decided to just put a Search-Button on the Departure List and reuse most of the existing UI. It also was not easy to adapt the Data-Models because Transitous also returns Walking-Instructions as Trips. Let me repeat that: AS TRIPS. In which world should a Walk between two nearby stations be in the same array as the normal Trips?! Anyways, this is far from completion as you can’t actually see how you are supposed to travel."}, {"post_id": 9318, "ts": "2026-06-15T17:06:01Z", "hours": 2.0464, "text": "I added a Logo. I am not good at this but it should incorporate both a clock face and a Transport-Network-Map. After creating the Foreground-Part of it in Inkscape, I wasted two entire hours trying to get it into an Android Asset. They don’t directly support SVGs but after converting it in Resource Manager, it was cropped on the Splash Screen, while it wasn’t on the launcher. This drove me crazy. After trying various settings in Android Studio, I decided to just make it smaller. I am pretty sure, the Logo could still be improved but I am definitely not an artist."}, {"post_id": 8583, "ts": "2026-06-14T08:34:58Z", "hours": 1.7653, "text": "I have added an initial view of a whole Journey. It is still very rough and needs a lot more polish, especially with the Text-Wrapping of the Stops. But for now, it works…"}, {"post_id": 8048, "ts": "2026-06-13T12:52:22Z", "hours": 1.6247, "text": "Mover can now use your device’s location for showing stops around you! This is implemented using the reverse-geocode endpoint. The requesting of the permission was not easy though. I did not understand how to utilize onRequestPermissionResult so the App will put you back on the Home-Screen the first time you use it. I am a bit unsure on what to work on next. I might add a Screen to show an entire Journey."}, {"post_id": 7931, "ts": "2026-06-13T07:13:40Z", "hours": 0.6783, "text": "This is just a quick Update: I added an initial ReadMe.md and a search results screen. When you now search for a stop, you will be able to select from multiple results."}, {"post_id": 7593, "ts": "2026-06-12T18:15:51Z", "hours": 1.5114, "text": "The Search is finally working! Well… sort of. As you can see in the Video, there is no “Search Results” Page. It just displays, whatever Transitous returned first. I removed the Hardcoded Stations on the Homescreen and replaced them with Stations, that you previously searched for. My next Goals are a Results-Page and the ability, to see Stations near you. PS: The Artifacts and Frame-Jumps are related to the encoder of scrcpy. It looks pretty™ smooth in Real Life."}, {"post_id": 7502, "ts": "2026-06-12T14:45:02Z", "hours": 1.8067, "text": "We now have a Search Button! This took so freakin long because I can’t simply add a Text-Field like on normal Android. Instead, I have to invoke an Intent that launches GBoard. Now onto the next Step: Actually making it functional…"}, {"post_id": 6858, "ts": "2026-06-11T14:48:00Z", "hours": 3.4664, "text": "This is my first Devlog. Mover is an App to see the Departures of Public Transit Stops on your WearOS Watch. It uses Transitous as it’s API and (currently) does not require a Companion App. You are already able to see the Departures but the Stops are still hardcoded. This is my next Goal: Have a Searchbar for Stops."}]...
|
Title: Mover by @pauljako | Stardance
Devlogs:
Th Title: Mover by @pauljako | Stardance
Devlogs:
This is my first Devlog. Mover is an App to see the Departures of Public Transit Stops on your WearOS Watch. It uses Transitous as it’s API and (currently) does not require a Companion App. You are already able to see the Departures but the Stops are still hardcoded. This is my next Goal: Have a Searchbar for Stops.
We now have a Search Button! This took so freakin long because I can’t simply add a Text-Field like on normal Android. Instead, I have to invoke an Intent that launches GBoard. Now onto the next Step: Actually making it functional…
The Search is finally working! Well… sort of. As you can see in the Video, there is no “Search Results” Page. It just displays, whatever Transitous returned first. I removed the Hardcoded Stations on the Homescreen and replaced them with Stations, that you previously searched for. My next Goals are a Results-Page and the ability, to see Stations near you. PS: The Artifacts and Frame-Jumps are related to the encoder of scrcpy. It looks pretty™ smooth in Real Life.
This is just a quick Update: I added an initial ReadMe.md and a search results screen. When you now search for a stop, you will be able to select from multiple results.
Mover can now use your device’s location for showing stops around you! This is implemented using the reverse-geocode endpoint. The requesting of the permission was not easy though. I did not understand how to utilize onRequestPermissionResult so the App will put you back on the Home-Screen the first time you use it. I am a bit unsure on what to work on next. I might add a Screen to show an entire Journey.
I have added an initial view of a whole Journey. It is still very rough and needs a lot more polish, especially with the Text-Wrapping of the Stops. But for now, it works…
I added a Logo. I am not good at this but it should incorporate both a clock face and a Transport-Network-Map. After creating the Foreground-Part of it in Inkscape, I wasted two entire hours trying to get it into an Android Asset. They don’t directly support SVGs but after converting it in Resource Manager, it was cropped on the Splash Screen, while it wasn’t on the launcher. This drove me crazy. After trying various settings in Android Studio, I decided to just make it smaller. I am pretty sure, the Logo could still be improved but I am definitely not an artist.
Initial Routing support! There was a lot I had to implement for this. After thinking about how you can actually enter the two Stations, I decided to just put a Search-Button on the Departure List and reuse most of the existing UI. It also was not easy to adapt the Data-Models because Transitous also returns Walking-Instructions as Trips. Let me repeat that: AS TRIPS. In which world should a Walk between two nearby stations be in the same array as the normal Trips?! Anyways, this is far from completion as you can’t actually see how you are supposed to travel.
I added a View to actually see the suggested Route. I stole most of the Code from the “Entire Journey”-View and added Cards, that show a Walk. This means, that Mover is now starting to actually get usable. You can figure out how to get from somewhere to somewhere. The biggest Problem right now is that you always have to type in the destination as that is not cached and the selected Route isn’t either…
You can now Bookmark your Journeys for Quick Access! Thanks to Jetpack Compose (I really, really love it) it was pretty easy and even works offline! I am still thinking on how I can improve this because you do not actually see the Destination of your Journey in the HomeView yet..,
I have started on implementing a Settings-Screen. Right now, it only offers you to reset Mover but it should also be possible to change the Transport Types using it (i.e. disabling High Speed Rail or Coaches from Routing Results)
You can now change the Transport Types that the Application will use for Routing! For me, this is very practical because I am not able to take High-Speed Rail with my Ticket here in Germany. For some reason though, the Application had some performance-issues recently. I will have to investigate this further…
Ships:
Mover is a Public Transit App for WearOS. Powered by Transitous, it lets you see Departures of Public Transit Stops all around the world! Getting the Logo to Display properly and the Search Button to actually show a Keyboard were the most challenging parts, especially as this was my first WearOS App. I learned a lot of new Stuff and I still have plans for the future!...
|
1792982853.6445055
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1793069253.6445055
|
|
23799
|
TJRocketry by @elifeldman769 | Stardance
|
elifeldman769
|
1
|
11.0
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T00:26:04Z", "hours": 11.0, "multiplier": 17.21, "payout": 172, "blessing": "neutral", "text": "# The TJ Rocketry Platform Over the last month, I have been developing a centralized platform for TJ Rocketry to streamline many of the club's operations. The project is backed by PostgreSQL and combines attendance tracking, inventory management, file storage, and administrative tools into a single system. ## Attendance and Launch Management One of the major additions has been an integrated attendance system. Officers can create launch events and generate attendance codes, allowing members to check in through the website. Attendance records can then be exported directly as CSV files, significantly reducing manual work. ## Inventory System I implemented a complete inventory management system to keep track of rocket components and supplies. Members can browse available items and submit requests, while officers can approve or deny them. The system automatically tracks inventory quantities and request history, making it easier to maintain accountability. ## File Storage To centralize documentation, I built a file system inspired by Google Drive. Members can upload, organize, and access CAD files, reports, presentations, and other club resources through a familiar interface. ## Resource Hub The platform also serves as a repository for important documents and resources. Guides, documentation, and reference material are organized in one location, making information easier to find for both new and experienced members. ## Administrative Dashboard A full administration panel was developed to provide officers with complete control over the platform. User permissions, launches, inventory, and other aspects of the system can all be managed through a web interface without requiring direct database access. ## Technical Highlights - PostgreSQL-backed storage - Role-based access control - Attendance and launch management - CSV export functionality - Inventory request and approval workflows - Integrated file storage system - Administrative dashboard Over the last month, the platform has evolved into a central operating system for TJ Rocketry. The goal has been to reduce overhead for officers and provide members with a single location for everything they need. Future development will focus on expanding automation and adding additional tools to support the club's engineering activities.", "repo": "https://github.com/TJ-Rocketry/TJRocketry", "demo": "https://tjrocketry.org"}]...
|
[{"post_id": 13431, "ts": "202 [{"post_id": 13431, "ts": "2026-06-22T00:24:25Z", "hours": 11.4, "text": "Devlog: Building the TJ Rocketry Platform Over the last month, I have been developing a centralized platform for TJ Rocketry to streamline many of the club’s operations. The project is backed by PostgreSQL and combines attendance tracking, inventory management, file storage, and administrative tools into a single system. Attendance and Launch Management One of the major additions has been an integrated attendance system. Officers can create launch events and generate attendance codes, allowing members to check in through the website. Attendance records can then be exported directly as CSV files, significantly reducing manual work. Inventory System I implemented a complete inventory management system to keep track of rocket components and supplies. Members can browse available items and submit requests, while officers can approve or deny them. The system automatically tracks inventory quantities and request history, making it easier to maintain accountability. File Storage To centralize documentation, I built a file system inspired by Google Drive. Members can upload, organize, and access CAD files, reports, presentations, and other club resources through a familiar interface. Resource Hub The platform also serves as a repository for important documents and resources. Guides, documentation, and reference material are organized in one location, making information easier to find for both new and experienced members. Administrative Dashboard A full administration panel was developed to provide officers with complete control over the platform. User permissions, launches, inventory, and other aspects of the system can all be managed through a web interface without requiring direct database access. Technical Highlights PostgreSQL-backed storage Role-based access control Attendance and launch management CSV export functionality Inventory request and approval workflows Integrated file storage system Administrative dashboard Over the last month, the platform has evolved into a central operating system for TJ Rocketry. The goal has been to reduce overhead for officers and provide members with a single location for everything they need. Future development will focus on expanding automation and adding additional tools to support the club’s engineering activities."}]...
|
Title: TJRocketry by @elifeldman769 | Stardance
D Title: TJRocketry by @elifeldman769 | Stardance
Devlogs:
Devlog: Building the TJ Rocketry Platform Over the last month, I have been developing a centralized platform for TJ Rocketry to streamline many of the club’s operations. The project is backed by PostgreSQL and combines attendance tracking, inventory management, file storage, and administrative tools into a single system. Attendance and Launch Management One of the major additions has been an integrated attendance system. Officers can create launch events and generate attendance codes, allowing members to check in through the website. Attendance records can then be exported directly as CSV files, significantly reducing manual work. Inventory System I implemented a complete inventory management system to keep track of rocket components and supplies. Members can browse available items and submit requests, while officers can approve or deny them. The system automatically tracks inventory quantities and request history, making it easier to maintain accountability. File Storage To centralize documentation, I built a file system inspired by Google Drive. Members can upload, organize, and access CAD files, reports, presentations, and other club resources through a familiar interface. Resource Hub The platform also serves as a repository for important documents and resources. Guides, documentation, and reference material are organized in one location, making information easier to find for both new and experienced members. Administrative Dashboard A full administration panel was developed to provide officers with complete control over the platform. User permissions, launches, inventory, and other aspects of the system can all be managed through a web interface without requiring direct database access. Technical Highlights PostgreSQL-backed storage Role-based access control Attendance and launch management CSV export functionality Inventory request and approval workflows Integrated file storage system Administrative dashboard Over the last month, the platform has evolved into a central operating system for TJ Rocketry. The goal has been to reduce overhead for officers and provide members with a single location for everything they need. Future development will focus on expanding automation and adding additional tools to support the club’s engineering activities.
Ships:
# The TJ Rocketry Platform Over the last month, I have been developing a centralized platform for TJ Rocketry to streamline many of the club's operations. The project is backed by PostgreSQL and combines attendance tracking, inventory management, file storage, and administrative tools into a single system. ## Attendance and Launch Management One of the major additions has been an integrated attendance system. Officers can create launch events and generate attendance codes, allowing members to check in through the website. Attendance records can then be exported directly as CSV files, significantly reducing manual work. ## Inventory System I implemented a complete inventory management system to keep track of rocket components and supplies. Members can browse available items and submit requests, while officers can approve or deny them. The system automatically tracks inventory quantities and request history, making it easier to maintain accountability. ## File Storage To centralize documentation, I built a file system inspired by Google Drive. Members can upload, organize, and access CAD files, reports, presentations, and other club resources through a familiar interface. ## Resource Hub The platform also serves as a repository for important documents and resources. Guides, documentation, and reference material are organized in one location, making information easier to find for both new and experienced members. ## Administrative Dashboard A full administration panel was developed to provide officers with complete control over the platform. User permissions, launches, inventory, and other aspects of the system can all be managed through a web interface without requiring direct database access. ## Technical Highlights - PostgreSQL-backed storage - Role-based access control - Attendance and launch management - CSV export functionality - Inventory request and approval workflows - Integrated file storage system - Administrative dashboard Over the last month, the platform has evolved into a central operating system for TJ Rocketry. The goal has been to reduce overhead for officers and provide members with a single location for everything they need. Future development will focus on expanding automation and adding additional tools to support the club's engineering activities....
|
1792975927.152999
|
1793062327.152999
|
|
33165
|
My own site! by @Ishaan_Jha | Stardance
|
Ishaan_Jha
|
2
|
17.27
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T17:44:36Z", "hours": 15.0, "multiplier": 11.45, "payout": 172, "blessing": "neutral", "text": "I made my own personal site, telling almost everything about me. The trickiest part was mastering the UI, but at the end I love the result. Want to know me better? This is basically it.", "repo": "https://github.com/IJai-code/personalproject", "demo": "https://ijai-code.github.io/personalproject/#about"}, {"ship_num": 2, "ts": "2026-07-09T21:00:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal site about me! I made it notebook style, as i love it that way and I like the whole engineering layout. It is pretty basic, and I didn’t have much difficulty making it. There are 3 main buttons, that use a cool scroll feature to scroll to the section (i learned how to do that when i was pretty young, but it wasn’t that easy back then).", "repo": "https://github.com/IJai-code/personalproject", "demo": "https://ijai-code.github.io/personalproject/#about"}]...
|
[{"post_id": 41821, "ts": "202 [{"post_id": 41821, "ts": "2026-08-06T08:39:01Z", "hours": 1.2667, "text": "Hi guys, it has been a bit since I updated my personal portfolio page, but I think it needed some refresh and updates. It now has more info about me as a person, and who I really am, and is completely accurate now. I will continue to make updates as things change, as well as the process. Also, it is multi-page now :) Enjoy!"}, {"post_id": 28427, "ts": "2026-07-14T17:42:25Z", "hours": 4.6986, "text": "Update complete, different modes, options, buttons, descriptions, and UI overall."}, {"post_id": 28017, "ts": "2026-07-14T00:27:10Z", "hours": 9.2792, "text": "Large UI refresh, still in progress. Not deployed just yet, but large backend refresh, as well as smoother layout and multiple pages."}, {"post_id": 25716, "ts": "2026-07-10T04:33:51Z", "hours": 1.0469, "text": "Made some fixes for the bugs. UI remains the same"}, {"post_id": 25530, "ts": "2026-07-09T20:56:22Z", "hours": 0.6878, "text": "Devlog 1: Starting My Personal WebsiteStarted building my personal website as part of Stardance. I created the initial structure with HTML and CSS, set up the GitHub repository, and deployed it using GitHub Pages. The first version focused on getting the foundation working so I could iterate on the design and make it feel more personal."}]...
|
Title: My own site! by @Ishaan_Jha | Stardance
De Title: My own site! by @Ishaan_Jha | Stardance
Devlogs:
Devlog 1: Starting My Personal WebsiteStarted building my personal website as part of Stardance. I created the initial structure with HTML and CSS, set up the GitHub repository, and deployed it using GitHub Pages. The first version focused on getting the foundation working so I could iterate on the design and make it feel more personal.
Made some fixes for the bugs. UI remains the same
Large UI refresh, still in progress. Not deployed just yet, but large backend refresh, as well as smoother layout and multiple pages.
Update complete, different modes, options, buttons, descriptions, and UI overall.
Hi guys, it has been a bit since I updated my personal portfolio page, but I think it needed some refresh and updates. It now has more info about me as a person, and who I really am, and is completely accurate now. I will continue to make updates as things change, as well as the process. Also, it is multi-page now :) Enjoy!
Ships:
I made my personal site about me! I made it notebook style, as i love it that way and I like the whole engineering layout. It is pretty basic, and I didn’t have much difficulty making it. There are 3 main buttons, that use a cool scroll feature to scroll to the section (i learned how to do that when i was pretty young, but it wasn’t that easy back then).
I made my own personal site, telling almost everything about me. The trickiest part was mastering the UI, but at the end I love the result. Want to know me better? This is basically it....
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1792983276.0478175
|
1793069676.0478175
|
|
38078
|
ISS OVERHEAD by @Gingembre | Stardance
|
Gingembre
|
1
|
18.0
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:39:20Z", "hours": 18.0, "multiplier": 9.72, "payout": 172, "blessing": "neutral", "text": "I made an app that tells users when the International Space Station flies over them. It contains a lot of cool features like it being able to tell how high the ISS will be in the sky during the next pass. I am proud of this project because it is my first application and I learned a lot coding it.", "repo": "https://github.com/Gingembre3005/ISS_Overhead", "demo": "https://github.com/Gingembre3005/ISS_Overhead/releases/tag/V1.0.0"}]...
|
[{"post_id": 70670, "ts": "202 [{"post_id": 70670, "ts": "2026-09-19T15:49:10Z", "hours": 6.3675, "text": "I have polished the app to get it ready for shipping. This means I completely reworked the UI by displaying numbers in a “Digital Clock” style and the text with a more space like font. You can see a fail I had when trying to display text with the “Digital Clock” font on the third picture : ). I also added notifications to let the user know when the ISS flies over him. And to top it off, now you can see the ISS crossing the background when you are on the app!"}, {"post_id": 65028, "ts": "2026-09-09T20:37:33Z", "hours": 3.325, "text": "In the last few days I have been working on getting the app to calculate at what time the ISS is going to fly over the user again. Now that this is done, I feel like all the core features are done. Do you maybe have an idea of a feature or something that would be interesting to see in the finished app? Let me know in the comments! I’d be more than happy to hear your ideas : )"}, {"post_id": 61754, "ts": "2026-09-04T20:14:05Z", "hours": 3.1083, "text": "My app is finally working! The main thing I want it to do is send the user a notification when the International Space Station flies over them. Right now it can tell the user if the ISS is in his field of view by calculating its position over the horizon. If the amount of degrees over the horizon is positive, then the user should be able to see the ISS (if we neglect the sunlight, weather and so on…)."}, {"post_id": 56838, "ts": "2026-08-28T19:45:11Z", "hours": 4.8992, "text": "This summer I started working on my first mobile app. Since I am very interested in astronomy, I decided to build an app that gives you a notification when the ISS flies over you. Right now I only have two windows, one of which is used to get the user’s location."}]...
|
Title: ISS OVERHEAD by @Gingembre | Stardance
Dev Title: ISS OVERHEAD by @Gingembre | Stardance
Devlogs:
This summer I started working on my first mobile app. Since I am very interested in astronomy, I decided to build an app that gives you a notification when the ISS flies over you. Right now I only have two windows, one of which is used to get the user’s location.
My app is finally working! The main thing I want it to do is send the user a notification when the International Space Station flies over them. Right now it can tell the user if the ISS is in his field of view by calculating its position over the horizon. If the amount of degrees over the horizon is positive, then the user should be able to see the ISS (if we neglect the sunlight, weather and so on…).
In the last few days I have been working on getting the app to calculate at what time the ISS is going to fly over the user again. Now that this is done, I feel like all the core features are done. Do you maybe have an idea of a feature or something that would be interesting to see in the finished app? Let me know in the comments! I’d be more than happy to hear your ideas : )
I have polished the app to get it ready for shipping. This means I completely reworked the UI by displaying numbers in a “Digital Clock” style and the text with a more space like font. You can see a fail I had when trying to display text with the “Digital Clock” font on the third picture : ). I also added notifications to let the user know when the ISS flies over him. And to top it off, now you can see the ISS crossing the background when you are on the app!
Ships:
I made an app that tells users when the International Space Station flies over them. It contains a lot of cool features like it being able to tell how high the ISS will be in the sky during the next pass. I am proud of this project because it is my first application and I learned a lot coding it....
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1793004763.0102959
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1793091163.0102959
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51309
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PocketCam Classique by @Bogey13 | Stardance
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Bogey13
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1
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14.0
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172
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T11:29:07Z", "hours": 14.0, "multiplier": 12.0, "payout": 172, "blessing": "neutral", "text": "I made an esp32cam digicam with a tft showing live view. it was a very exciting and PAINFUL project i must say. alright i really wasnt expecting this level of complexity. first, the damn esp wont flash- somehow got it to flash, tft wont work- it was a library problem. soldering was another pain because first time, and i have shaky hands- all the time, sooo yeah uhhh you know how it went. then. writing the code, huge thanks to my friend; he helped me write the code without AI. it was easier than i was expecting it to be. okay when we got the camera working. i accidentally fried the battery TEMPORARILY. Like an idiot, i plugged in the camera to charge and realized i had a switch between the charging module and the battery, and flipped it. welp. it powered the esp AND was charging and the battery’s protection PCB freaked out and disconnected the battery. I thought i had fried the camera, so i had to resolder the entire thing (becuase wires were coming loose due to bad soldering too). At the end, everything was rlly fine because the battery’s protection pcb tanked the hit and is fine now. one more thing. i decided to ditch the enclosure because im just loving how it looks right now, so cyberpunk-y with those naked wires. im keeping it this way. although i have made it in CAD, those who want can put it on their own pocketcams. So uh yeah. first ship. lets go.", "repo": "https://github.com/Bogey1309/PocketCam-Classique", "demo": ""}]...
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[{"post_id": 76398, "ts": "202 [{"post_id": 76398, "ts": "2026-10-03T12:57:53Z", "hours": 0.3667, "text": "Its done. Resoldered the entire thing. However the battery is depleted and im gonna have to charge it so we don’t know if it turns on yet"}, {"post_id": 76205, "ts": "2026-10-02T17:37:48Z", "hours": 0.6, "text": "Soldered the shutter button and one part of the sliding switch, also connected a few more wires. Its almost done (again)"}, {"post_id": 75859, "ts": "2026-10-01T11:25:19Z", "hours": 0.5, "text": "Display has been resoldered"}, {"post_id": 75550, "ts": "2026-09-30T12:26:54Z", "hours": 0.65, "text": "resoldered 2 more wires and added the power system"}, {"post_id": 74823, "ts": "2026-09-28T11:51:47Z", "hours": 0.45, "text": "Resoldered one more wire, and a prev one had come lose so fixed that too"}, {"post_id": 73113, "ts": "2026-09-24T12:40:15Z", "hours": 0.4803, "text": "resoldered like 2 wires."}, {"post_id": 73052, "ts": "2026-09-24T08:51:43Z", "hours": 0.5567, "text": "resoldering the camera… the earlier connections came loose. and this ones even worse ahhhh"}, {"post_id": 72616, "ts": "2026-09-23T11:09:32Z", "hours": 0.3108, "text": "ITS CHARGING MY DUDES. FINALLY. LETS GO. I had accidentally tripped the battery’s protection circuit and wouldn’t work (I had messed it up while trying to charge lmao) I just resoldered everything. AND IT WORKS. LETS GOOOOOOOOOO"}, {"post_id": 71659, "ts": "2026-09-21T08:04:24Z", "hours": 0.285, "text": "bad news. i messed up the wiring. had to desolder the battery. will do the rest later"}, {"post_id": 71084, "ts": "2026-09-20T08:52:00Z", "hours": 1.8506, "text": "ITS DONE!!!! soldering and everythign and everything is doneeee. just gotta put it in a case and call it done. lets go. finally."}, {"post_id": 70680, "ts": "2026-09-19T16:09:35Z", "hours": 0.95, "text": "Updated camera enclosure: This is probably the final design- ig only a few changes will be made later like adding holes for the type c and all. But yeah. Its almost done……."}, {"post_id": 70422, "ts": "2026-09-19T04:59:56Z", "hours": 0.6917, "text": "Tried to model a new enclosure but failed horribly. Guess I’ll edit the old one"}, {"post_id": 70038, "ts": "2026-09-18T10:42:44Z", "hours": 0.82, "text": "Messed something up…. [Image from the camera btw] Im running the cam at 5mp now and it takes like 8s for the thing to save, and sometimes it doesn’t even save, I was tweaking around- changed something, now the image sometimes saves, sometimes doesn’t- wth is happening, the first iteration worked perfectly…?"}, {"post_id": 70005, "ts": "2026-09-18T08:12:24Z", "hours": 0.5744, "text": "I fixed the colours on the TFT ( yesterday it looked rlly weird). now its working. LETS GO. the prototype is 99% done. just soldering and 3d printing the case left"}, {"post_id": 69737, "ts": "2026-09-17T18:04:11Z", "hours": 0.6269, "text": "I FINALLY GOT THE TFT WORKING LETS GOOOO. this thing was giving me headaches since the past week. just wouldnt turn on. backlight did. but no data- glowing rectangle of doom. I FIXED IT TODAY. I READ THAT I COULD USE eSPI thingy, change some code, MOST IMPORTANTLY, i wired my DC to IO1… and it just worked. im very tired to type out the detailed thing but yeah. lets go."}, {"post_id": 69096, "ts": "2026-09-16T11:17:42Z", "hours": 0.5917, "text": "I worked a bit more on the cad. The internal assembly is wayyyy more detailed now. milimeter accurate"}, {"post_id": 68167, "ts": "2026-09-14T17:11:03Z", "hours": 0.2972, "text": "I modelled the battery (just a cuboid) and imported the ip5310 from the web. I messed up the importing a bit and had to manually delete a lot of parts lmao"}, {"post_id": 68095, "ts": "2026-09-14T14:36:08Z", "hours": 0.6383, "text": "I made a millimeter accurate cad model of the esp32cam and the tft since i have them in my hands rn. battery and buck converter remain"}, {"post_id": 68032, "ts": "2026-09-14T12:28:13Z", "hours": 0.5081, "text": "I got the camera working. However… the tft is giving me a bad headache. The screen just won’t work- the backlight turns on and all but its not displaying anything. I think its cause of the brownout detection, something is fishy. Working on solving it. I also messed with the code a bit and my friend helped me write better code."}, {"post_id": 67302, "ts": "2026-09-13T11:39:19Z", "hours": 0.325, "text": "I successfully flashed the esp32cam after a big big boss battle. The thing just would not listen or connect or talk. At the end I gave up, tested it with a multimeter. All evidence pointed towards a defective board. The thing just wouldn’t communicate! not even over baud 74880, not even garbage characters!- thats usually a dead board. I tried flashing it like 20 times since yesterday I think. Same cycle. Upload code, compiling, connecting –> PRESS RST, hope something happens, fail. I even sent the supplier an email saying I got a defective piece. The thing is, you gotta flash this board by pressing the “reset RST” button when the arduino ide says “connecting…..”; which obv. did not work for me. So i give up and get bored and watch a random yt video. in that video, the guy doesnt press the RST button, nope. what he does is yanks out the cable connecting GPIO0 to GND (you gotta wire em to make the board go into flashing mode). and it worked for him. I try it. EUREKA. it goshdarn works. like holy crap dude, how. wth!!! i am so goshdarn happy right now that the thing works."}, {"post_id": 67038, "ts": "2026-09-13T02:25:28Z", "hours": 1.8469, "text": "I wrote code for Pocketcam, my friend helped me a lot. got a ton of errors on the first try. I had some trouble uploading however, the thing just would not flash the esp32cam. It was getting late at night so I decided to shut down and sleep."}, {"post_id": 65286, "ts": "2026-09-10T09:54:27Z", "hours": 0.4228, "text": "I got a sort of bad breadboard- so i had to manually plug a dupont male header in and out to make it looser. It was so tight that none of my components went in without feeling like id damage them pushing in"}, {"post_id": 52914, "ts": "2026-08-23T09:17:13Z", "hours": 0.85, "text": "I made a V2 of the camera enclosure. I think its significantly better than yesterday; looks cleaner and is a bit more ergonomic."}, {"post_id": 52529, "ts": "2026-08-22T18:10:31Z", "hours": 1.7447, "text": "I modelled the entire camera in onshape; including the internal components. I must admit- the enclosure was the hardest part. I feel quite productive."}, {"post_id": 52314, "ts": "2026-08-22T13:02:13Z", "hours": 0.7608, "text": "I drew out the rough circuit diagram in diagram.net of how the wiring/circuitry for the cam. would look like."}, {"post_id": 51824, "ts": "2026-08-21T17:55:28Z", "hours": 0.4019, "text": "Today I used Lego to try to see how small I could make my retro pocketcam. I first drew out the dimensions of the components (3.7v 500mah LiPo, ESP32CAM + OV5640 Camera, IP5310 Boost Converter) I then opened my big box o’ legos and tried to match the paper sketch with appropriate pieces. Although I did make them a tad bit bigger cause tolerances exist, I think its nice."}]...
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Title: PocketCam Classique by @Bogey13 | Stardance Title: PocketCam Classique by @Bogey13 | Stardance
Devlogs:
Today I used Lego to try to see how small I could make my retro pocketcam. I first drew out the dimensions of the components (3.7v 500mah LiPo, ESP32CAM + OV5640 Camera, IP5310 Boost Converter) I then opened my big box o’ legos and tried to match the paper sketch with appropriate pieces. Although I did make them a tad bit bigger cause tolerances exist, I think its nice.
I drew out the rough circuit diagram in diagram.net of how the wiring/circuitry for the cam. would look like.
I modelled the entire camera in onshape; including the internal components. I must admit- the enclosure was the hardest part. I feel quite productive.
I made a V2 of the camera enclosure. I think its significantly better than yesterday; looks cleaner and is a bit more ergonomic.
I got a sort of bad breadboard- so i had to manually plug a dupont male header in and out to make it looser. It was so tight that none of my components went in without feeling like id damage them pushing in
I wrote code for Pocketcam, my friend helped me a lot. got a ton of errors on the first try. I had some trouble uploading however, the thing just would not flash the esp32cam. It was getting late at night so I decided to shut down and sleep.
I successfully flashed the esp32cam after a big big boss battle. The thing just would not listen or connect or talk. At the end I gave up, tested it with a multimeter. All evidence pointed towards a defective board. The thing just wouldn’t communicate! not even over baud 74880, not even garbage characters!- thats usually a dead board. I tried flashing it like 20 times since yesterday I think. Same cycle. Upload code, compiling, connecting –> PRESS RST, hope something happens, fail. I even sent the supplier an email saying I got a defective piece. The thing is, you gotta flash this board by pressing the “reset RST” button when the arduino ide says “connecting…..”; which obv. did not work for me. So i give up and get bored and watch a random yt video. in that video, the guy doesnt press the RST button, nope. what he does is yanks out the cable connecting GPIO0 to GND (you gotta wire em to make the board go into flashing mode). and it worked for him. I try it. EUREKA. it goshdarn works. like holy crap dude, how. wth!!! i am so goshdarn happy right now that the thing works.
I got the camera working. However… the tft is giving me a bad headache. The screen just won’t work- the backlight turns on and all but its not displaying anything. I think its cause of the brownout detection, something is fishy. Working on solving it. I also messed with the code a bit and my friend helped me write better code.
I made a millimeter accurate cad model of the esp32cam and the tft since i have them in my hands rn. battery and buck converter remain
I modelled the battery (just a cuboid) and imported the ip5310 from the web. I messed up the importing a bit and had to manually delete a lot of parts lmao
I worked a bit more on the cad. The internal assembly is wayyyy more detailed now. milimeter accurate
I FINALLY GOT THE TFT WORKING LETS GOOOO. this thing was giving me headaches since the past week. just wouldnt turn on. backlight did. but no data- glowing rectangle of doom. I FIXED IT TODAY. I READ THAT I COULD USE eSPI thingy, change some code, MOST IMPORTANTLY, i wired my DC to IO1… and it just worked. im very tired to type out the detailed thing but yeah. lets go.
I fixed the colours on the TFT ( yesterday it looked rlly weird). now its working. LETS GO. the prototype is 99% done. just soldering and 3d printing the case left
Messed something up…. [Image from the camera btw] Im running the cam at 5mp now and it takes like 8s for the thing to save, and sometimes it doesn’t even save, I was tweaking around- changed something, now the image sometimes saves, sometimes doesn’t- wth is happening, the first iteration worked perfectly…?
Tried to model a new enclosure but failed horribly. Guess I’ll edit the old one
Updated camera enclosure: This is probably the final design- ig only a few changes will be made later like adding holes for the type c and all. But yeah. Its almost done…….
ITS DONE!!!! soldering and everythign and everything is doneeee. just gotta put it in a case and call it done. lets go. finally.
bad news. i messed up the wiring. had to desolder the battery. will do the rest later
ITS CHARGING MY DUDES. FINALLY. LETS GO. I had accidentally tripped the battery’s protection circuit and wouldn’t work (I had messed it up while trying to charge lmao) I just resoldered everything. AND IT WORKS. LETS GOOOOOOOOOO
resoldering the camera… the earlier connections came loose. and this ones even worse ahhhh
resoldered like 2 wires.
Resoldered one more wire, and a prev one had come lose so fixed that too
resoldered 2 more wires and added the power system
Display has been resoldered
Soldered the shutter button and one part of the sliding switch, also connected a few more wires. Its almost done (again)
Its done. Resoldered the entire thing. However the battery is depleted and im gonna have to charge it so we don’t know if it turns on yet
Ships:
I made an esp32cam digicam with a tft showing live view. it was a very exciting and PAINFUL project i must say. alright i really wasnt expecting this level of complexity. first, the damn esp wont flash- somehow got it to flash, tft wont work- it was a library problem. soldering was another pain because first time, and i have shaky hands- all the time, sooo yeah uhhh you know how it went. then. writing the code, huge thanks to my friend; he helped me write the code without AI. it was easier than i was expecting it to be. okay when we got the camera working. i accidentally fried the battery TEMPORARILY. Like an idiot, i plugged in the camera to charge and realized i had a switch between the charging module and the battery, and flipped it. welp. it powered the esp AND was charging and the battery’s protection PCB freaked out and disconnected the battery. I thought i had fried the camera, so i had to resolder the entire thing (becuase wires were coming loose due to bad soldering too). At the end, everything was rlly fine because the battery’s protection pcb tanked the hit and is fine now. one more thing. i decided to ditch the enclosure because im just loving how it looks right now, so cyberpunk-y with those naked wires. im keeping it this way. although i have made it in CAD, those who want can put it on their own pocketcams. So uh yeah. first ship. lets go....
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1792957932.8975213
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1793044332.8975213
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|
45983
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Github Dashboard by @pandacoder2013 | Stardance
|
pandacoder2013
|
1
|
15.0
|
171
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T13:57:32Z", "hours": 15.0, "multiplier": 11.39, "payout": 171, "blessing": "neutral", "text": "A Github Dashboard that utilises the Github API to preview your Github profile and repository data like commits, pull requests, coding languages etc. It takes your username on startup and generates an info card on the main page, and repository cards that you can click in to explore more about that specific repository. It is a website that requires zero setup other than entering your username which is saved in localStorage. btw the example image isn’t my Github profile", "repo": "https://github.com/dsochamp/Github-Dashboard", "demo": "https://dsochamp.github.io/Github-Dashboard/"}]...
|
[{"post_id": 61516, "ts": "202 [{"post_id": 61516, "ts": "2026-09-04T13:56:38Z", "hours": 3.01, "text": "I finished Github Dashboard! It has analytics for your repositories as well as a highly detailed info card of your profile! Pls give feedback and use it whenever you like! Here is an example of viewing the repository for this project."}, {"post_id": 47307, "ts": "2026-08-15T05:31:08Z", "hours": 3.6622, "text": "GOOFY ANIMATIONS! I felt like I wanted the dashboard to be more playful with its users so I added some fun animations! I will probably add an option on which way you want to spin when the page opens."}, {"post_id": 45879, "ts": "2026-08-12T16:48:11Z", "hours": 8.3794, "text": "I finally finished creating my info cards based on the user and also included localStorage to save usernames without having an account or server. My next step is to get the repositories page working with analytics for your repository. I also made a comprehensive table containing everything the Github API returns including other APIs for it."}]...
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Title: Github Dashboard by @pandacoder2013 | Stard Title: Github Dashboard by @pandacoder2013 | Stardance
Devlogs:
I finally finished creating my info cards based on the user and also included localStorage to save usernames without having an account or server. My next step is to get the repositories page working with analytics for your repository. I also made a comprehensive table containing everything the Github API returns including other APIs for it.
GOOFY ANIMATIONS! I felt like I wanted the dashboard to be more playful with its users so I added some fun animations! I will probably add an option on which way you want to spin when the page opens.
I finished Github Dashboard! It has analytics for your repositories as well as a highly detailed info card of your profile! Pls give feedback and use it whenever you like! Here is an example of viewing the repository for this project.
Ships:
A Github Dashboard that utilises the Github API to preview your Github profile and repository data like commits, pull requests, coding languages etc. It takes your username on startup and generates an info card on the main page, and repository cards that you can click in to explore more about that specific repository. It is a website that requires zero setup other than entering your username which is saved in localStorage. btw the example image isn’t my Github profile...
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1792982929.0341737
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1793069329.0341737
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